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The great debate


Thread replies: 11
Thread images: 6

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The great debate
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2>1>3>The rest>>>>>>>>Festering, maggot-infested shit>>>>>>Skylanders
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3
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>>337098113
checked
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>>337098280
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2>1>3

1 is the most comfy, but gets a bit repetitive. Themes and design are coherant, but can get a bit monotonous. Atmosphere is super good, although very barren in terms of story, but it works, it all comes together and feels like you are exploring a nice painting.

2 added so much more environmental and gameplay variety without too many gimmicks. Level design was also great and variered. The worlds were inspired and unique, each had its own culture and "problem" that needed Spyro's help to fix. Each level had its own enemies relevent to the story of that area.

3 is the worst because it has way too many mini-games and alternate characters, plus side missions are all in custom built side-areas now instead of being intergrated into the main level, which feels like a step back and means that every single level follows the exact same formula of being a loop. The worlds were also super generic, instead of making up their fantasy societies each level is just a obvious reference to a real-life country or time peroid. And theres no intro/ending cutscenes for the level, which makes it all seem so much more lifeless. Plus, almost all the levels use Rynocs as the enemy, dressed differently, but funementally the same foe every level.
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1 = 2 = 3
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Gameplay

1 > 3 > 2

Soundtracks

2 > 3 = 1

Level Design

3 > 1 > 2

Characters

All of them win
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>>337098523
>spoiler
2 = 3 > 1
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Best girl(s)
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>>337098523
>Level Design: 3 > 1 > 2

fucking what?

Every level in 3 (maybe 2-3 exceptions) is a loop with some side areas. Theres no variety at all. Looping is cool way to design a level, but once every level in your game is just a circuit going either left or right with no branching paths it loses its appeal.

Spyro 1 and 2 had a large mix of good level design, because each area had everything in it (AKA not splitting the optional objectives into side areas that dont physically connect) levels had splitting paths, wide open sections, non-linear areas, hidden sections and more.
Thread replies: 11
Thread images: 6
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