Where Legend of the Gobbos was very much a 3D approach to classic platforming, with jumps and platforms abounds, Croc 2 takes a very different tack -- one bearing a closer resemblance to the more explorative fare that had become the new norm.
Croc's moveset is unchanged for the most part; jumping, stomping and tail-whipping are still his primary means of interaction, with a couple of new jumping techniques that largely go unmentioned -- a so-called triple jump (actually a high jump, achieved by pressing jump again while mid-stomp), and an "acrobatic tumbling jump", performed by pressing both sidestep buttons and allegedly used to cross long distances... but the total lack of course correction makes it a mite impractical.
Croc even has an inventory! It's mostly for holding his "Magic Eye Zoomers", allowing him to survey his surroundings in first-person, but he can also carry items that react to special pads found throughout stages. If he has a Jelly Jump or Clockwork Gobbo in his possession, he can use it in their designated area, the former producing a spring pad to let him reach inaccessible areas.
The latter is used to take part in a small mini-game: the wind-up toy motors forward on a narrow track, and your goal is to collect all the items in the area before it putters to a stop. Each Clockwork Gobbo can only be used once, so if you whiff it, you'll have to spend another to do it again; Croc can carry a maximum of nine Clockwork Gobbos and Jelly Jumps.
How do you get those items? They're not collectibles, that's for sure! One hundred Crystals are found in every stage, and serve as currency to be spent in Swap Meet Pete's shop. The travelling salesman can be found in every hub, and allows you to purchase the three types of Jelly Jump, Clockwork Gobbos, as well as Heart Pots to increase your maximum health capacity.
Since Crystals no longer act as a shield for Croc, he now has a health metre instead, and can withstand up to 3 attacks before he falls. Hearts must be found to restore them, and running out will take you back to the hub. Checkpoints exist in the form of Save Gongs, and Croc will return to them should he fall down a pit or into lava... but only in those specific circumstances.
That, and he's just a gormless character. He's a large rotund cat in a fez and a thawb, just one of many cultural stereotypes in a game all about 'em, and somewhat at odds with the established character design ethos of past games.
Of all the characters' verbalisations, his is perhaps the most obnoxious, sounding like he's yelling in your ear even when he's behind the shop counter.
The Retro Pals described him as "Bubsy's racist dad", which is perhaps a low blow, a bridge too far, but it's hard to shake the notion.
The game ends with Baron Dante sealed away once more (OR IS HE???), and Croc finally reunites with his family -- his mother, father, baby sibling, and yet more relations who have yet to hatch. With his old and new Gobbo friends along for the ride, he's got all the family he could ever ask for. And they lived happily ever after, surely?
Well, not quite -- Dante's hand emerges in a coy sequel hook to steal the eggs, and if you collected all the Jigsaw Pieces (found in Golden Gobbo Stages, unlocked by getting all five Colour Crystals in each level), you must complete a marathon of stages across three of the Gobbo villages to retrieve them all! This is purely gameplay content, with no story attached to wrap up that last minute switcharoo.
The PlayStation version was published in Japan by KOEI, its title renamed to Croc Adventure (クロックアドベンチャー), but otherwise seeing very few meaningful changes. It does have the courtesy to start you with 5 Hearts instead of 3, an unexpectedly kind gesture to make the game's beginning that more palatable.
Unlike the last game, its names and vernacular are largely untouched in the trip across the pond -- the "Pau-Pau" are back to being Gobbos, the Dantini are no longer given unique names for every variant, and punny titles are abbreviated. Swap Meet Pete is simply Pete, Cannon Boat Keith is Kaizoku (Pirate) Keith, and Baron Dante becomes Dante Danshaku -- the literal translation for baron.
Despite a SEGA Saturn version being shilled in early advertisements for the game, it was never definitively on the cards; Jez San giving the wishy-washy answer[1], "there might be a Sega version but it might be produced for their next generation system."
The Dreamcast version was still being previewed after the game's PlayStation release, and according to Fox Interactive producer Dave Stalker in Official SEGA Dreamcast Magazine[3], "by the time it gets to you, we're going to add another Gobbo tribe to save, and there'll be forty-two levels to play through in total."
