Before playing through Spyro: Enter the Dragonfly, I was led to believe by years of watching videos and reading information about the game, that it was an unbearable broken mess that is one of the worst experiences in gaming. I am happy to report that it is, in fact, not that bad. At worst, it is a slightly glitchy, kind of annoying basic platformer; and at best it is a little distracting romp through an otherwise barebones Spyro game. Don’t get me wrong, the game still isn’t very good, it is littered with half baked ideas, technical glitches, and just some of the weirdest aesthetic choices I have ever seen in a game; and from what I can tell, a lot of these bad design choices are the result of a troubled development. But I think the overall experience is ultimately fine, definitely not as dreadful as most people make it out to be.

The big elephant in the room with the entirety of this game is its lack of anything interesting. Nothing stands out, it is all just standard Spyro structure really. The player goes through a linear stage, even more linear for this game's case, collect gems, gather the special items, here they are dragonflies, and the player is done. The Insomniac trilogy, for the most part, proved that this was a winning formula, but what made it so much fun was those slight deviations and changes to the status quo that shook up the players' train of thought. Think of obstacles like the egg thieves, or the entirety of Tree Tops, that recontextualized the environment and the players abilities and asks them to think outside of the box. Enter the Dragonfly does not do that, at all. It is a shallow, hollow imitation of what came before. The game tries to do this; Spyro has a handful of new elemental breath types in conjunction with his fire breath, but nothing is ever done with them. At the most, there will be a section that requires hitting certain objects with different breaths; put out the fire with the ice breath, burn the scarecrows with the fire breath, and electrocute the poles to turn on the power. These breath types would be so much more interesting if, lets say, the player could create platforms on water or lava with the ice breath, or melt metal doors/ice barriers with the fire breath, or maybe even have to electrocute watery areas in order to turn the power on in a level, thus creating a new hazard in the process. But no, the new abilities stop at very surface level challenges that require very little brain power. As well, if it was not clear with my description of what this game considered to be a puzzle, the stages themselves are severely lacking.

Something I really appreciated from the first Spyro game is the abstract sense of nostalgia its set of levels gave me, it was like a happier version of the whole liminal spaces phenomena, like I had been there long ago in a dream I had when I was younger. All of Enter the Dragonflies levels are the exact opposite of this feeling, I have never been to these places before and I would really like to leave. The range of aesthetics this game goes for are just boring as all be; there is a dojo, an island with a luau theme going on, two separate farm levels, a very basic ice level, and a jungle temple. These themes are extremely basic and uninteresting and offer no real intrigue beyond the initial concept; they are quite actually just linear straight shots from the beginning to the end of the level; no alternate paths, no secret hideaways, and barely any of the now standard mini game side missions. Although, I am rather grateful for that last part, but I want to cover that later. The only level that doesn’t follow this structure is the Thieves Hideout, a level where all the egg thieves in the dragon world hoard their treasure, and is themed after The Thousand and One Nights. Not only does it have probably the most interesting concept for a level in the whole game, maybe series (so far at least), but the Arabian theming makes it stand out amongst the much more boring levels in this game; and, of course, there are many winding pathways to traverse and secret areas to find in this level, because what kind of thieves hideout would this be if it didn’t have those. But sadly, this is the only level in the game of this caliber, everything else is just fine. Actually, they might be worse than fine because of just how buggy this game is. There is a decently high likelihood that whenever the player enters a stage, something is going to glitch the hell out; I think I can recall a moment from each of the game's nine levels where some glitch made itself apparent. In some of them, gems would just fall through the floor and be unobtainable unless the level is restarted, others had problems with collision, where some platforms Spyro would just fall right though like he was a ghost, and in one instance in Honey Marshes, the level just refused to load in, leaving me walking on invisible ground unsure of where to go because I couldn't see anything. So, on top of already being rather boring levels, there is a good chance the level is just going to be broken whenever the player hops into them. But, all of this aside, I do think there is some good that this game has, albeit very minimal.

During the games development, one of the bigger issues the developers faced was building the game from the ground up, as they did not have access to any of the original source code or assets from the original trilogy. It is unclear whether or not the publishers, Universal Interactive, had denied them access to those original files, or if they simply didn’t have them on record to use, but either way, this led to many of the games shortcomings. Specifically, the one I want to point out is the change to how Spyro controls, here he is much stiffer, or tighter, depending on your perspective. Spyro in the original trilogy was much more floaty and less precise, which helped those games achieve the more free and dreamlike atmosphere they were going for, but it didn’t work so well in the more critical platforming sections. Which is why I was very happy to find out that Spyro is much more predictable to control here, making the few difficult platforming sections present more palatable. Additionally, like I mentioned earlier, the side mini game missions that plagued the last two games have had their presence greatly reduced; as well, I think they are better designed too. There are now two special gates in every level that lead the player to their respective side mission, these missions vary from piloting vehicles like tanks and UFOs, to sliding down giant mountain sides toboggan style. I like this implementation better than how 2 and YOTD did it because there being two per level doesn’t take away from the level itself, and the new mini games are based on the player’s abilities rather than having their own independent rules and control schemes, allowing them to flow much better into the pacing of each level. On top of this, the bugs that I mentioned earlier aren’t as bad as I made them out to seem, a simple restart of the level will likely fix whatever problems arise, this leaves the levels to be their ok sleeves; they aren’t bad levels, just not all that interesting, distracting for a little while than anything, which I will take a million times over having to a stupid trolley minigame over and over again.

Truly, I don’t think this game is that bad, it has problems, no doubt, but the overall game is fine. I understand why people scream to the high heavens that this game is an abomination, but I just can’t get behind that sentiment, especially when I have played games far far worse than this.

Reviewed on Apr 23, 2024


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