It's a good proof-of-concept for a loving Spyro homage. Pretty graphics. Good level design. Memorable music.

The issues come with the controls. And unfortunately, that's the main aspect that needs to be as close to perfect as possible for a platformer. A game like this will make or break based on how tight the control of the character is. As of this writing, the early access version of Zera is an absolute mess in this regard. The camera sensitivity is far too touchy, meaning that it is difficult to properly aim my direction without unintentionally overshooting my trajectory and veering off too far to the left or the right. Moving Zera around the game world also feels very "slippery." Timing and aiming precise jumps, as well as staying on course over thin bridges with little margin for error while charging, old school Spyro-style, is far more unwieldy than it should be in a game that touts itself as a spiritual successor to that game.

A particularly frustrating section of the game for me came in the very first proper stage. This game's equivalent of the egg thief character, sack of goods in hand, spotted me and started running in the expected circular pattern I had seen dozens of times before. I've been playing Spyro for decades. I am no novice to these chase sequences. And yet, I found that the imprecise, slippery movement of Zera meant that I was never able to maintain a consistent path or momentum long enough to ever catch up with the little bastard. Each time I would find my rhythm and speed, I would lose control of Zera and go flying off the ledge and into the depths below (yes, the game's very first chase sequence, which should arguably serve as a tutorial for the mechanics of them, takes place on a very thin, circular section of land over a pool of acid).

All of the pieces are there. The game has potential. But as I was playing Zera, in its current janky state, all I could think of was how much it was making me want to simply boot up Spyro and play it instead.

Reviewed on May 15, 2024


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