The last preview I'm aware of was in the March 2000 issue of Official SEGA Dreamcast Magazine, but not once did they ever show footage of these proposed new levels, nor screenshots that weren't lifted from the PlayStation promotional materials.
According to the team and programming leads on the game, development never even truly begun on this version, only rough concepts for the new levels. If we knew that, the port's quiet cancellation might not have been so surprising.
It's logical for sequels to change and iterate upon their old attempts, but... this is so changed it seems like a very different product. It barely feels like a sequel. "Inspired by" if we're being generous, but far from what you'd expect from a follow-up to the first game.
The structure is completely revamped. The controls are the same yet totally off. Every familiar element is flipped on its head. It looks different. It plays different. It feels different. Whatever I hoped for from a sequel, this wasn't it!
After a careful, nuanced study of how to make the transition to 3D platformer, Croc 2 just throws out the baby with the bath water and completely reinvents itself.
It's almost like Argonaut was racing to play catch-up, gleaning from the rulebook of other 3D platformers, without regard for how well it fits Croc -- just whatever makes them look competitive. It's a cut-throat market, but the game loses a part of itself in trying to be things it can't.
Despite its meritable sales, Legend of the Gobbos released at a funny time, mere months before its competitors were releasing sequels, just as the genre was finally beginning to finetune itself.
Coming out when it did was perhaps a bitter pill to swallow, and Argonaut CEO and founder Jez San says it as such in a 2016 interview[5]:
"We weren't the first 3D platform game. We were maybe the second one. We were the first to start, and we were the first to have the idea, but we weren't the first to come out."
While they spent at least two years designing a gateway into the genre, the roads were already being paved by other competitors; some of which were already releasing sequels mere months after Croc's big debut. It's a bit like having the rug pulled out from under them -- this was meant to be a trailblazing venture, dang it, and we're being seen as an also-ran imitator!
They had every reason to want their product to blossom and make a splash, and Fox Interactive was counting on them -- they had a stake in this marketable mascot!
This was corroborated by Jez San in Official SEGA Saturn Magazine[1]. While it was very much Fox's move, Argonaut were helping them however they could. "Fox will help us develop this into a franchise much like Nintendo, Sony and Sega have today with their central characters."
Indeed, by the time Croc 2 was being previewed in Official SEGA Dreamcast Magazine in November 1999, they were dropping not-so-subtle hints that there would be plush toys of the game's characters as well.
The cartoon is a particular mystery, with no record or evidence of its production beyond press releases; it was "under review" as of March 2000, but not even Argonaut staff were aware of it beyond distant rumblings, it seems.
TV and animation is a fickle business, with new prospects often having terminally short lifespans. Computer animation was blossoming at the end of the 90s, and video gaming was no stranger to it, Donkey Kong Country and Rayman having their own bizarre French-produced adaptations...
... but I'd hazard a guess that the cost was a risk factor during its first proposal. That, and Croc's viability as a bankable mascot was waning by the time of the sequel. What could've been, I guess!
Not that Croc didn't get some merch... but nothing as tasty as store-bought toys or anything. Croc 2's official website featured a contest to win a variety of limited-edition goodies, including a watch, a yo-yo, and even a "Lifesize Stuffed Animal", said by other sources to measure 48 inches tall!
I've yet to find any surviving images of this, sadly, so who's to say how on-model it might've been, or even if it was meant to be Croc. That could've been any stuffed animal.
It's by no means an industry level dissertation or a full game design document, but it's a refreshingly upfront take on what gets discussed when a sequel is underway, presented in a pleasantly breezy manner.
Using the "sequels suck" scene from Scream 2 as a springboard, Nic addresses how games are constantly making sacrifices to make it out on time, only to become overshadowed by fierce competition in a matter of months, and there's always things they wish they did differently.
He adamantly wished for Croc 2 to be more than just a "level add-on"; no publisher wants a product without a fresh angle to advertise! Their game design document zeroed in on elements worthy of improvement, listing these as their wishlist:
Discovering this page was fascinating, a demonstration that even upon release we were getting some insight into the game's development -- we wouldn't have to wait for after-the-fact interviews decades later!
Croc 2 accomplishes all those goals in some capacity, but it's perhaps a sign of the occasional disparity between what a creator sees in their product compared to a consumer.
