Individual ratings;
Spyro; 5/10
Spyro 2; 6/10
Spyro 3; 4/10

Was shocked by how poorly these held up to my memory of playing them in my childhood. You don't get to get away with not having much in the way of compelling gameplay by just stuffing a bunch of gems in worlds; exploration should be motivated by worlds being interesting to explore, not by having treasure spread out on every single inch of the floor. Most challenge presented by the game isn't intentional but instead due to poor game design; it's both frustrating that the games generally aren't remotely challenging and also frustrating that the bits where you do struggle are due to bad design.

The series in general seems like it doesn't believe its platforming is actually compelling enough on its own (correct) so inserts a bunch of underdeveloped minigames and side-distractions. This gets particularly bad with the third game where all five of the additional characters control and play much worse than Spyro does.

Kind of wish I hadn't spent quite so much time on this one. I dislike the attempt to create addictive habits by how the game's upgrade system whispers 'just one more game' in your ear every time you die. I also dislike how the upgrade system gives this feeling that I'm not getting further in the game because I'm improving at it (even though I am) but instead because my character is just so much more powerful than before.

The game's sense of humour is pretty great fwiw.

Big, confusing, soulless worlds, an awful camera, grating, unfunny character designs, awkward, imprecise movement, and a feeling that the only reason any of this is actually challenging at all is due to bad game design rather than due to intent.

Worst of all, none of it is even fun. Abandoned at the third world.

I have a deep, deep respect for the design of this game, and the ways in which it constantly pushes at the barriers of what you thought was even possible. Elegant and mind-blowing.

There's a real conflict here between the game wanting to create space for calm exploration, letting you appreciate the gradual development of your island across months of game-time, but also wanting to push the task system which seeks to trap you in an endless loop of completing just one more Nook Miles task before you log off for the evening. The former is rewarding, whilst the latter feels cynical.

The extent to which everything feels kind of clumsy and slow, taking twice as long as it needs, is charming at first but grows tiring over time.

I love how so much of this game is less about solving the individual puzzles and more about trying to learn the language of the puzzles, and what perspective they want you to approach with. I'm not the biggest fan of puzzle games, and this approach appeals to me so much more than the conventional approach.

The world of The Witness is also just endlessly fascinating to explore, both from an aesthetic perspective and because of the environmental puzzles.

A gentle, delightful treat. The manner in which you start the game feeling pretty mobile and able to explore as you wish, but the game keeps upping your mobility over and over to levels you couldn't imagine, feels so empowering.