Review by
J. M. Vargas
(Reader
Review)
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- Saturn Reviews
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Sorry to rain on the parade of positive reviews for "Croc",
one of the handful of third-party games released for the
Saturn in late 1997 by Fox Interactive (who bailed out of
the machine as soon as the game got released). But, for
heaven's sake, how can anyone above the age of eight
years-old (ten or twelve at the most) play this game
and not feel an acute sense of embarrassment and boredom?
Man, "Starfox" creator Argonaut has brought to the Sega
Saturn (and to the Sony PlayStation) the most Nintendo-like
childish product one could imagine, and it is a clone right
down to the Yoshi butt-stump from "Yoshi's Island" and the
hard-to-control camera perspectives. Although technically
this game is a solid product, the lack of any 3D
free-roaming games on the Saturn is the only reason anyone
should check out "Croc"; if I could get away with it, I'd
give the game an overall 'Z' for its sleep-inducing charm.
You play the character of Croc, a crocodile that unleashes
his mean tail and ass (literally) through Four Islands,
each of which has six levels and two Guardians acting as
mid-bosses every three levels. There are six kidnapped
Gobbos in every level, as well as eight hidden levels
spread throughout the game. You might just find a
well-hidden fifth Island if you manage to find all the
secret levels and Gobbos; needless to say, all these
Islands have those common themes side-scrolling videogames
are known for: fire, lava, snow, slippery ice, etc. The bad
guys, which have names like Fighting Flibby, the Ice Demon,
Tooty the Feeble, etc, are led by the Bowser-like lackey
Baron Dante which you will confront at the end of the game
as the final boss. The game ends with a cliffhanger (kinda
like the series finale of "The Secret World of Alex Mack"
on Nickelodeon, where she has the antidote in her hand and
is undecided), which is probably the set-up for the
inevitable sequel tentatively scheduled for late 1998.
After playing through as much of this game as I could stand
before the sickening cuteness of the whole premise got on
my nerves, I can honestly hope they are working like
gangbusters over at Argonaut correcting the small little
flaws that keep "Croc" away from the "Super Mario 64" and
"Rascal" club of AAA 3D free-roaming titles.
GRAPHICS / VISUALS: A- Compared with the visuals on other platformers on competing
platforms, "Croc" is a solid and somewhat unbelievable
title. The graphics are 90% of what the PlayStation of
"Croc" are and then some, with only marginal drops in
frame-rate and water transparencies as the only
derivatives; shame that, like "Tomb Raider" and "Fighting
Force", this title started as a Saturn project that ended
up inferior to the eventual PlayStation port. The shapes
and graphics are pretty basic in shape and polygon count,
but the appropriate textures and rainbow-like colors
disguise that pretty well. The game is clearly aimed at the
Nintendo target audience, since everything from the
inoffensive and non-threatening bosses to the numerous
obstacles and traps lack any sort of cutting-edge danger,
with "Mario 64"-like gameplay to match; this is as 'KA' as
rated titles will ever get. However, the game gets pretty
good mileage out of being the only game of its type on the
platform; the closest games to it would have been a Saturn
version of Accolade's "Bubsy 3D", but that got canned when
the PlayStation version bombed badly in 1996. And then of
course is the American Saturn's biggest-selling title of
1996, Eidos' "Tomb Raider" (see Gameplay/fun Factor).
The game features a very "Resident Evil"-like method of
loading the levels and enemies. Each level is divided into
small areas, and Croc must clear every level and get every
crystal before moving to the next (you can re-enter the
level, but once cleared there is little to do but look
around); once Croc walks through the door or drops in the
well, the game pauses for four seconds while loading the
next area. This allows the game to display the actual
portion of the Island without taxing the hardware with
processor-intensive portions of the Island not on display.
The snow levels and ice levels look like snow levels and
ice levels... it doesn't get any more cliche than "Croc",
but what's on display is as good as third-party Saturn
developers can get nowadays. Shame that, with the recent
cancellation of "Alien Resurrection" and "Alien Vs.
Predator", Fox Interactive won't be able to push their
graphic libraries for Saturn code. Then again, their
"Independece Day" and "Die Hard Trilogy" ports were lousy,
and "Alien Trilogy" was only marginally better.
MUSIC / SOUND EFFECTS: C+ The child-like sound effects reach unbearable-like levels
that only Nintendo's "Diddy Kong Racing" can surpass. Croc
has this "Starfox"-like garble sound that passes for cute
chatter; no dice! The other characters in the game have
similar non-descriptive sounds and voices that pass for
language throughout the game. The only English in the game
appears in the menu screens and assorted menus, with a cool
and childish font to drive the cuteness through your heart
like a wooden stick thru a vampire's heart. Arrghhh!
The music is, like everything in the game, kiddie-oriented
and lacking in any distinguishing characteristic whatsoever
when compared to other catchy soundtracks like "Sonic R"
(nice to know you're a nut for it as well Dave Z.), "Super
Mario 64" and "NiGHTS". There is a particualr theme during
the first few levels of the game that comes across like a
mix of "The Addams Family" and "Batman Forever" themes
played on a Casio keyboard player; its actually kinda
catchy but way too much cheesy to be likable. The rest of
the music in the game shares the same eclectic qualities as
the above-tune; nothing offensive, but a lot of
littleimprovements could be added in the inevitable sequel.