Argonaut saw a game that was old-hat mere moments after hitting the shelves; if it was to impress, it needed a serious overhaul.
Consumers saw a game that was a talking point because of those qualities, for good or for ill, and a sequel that seemingly abandoned everything that defined it. Seeing the principles behind those decisions does explain it somewhat, but it all hinges on the execution -- if it works, all is forgiven.
Now, arguably this is because of the greater emphasis on different objectives, but it does mean Croc is robbed of his central goal: rescue the Gobbos and get to the exit. Levels aren't just getting from A to B any more...! At least, not consistently! Sometimes it's a linear route with a start and an end, while others are more free reign, expecting you to leave when the job is done.
... but what is it you're doing? With all the baby talk dialogue it's very easy to tune out...! Sometimes the HUD will clue you in, keeping track of how many Gobbos need rescuing or the like, but you can't pause the game for a refresher or anything (this is as much minor quibble as it is a dunk on inattentive players like myself). The game lacks the same clear-cut indicators even Mario had; the pause menu doesn't tell you the level's name, and there's no convenient checklist of what levels are even completed.
The other vehicles are pretty inoffensive by comparison -- boring at worst, and a change of pace at best. They control fine, there's an adequate challenge in figuring out the tricks to how they work, or the best route to win, or even just offering a diversion from the usual running and jumping.
I get it, though: if you're spending two years designing a platform game, you want to do other things to spice things up once in a while. Come the PS2, developers were eager to tackle the "kitchen sink" genre, mixing platforming and shooting and driving and whatever else into one massive package.
Though rarely remembered now, one of the early notable instances of this was in Traveller's Tales' ambitious Haven: Call of the King. As a technical accomplishment, that game is to be lauded for its incredible scope, heralded after the fact by its own lead designer Jon Barton as the No Man's Sky of the PS2.
Cinematic presentation, rich, sprawling landscapes... a totally unbroken sequence of flying into space, dogfighting through the atmosphere, and back again on a different planet. It's a credit to the shocking leap in hardware capabilities, and the studio's technical prowess!
It's just one of those things; it's tempting for publishers to have an extra bullet-point to sell the game on, however much it may cut into essential dev time elsewhere. And it's petty for consumers to expect a 3D platformer to have kart racing comparable to genuine releases; it's just one of several side-meals, not the main course.
The armchair analyst can speculate the time they could've saved by putting those resources into more central features, but honestly, sometimes you just gotta entertain yourself. It might not be core gameplay, but making a hot air balloon fight where you drop ice cubes on a giant fish is as good a distraction as any. Treat yourself, babe.
Jumps are unpleasantly fast, rocketing into the air before plummeting down again, his hang-time now a brief, unnatural lull. It makes even the most simple of jumps far scarier than they have any right to be, and a shocking amount of the game was spent with my butt clenched because of it.
This is not aided by the camera, which is positioned so low as to hamper your depth perception. How much ground does Croc jump in a triple-jump, and is it enough to cross this gap? Only one way to find out, the camera sure won't help you!
It's... adequate. A midway point between his old tank controls and something more immediate; he does turn a lot faster, mitigating the need for the 180 degree flip (... mostly), but it's still a somewhat fussy control scheme.
Between the camera's penchant for drifting and levels' love of curved platforms, it can be surprisingly difficult to cross such simple terrain, Croc's controls or the camera working together to throw him off somehow.
It also has the unique feature to restore the old rotational controls, billed under "Control Method Type 2". The game was seemingly still using these during development, if footage from E3 1998 is any indicator, so it's nice to see its inclusion. And you know what? It's not that bad!
Croc's speed is a little uncanny after the weightiness of the last game, but they're still very responsive, offering a tighter turning radius than before and responding decently enough to tight platforming challenges. And it restores the 180-degree turn! Sadly without Croc's adorable hop, though, in which case why even bother.
Unfortunately, throwing is by no means precise; you just get into position and pray. When Croc's own physics leave something to be desired, throwing things isn't going to be satisfying either!
Nearly half of the bosses are fought exclusively by throwing things at them; an appreciated attempt to improve the lacklustre fights of the last game...
