1996

I can't believe they managed to mess up a parody of Myst. Not a single funny line in this.

I legit feel this one is much worse than the first. The tank controls are gone, but somehow the controls manage to feel worse: in order to compensate for the bigger levels, Croc speed is faster, which makes the difficult jumps much worse. Also gone are the ability to turn around 180 and the ability to move the camera.

The bigger levels aren't very good either, they don't look bad, but feel very uninspired, while large, they are mostly linear and there is a lot of copy paste and filler between the actual interesting platforming parts. There is also a hub world filled with npcs with annoying voices plus a shop that sells one time use items that you need in order to backtrack and 100% certain levels. Instead of charming, it ends up feeling cheap and generic, as it has neither the simplicity of the original nor the interesting world building of games like Spyro and Banjo.

A sorta maligned early 3d platformer that lacks the production values of its rivals, but that does quite a few unique things. The tank controls are surprisingly not that bad, it has a 'turn 180' button that is very helpful and side-step buttons. I honestly would have traded the side-step for a turn around as often when I tried to turn I ended up walking a bit forward and falling, probably my biggest gripe with the movement.

Another thing that makes Croc interesting is that it doesn't follow the mario 64 formula, it doesn't care about open world or sense of freedom, instead you get several rooms of platforming challenges type design which reminds more of a simpler version of wario world's optional challenges or mario sunshine's "secret of" stages than anything in mario 64; after playing many collectathons, this feels like a breath of fresh air. And while it lacks the charm of a lively game world, it kinda makes up for it with creative and sometimes brutal platforming.

On the bad side, bosses are very weak, even for early 3d platformers standards and the rarity of extra lives doesn't match the demanding platforming.

A mostly fine sequel ruined by some of the most boring and annoying side missions I've ever seen in any 3d platformer. On the good side, the levels themselves both play and look good, so if you aren't going for a 100% its mostly a nice time, even if the game is a bit too easy and simple overall.

You also brutally murder your enemies and use their agonizing souls to power up magical gates.

This game is art. Like, at the very beginning there is a direction board with nice/nasty and Conker is drunk trying to make sense of it. The whole game is like that, it plays with the contrast between its cute cartoon graphics and its dark humor. It's really dumb and hilarious, filled with pointless gore and profanity.

The gameplay tries a lot of things and sadly doesn't excel in particularly anything, but at least the variety keeps the game interesting as you wonder what will it throw at you next. I admit some sections can be annoying, principally the war chapter, but the sheer insanity of the whole thing more than makes up for it.

This game is more akin to watching a short as there is barely any gameplay at all, but a very interesting short with excellent soundtrack and visuals. I recommend playing if you are into 90s 3d aesthetics. Preferably at night. And with a beer. But that's just me.

Just a super basic diablo clone with even less RPG mechanics and very tedious 'kill all enemies' type missions that are even worse than they sound as the game lacks proper skills and you need to be constantly clicking on the enemies to attack.

A much more competent attempt at an adventure game from the same developers of The Mystery of the Druids. Writing has improved considerably since Druids and you get a nice sci-fi conspiracy setting whose themes have aged quite well, plus the progression and puzzles mostly make sense this time around. The soundtrack is kinda disappointing though, its mostly ambient tracks and very few are memorable imo.

My main problem with the game is that it takes a while to get going, the first few days are mostly boring tasks, but the second part of the game makes up for it with some really memorable places/sequences.

At first I wasn't totally sold on it, I disliked the fairly generic anime boy instead of the usual whimsical/weird protagonist that most of these platformer games have, the controls seemed unnecessarily weird and the ape catching didn't seem that interesting in the first levels. But the level design keeps getting progressively better: the apes start to use more tactics and are incorporated into the levels in really unique ways, add to that some really creative level themes, the gadget mechanics, and one of the best soundtracks of the ps1 and you get an extremely memorable experience.

It's worse than 2, which was worse than 1 imo. The combat is good, maybe the best in the series, but everything else feels half baked. Maybe it needed more development time, or maybe it was the switch limitations when working with unreal, either way it lacks several features past games had, like proper stages, different katanas, full clothes customization, etc. Open world returns and is bigger than ever, but there aren't that many side jobs and most areas are inaccessible, plus there are invisible walls everywhere. Side shops with iconic npcs like the gym are all gone.

Story is fun, but very shallow, all the cool stuff from TSA's visual novel sections is thrown away, sadly. Side characters barely get any attention at all. At times it feels like its hinting at things, but ends up going nowhere. Even compared to past games its too wacky for the sake of being wacky. And yet, it still entertains a lot.

In terms of production value, it is extremely good- everything, from the enemy design, to music, skills and environments has a lot of care. The pre-rendered graphics give it a visual identity that not even the new games can match. The amount of ways to build the characters are great, but the absurd amount of inventory management takes you away both from the action and the ambience, as you keep teleporting to sell junk and upgrade. Its also extremely annoying that you can only reset skills a single time, so you can't try different builds, thus the game ends up getting repetitive by the third act as you can only do the same strategy for everything. Even though relatively short, I had to force myself to complete the expansion.

And the variety of locations as opposed to a single dungeon are cool I guess, but I miss the sense of progression and more focused design Diablo 1 had. Since the enemies respawn every time you load a save and most quests are extremely straightforward I had no desire to explore whatsoever. And for all the time you spend returning to villages, they all feel very superficial too.

Still, if you want to feel like a powerful necromancer and send an army of skeletons kill everything there is probably no better game.

2001

First of all, I could never get into the n64 original because the control scheme is way too confusing, for example in the n64 version, you jump with a certain button and after you carry the ball you jump with a different one- here they are the same buttons, also the controls aren't inverted when you ride the ball. Just the control changes already make the game much more accessible for me, even if other aspects like the performance are worse due to ps1 specs.

As for the game itself, its surprisingly fun and creative, the idea is already very unique, but there are a lot of unique obstacles and gimmicks for each world to keep the game interesting. Sadly there are problems with camera and collision like most early 3d platformers that take away some of the enjoyment, but overall I had a good time with ps1 Glover.

It starts really well, principally compared to the first game, but becomes very tedious in the later half as it loves to throw at you its enemies with multiple health bars. The stages are also less inspired in the second half, where they practically repeat the same themes as the first game. Also not a big fan of how slow the movement is compared to arcade beat 'em ups.

A game carried solely by its aesthetics and good music. The platforming and mechanics are very simple and that's not necessarily a bad thing for me, but unlike something like Crash Bandicoot, the level design isn't interesting or varied enough, so the game ends up feeling repetitive after just a few levels. Still worth playing once if you are going through Saturn's library though, the game is pretty short anyway.