GAMEPLAY / FUN FACTOR: C+ Like a good student or an artful con artist, developer
Argonaut steals each and every single concept and
characteristic for "Croc" from the established 3D
free-roaming games that paved the way for the onslaught of
ripoffs that are coming. Needless to say, "Super Mario 64"
gets to be the biggest source of ideas since Shigeru
Miyamoto's game pioneered the cartoony 3D free-roaming
genre with Nintendo's premier franchise. The
behind-and-above-the-character perspectives, the
butt-stump, the boxes suspended in mid-air, the cartoony
world, the swimming styles, the collecting of items (in
this case, crystals spread thruought the game; if Croc gets
hit by an enemy, all the crystals will be lost and Croc
will only have a handful of seconds to recover them, "Sonic
The Hedgehog"-style)... it all screams "Mario 64". The
other major source of inspiration is "Tomb Raider", which
was itself developed around the same time as "Mario 64"
without the developers of Core knowing what the Nintendo
guys were doing. "Croc" jumps and swims, Lara-style, with a
neat backpack and tennis shoes for the marathonic trek
ahead. If you've played either Lara Croft's game or Mario's
game, you have already played "Croc"... original this
definitely ain't.
But even if it were the first 3D free-roaming game on
32-bit platforms, "Croc" lacks a few key details that
diminish the game's visual accomplishments (and make no
mistake, "Croc" looks stunning by current 32-bit standards)
and keep the game anchored in the 'B' tear of games. Chief
among them is the game's control, which isn't tight enough
to allow Croc to navigate thru the many logs over lava pits
and assorted pitfalls without unnecessarily dying lots of
times. Either when using the analog or digital control
(both are supported), Croc handles too loosely and
unprecise to target enemies properly for overhead jumps or
tail attacks. I can't tell you the many times that I died
falling off a cliff that I thought was nailed, or left Croc
vulnerable to a side-attack because my butt-stump fell a
few inches from where I thought it should have landed. But
the one that took the cake was the times that Croc would
get hit and loose all his crystals; unlike "Sonic", you
only get about three little seconds before the crystals
vanish, but the control is so unprecise when trying to run
around recovering them that Croc always ended up facing a
wall or running away from the vanishing crystals despite my
best efforts. The control doesn't approach "Sonic R"-like
levels of obscene looseness (read my review), but it is
obvious the graphics and level design took more priority
than allowing for the player easy navigation thru those
lush 3D environments; it's controls like this that explain
why Nintendo delays its games forever.
Another major gripe is the camera angles for "Croc"; unlike
"Mario 64", with its choices of the Lakitu and Mario
cameras, or "Tomb Raider" and its single and sometimes
crazy camera, the views in "Croc" simply suck. There are
two different camera angles, and they are both useless and
pretty much stuck in their above-the-character perspective
without the ability to move them to a better perspective.
And to make matters worse, those cameras DO SIGNIFICANTLY
AFFECT GAMEPLAY by obscuring portions of enemy attacks and
bosses that should be easily visible. What good is a lush
3D environment if you can't play in it without the camera
interrupting your actions? Most of the game is playable and
easy fun, but there are a few instances in which the stupid
camera will drive you wacko; combine it with the loose
control, and it is obvious that "Croc" is just an adequate
Saturn last hurrah, instead of the beginning of a killer
new franchise. Tight controls can make or break a game
("Crash Bandicoot 2" is a perfect example), and this game is
exhibit C, after "Sonic R" and "Mischief Makers".
OVERALL: B- "Croc" thinks it's the next coming because no other 3D
free-roaming games like it existed, and it is the closest
to a "Super Mario 64" for PlayStation/Saturn that has come
for 32-bit CD platforms. In the graphics and lush level
designs the game achieves its objectives, but the mediocre
sounds and awful control and camera views sink the game
into the realm of rental material. With titles like "Gex:
Enter the Gecko", "Jersey Devil", "Burning Rangers" and
"Rascal" just around the corner, Argonaut will have to go
back to the drawing board and make the sequel a whole lot
better than the original for it to stand against the
formidable new entries in the genre. Needless to say, the
PlayStation will be the playing field for those upcoming
battles, because Saturn is going to have a dry season in
1998, and only Yuji Naka's "Burning Rangers" will be the
entry in the field (and what an entry it will be!).
"Croc" isn't a terrible game; quite the opposite, little
children with Saturn systems and adults that can withstand
extreme amounts of cuteness will have fun with it. Each
saved game occupies a mere four units of memory from either
the memory cart or internal memory, so there is no need to
invest $50 on an expensive cartridge. But this reptile can
only hope to shine the shoes of the current leader in
next-generation reptilian videogame characters, Gex the
Gecko with an attitude. I bestow upon "Croc" a B-, hoping
this cute little lizzard's next adventure builds upon the
positives of an otherwise average first outing. Rent it.
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