... but it feels extremely hands-off, forcing you to contend with iffy collision detection, belaboured wind-up times, or even what you're meant to be doing.
There simply aren't enough good uses of it to make the feature worth its while, which stinks when it's the game's biggest attempt at increasing the player's interactivity.
Indeed, that's pretty much how it came about: Fox Interactive producer Dave stalkers regales[4] that it began simply as him amusing his daughters while showing off a preview build. He would hand them unused controllers and tell them they were playing, then jump whenever they pressed a button.
From there the idea struck, Argonaut were quick to implement it, and he discovered new uses for it -- beyond simply allowing his young children to take part, parents could teach their children to play (or more often than not, the kid schooling their elders) without the embarrassment of taking the controller from them.
Even intentionally tripping each other up with impromptu actions was an option, making it a hoot at parties, and Dave was pretty hyped about its inclusion in other games. Fox filed a trademark for it before the game's release, but it seems Croc 2 was the only place it was employed.
I have not had the privilege to try OmniPlay, sadly, but my heart warms at the mere thought of its inclusion. Quirky and unhelpful as it may have been, having that play style as a option at all must have entertained some kids out there, and perhaps a sign that Croc 2 is an experience meant to be shared, either with backseat drivers or hands-on participants.
Super Mario Galaxy would kickstart a short-lived fad of "helper" co-op, where one player sacrificed autonomy for simpler commands, allowing them to assist without the need to learn the game's finer points.
Perhaps a more sensible route given the common dichotomy of children wanting to play with parents or older siblings (or the other way around) but lacking the skill to take it all onboard... but I love the bonkers notion of just spreading inputs across multiple controllers. Let me play a first-person shooter like a bull in a china shop and have the second player frantically shoot my way to safety.
One of the unexpected troubles in playing Croc 2 for the first time is... everything's different! We've talked the levels and controls already, but the art direction is different, the Gobbos look different, and even all the familiar iconography is repurposed for completely different uses!
Crystals remain a common sight, but no longer serve as a shield ala Sonic's rings -- they're now currency, and are completely useless at protecting you from damage.
You can survive multiple hits before dying, as now Croc's health is measured in hearts... repurposing what were extra lives in the previous game.
Hearts are a precious resource, and it's forever in short supply. So much of the game is played on edge because you know you're never sure what's coming next.
Since the game has no lives, your health has to cover the gamut; allowing you to survive enemy attacks, and to resume from a checkpoint. Getting shot by a Dantini from off-screen means one less chance to retry a chamber, and in a stage like this, you need all the attempts you can get!
It makes parsing 3D space very haphazard; measuring distances on simple jumps feels incredibly treacherous...! And in the cramped tunnels at the start of each passage, jumping over those small lava pools feels scarier than ever -- and because you're carrying a bomb, you can't triple-jump to make it easier on yourself.
When the camera works you tend not to notice it, but in a game where every risk is heightened to the extreme, you're begging for a whiff of cooperation from it.
Because you don't respawn in the immediate area, it's very easy to get turned around -- where am I now, and how do I get back to where I was? And if you don't know where you are, you're liable to taking the nearest door... which might be the entrance and will make you leave the level entirely. Say goodbye to all that progress!
It doesn't help that continuing from a game over doesn't even put you back in the stage -- you have to sit through two loading screens (one to load the hub, the other to reload the stage), and it doesn't even top off your hearts, restarting you with only 3!
Collecting all 100 Crystals in a stage will refill your health to maximum (quickest done by beating a boss stage like Flavio's), as will buying another Health Pot, which are in short supply. Better just reloading from a save file if it's too much bother...!
These changes are all possible attempts at streamlining the design, but it only complicates matters because it completely changes how you approach the game.
By repurposing Crystals, health is now in extremely limited supply, forcing you to play with far more caution than you might expect. Without lives, every hit is precious, and you're denied the opportunity to stockpile them before entering a tough stage.
It's almost a pity, because it's the first true platforming gauntlet the game really throws at you. It's a keen challenge, one that pushes your skills to the limit... but there's been zero lead-up to it at this point, barely enough to ease you in to what it expects from you.
