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Preview
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| Croc 2 |
| PlayStation |
Release: June '99 |
From: Fox Inetractive |

Lots of ginger soda. Lots of words missed out to give the game a 'cute' appeal
Another episode of juvenile level hoppery, another 3D platformer crushed underfoot by Super Mario. It's Croc 2, but can it better its predecessor? Hmm...
Steve Bradley
Did they have to?
That's a bit negative, isn't it? Just because the PlayStation has suffered a raft of pathetic Mario wannabes, it doesn't mean they're all as bad as each other. Spyro the Dragon isn't bad. And what about Crash Bandicoot 3? Everyone loved that, didn't they? Hey, and the forthcoming Ape Escape could be the best yet.
Wasn't the original Croc the worst of the lot?
Okay. So it was hardly crafted from the Miyamoto workshop, but it was for kids.
Not that old 'for kids' excuse? Do me a favour.
Sorry. When a softie goes out of their way to tell you that the game they're making is actually 'for kids', you immediately start to gag. It usually means poor level design, a shocking control system and hours of tedious frustration.
So Croc 2's for kids, right?
Err... yes.
And...
The designers at Argonaut have actually changed the focus for the sequel. There are many more mini-challenges and a wealth of vehicles for the green scaley fellow to drive and ride. In the first level, you find yourself trying to bounce as high as possible on a trampoline, and even attempting to burp after swigging a load of ginger beer. Why? Because the Gobbos challenge you to beat them at certain things.
The Gobbos... ?
Yup. There are six tribes of the little furry creatures, each corresponding appropriately to a themed level. All the usual cultural stereotypes are included. Think Russian, think cowboy, Oriental type and tribesman.
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