If it were broken up into multiple stages, I could almost see it as a fun recurring feature throughout the worlds; a couple of short but intense challenges against a recurring villain... but instead you're forced to gulp it down in one marathon session, where the smallest screw-up can potentially force you to redo the entire thing.
A cautious attempt with no deaths can take ten minutes, still twice as long as most other stages, yet I've seen streamers spend over an hour on this one... and then dive right back in because they missed one of the Colour Crystals. Argh!
It's possible that Roger was intended for later in the game...? There's nothing in his stage that's necessarily tied to the ice world, and could have been squeezed in anywhere; the cave tileset is pretty universal.
It would almost make sense for the Inca Village, its extreme reliance on triple-jumps to cross most gaps seems appropriate... but that would perhaps front-load that world with challenges, going straight from this to the entire castle gauntlet.
It's interesting that the player is shown Dante's revival, and even occasional cutaways to him calling favours from his villainous friends, but Croc himself is oblivious to this until near the end of the game.
The inventor Gobbo is the only one to bear witness to Dante's return, but it doesn't really amount to a hill of beans, nor does Croc seemingly give a toss -- the baron's just a distraction from his quest for family, an obstacle to be disposed of for the safety of his Gobbo neighbours.
Hell, I can even talk about tail-whippin', channel-surfin', casual homophobe Gex, who finished his trilogy in the time between Crocs. Not unlike Bubsy, his games leaned heavily on its attitude and pop culture references above all.
Gex's infrequent chatter is now upgraded (your mileage may vary) to fully-voiced commentary, celebrity impressions, or non sequitur one-liners to fill dead air. Oh, and cutscenes inexplicably starring a Playboy centerfold might be a draw too. Rated T for Teen, everybody.
This resulted in it being one of the rare games given a new localisation for British markets, swapping out comedy writer Dana Gould and his American witticisms for someone closer to home:
Comic actor Leslie Phillips playing it smooth and suave in Enter The Gecko, and Red Dwarf star Danny John-Jules flexing his impressions in Deep Cover Gecko. I know of one person in my life who had very strong opinions about these disparate takes on Gex's characterisation, and I am blessed to have heard them.
They try to represent their inherent fuzziness with sharp angles and polys, a look that's unflattering at best and downright sacrilege at worst. Where's the charm?!
Part of this change is likely down to their new thematic designs -- no longer walking around buck naked, each tribe wears garb representative of their gimmick, be they sailor suits, furry loincloths, or Russian gorlatnaya.
It'd be difficult to present such designs through billboard sprites without bits clashing and overlapping... but it also feels like a short-sighted design choice in the first place.
By showing us Gobbos with personal race tracks, or Dantinis with bio-organic tyrannosaurs, suddenly a lot of that mystique fades away.
While it is charming that Croc's reputation precedes him and he meets friends wherever he goes (despite some initial frosty receptions), it also feels kind of... charmless, as well. What's the point?
We could be meeting entirely different races of people, embracing all new dynamics with them, and instead all we learn is Gobbos from the Gobbo Islands are the only ones who don't wear clothes. I was happier when I didn't have to think about that, thanks.
They are far longer and arguably more ambitious than last time, with more sets, props and characters involved than the just Croc or Dante interacting with a boss... but it also means you go long portions of the game without them.
For such a little world, the pantomime cutscenes did a terrific job of fleshing them out, not just making these one-and-done bosses so memorable, but conveying the attitudes of Baron Dante and Croc so well.
By contrast, while adding text dialogue conveys more complex ideas more coherently (and saves them the trouble of needing to animate so much, probably), it means they don't make nearly the same splash.
Despite very visual scenes like Dante's science lab or Croc taking to the skies in a miniature biplane, none of them feel as immersive or relevant as the old stuff. Having dialogue means you're interacting with characters more regularly... and probably getting tired of them all a lot quicker. Is the trade-off worth it?
It can't be overstated how much changed in the gap between Croc 1 and 2. In just two years there had been a sudden boom of 3D platformers, and what was once a clumsy and experimental field had mutated seemingly overnight into a force to be reckoned with.
Multiple branches of well-formed products, all bringing their own flavour to the format; the more cooks in the kitchen, the quicker they'll figure out how to make a pie!
And in that time, not only had the competition already been making sequels, some of them had become trilogies!
I already mentioned Gex, but heavy hitters Crash Bandicoot and Tomb Raider saw second and third instalments within a year of each other!
Although not as dramatic a reinvention as Croc 2 was to its original, their formulas had been tweaked and perfected to an artform, bringing new challenge, new technology, new gameplay to the table, while still iterating upon what made them so dang good.
On August 2014 artist and level designer Simon Keating shared a good chunk of his concept art for Legend of the Gobbos on Facebook, under his new employment at Rule Of Fun. It's an amazing glimpse into the game's ambitious designs, bursting with flavour and character, and demonstrating the sheer excitement in developing for 3D at the time.
The world is our oyster! Why don't we have massive bosses ten times bigger than our hero? Or entire levels where you're dogged by aerial adversaries?
The art is dated 1996, putting it around the time of the leaked PlayStation tech demo. While the scope and technical limitations of the game were still in flux (and likely hampered by the three skews they were developing for), to see this unbridled creativity is a lot of fun.
It's also a rare insight into what Croc looked like before he got polygons... and he's a lumpy fellow, isn't he? His mushy snout and penchant for his mouth forming at the front of his nose is a trifle unpleasant, and I'm grateful his promotional renders gave him a more traditional jaw.
Croc 2 was entering an extremely competitive market, however, and it can't be helped that its value was measured against others. I'm confident the team at Argonaut were doing their best to push a solid product -- why wouldn't they be? They still had their hand in the game, somewhat, having developed Buck Bumble for Nintendo 64 the previous year.
It's more an exploration of the capabilities of 3D, if not an expansion of their preliminary free-reign concepts for Star Fox (if you squint a bit), than it is a 3D platformer, though. A fascinating game in its own right, but a retrospection for another time -- it's irrelevant to our discussion by sidestepping the 3D platformer quarry entirely.
Franchises and sequels have expectations, which can often be stifling. Croc 2 surpasses expectations -- in the sense that, wow, this isn't nearly as fun or charming as the last game.
The ambitions are earnest, a natural desire to expand and try new things. Of course you wanna see Croc on a bigger scale! The 3D boom was a thrilling time where it felt like there were no limits; seeing ideas new and old was exciting.
But it's not until you actually get hands-on with these ideas that you might realise what you're losing because of it. Croc competing with the big boys sounds cool... but there's nothing else quite like Croc, and what is there to gain when there's already dozens of platformers like what it's trying to be?
Well, money, duh. Gotta chase the trends! Nobody's gonna appreciate this tank control malarkey until decades past its viable sales period. Belated appreciation is not what you pitch to executives when they ask about profit prospects.
It made little splash on anyone, it seemed; the Hero of the Gobbos fansite and its forums almost exclusively consisted of folks who were drawn in by the first game, with the sequel given a cursory acknowledgment at best. I've been wanting to find someone who favoured the sequel and can eloquently explain why.
That's perhaps asking a lot for a children's game from over two decades ago, but folks have nostalgia for all manner of unorthodox things, where elements that have become more distinctive with age find new appreciation. Maybe having nostalgia of my own for it would have made a difference, but all I've found is Croc 2 is liked but never loved.
It stands in contrast to the original, which played its humour a lot gentler and twee, and any violence abstracted into mere transformations or disappearing in a shower of sparkles. It's either cute or toothless, take your pick!
But it's distinctive -- the plot and gameplay might entail Croc clobbering his way through armies of Dantinis, but the visuals present all such violence as, well, whimsical. Abstracted. Video gamey. Whatever you want to call it.
Well, the size is killer. Massive levels were the in-thing among 3D platformers at this time, Donkey Kong 64 the most cited offender, and they almost ubiquitously offer nothing but more leg work.
If you're not going to use the space meaningfully, then nothing's lost if we just scale the level geometry down by 30%, right? Likewise, you could probably chop the levels in half, if not more; split them into multiple levels if there's enough merit in doing so.
And it goes on like that: me just disagreeing with many of the game's design choices on a fundamental level, eager to drag it kicking and screaming back into the shadow of its predecessor.
Which, I mean, I hope is understandable. I've argued my case for why I like that game so much, but my bias is also shitting all over this game and its attempts to evolve. How dare you try something new! Go back in your hole! I don't care if you don't fit any more!
While I can't vouch for Aladdin: Nasira's Revenge, their Harry Potter game had a very sensible idea of what it was and the breadth of its scope, enough to make it a perfectly satisfactory experience given the expectations.
Licensed franchises hold different priorities than game franchises; innovation is good, but we buy in because we know the thing, and all we ask is something familiar and halfway competent. Sometimes that's the best a product can be.
Their adaptation of The Emperor's New Groove is particularly solid; straightforward and linear, as is expected from a children's game, but a very smooth and fluid experience.
It streamlines its mechanics in a way that's more ergonomic than anything in Croc 2... and honestly, it almost feels like a fusion of the two instalments.
It boasts the tech of the second game, allowing for large, uninterrupted environments, but does a far better job compartmentalising them.
The first world is set on floating landmasses above gaping pits, a vibe that feels at home with the film's mountainous landscape, but also evokes the ethereal qualities of Croc 1.
I wish I had a succinct way to sum up Croc 2, because gosh darn if this conclusion ain't rambling and drawn-out! Its pursuit of advancements above all else sacrifices what good it had before, but the tech Argonaut learnt was put to profitable use in other games.
The ambition they approached this project with is respectable, but I feel it needed more focus to truly tie that vision together.
Whenever I think I'm being too soft on the game, a short play session is enough to remind me of faults I'd forgotten... and when I think I'm being too harsh, the same treatment applies.
Yet I hate to rag on the game, because I can see what good it was aiming for, with little nuggets of merit and promise in there, however abstracted.
Unfortunately, it all falls apart when you try to... actually play the game. Croc's movements are very bizarre; his jump is this close to a linear motion, with no discernable arc or hang-time, and has a juttery split-second stall when he begins falling and after he lands.
In a total inversion of his physics on PlayStation, Croc has no acceleration and moves remarkably fast -- even before you hold the run button! -- meaning you're forever fighting to keep this guy under control. Button inputs are twitchy, often stomping when you don't intend to, or refusing to tail-whip when you absolutely need to. Bouncing off of foes is the more reliable option, but only just; you'll still take damage arbitrarily.
While one could argue presenting a totally new challenge is a welcome change, it's also extremely jarring to throw something unprecedented at you like this, especially if you're seeking 100% completion.
Rescuing all the Gobbos in a world opens up an additional "jigsaw level", which one might think would unlock a final world full of extra-tough levels once you clear them all... but no, instead it allows you to replay any of these mini-games from the map screen. Great. Just what I always wanted.
Clearing the five levels in a world grants access to the boss stage, which are brainless pap. From there you can continue to the next world and see what guff it throws at you.
The second world comes to a screeching halt with long, drawn-out rides on ski-lifts, robbing you of all autonomy as you whack enemies in your path and wait for this interminable ride to end... before repeating three more times before the level ends.
While it's cute seeing the greater diversity of enemies, it also feels like the whole world is out to get Croc. With no cutscenes, there's no chance to see his tender side as bosses are returned to normal, or even the knowledge that they are transformed; instead we're left to wonder why cute birds and cuddly beavers all have it out for him.
You could at least extrapolate based on their behaviour in the original game; the snake-worms are opportunistic gobblers, the dogs are just crazy things, and sharks... the sharks were pretty placid, but are you gotta let a shark and a croc share the same waters? Come on now. The new wildlife is appreciated, but I'd sooner see Croc make new friends...!
While Argonaut fill the bulk of the credits for art, sound, level layouts and even creating development tools, the task of programming fell to Virtucraft, a small studio based in Bolton... and it's hard not to levy the game's shortcomings on their handiwork, sadly.
I don't think the studio had any hits in their repertoire, consisting almost exclusively of licensed titles and dodgy ports, among them the infamously iffy Game Boy Advance versions of Mortal Kombat and Comix Zone. When something as simple as walking and jumping feel uncomfortable in your 2D platformer, no amount of good graphics can atone for that sin.
Its top-down perspective shines a new light on how Croc plays out, as he navigates stages in search of his objective, made slightly labyrinthine by their tile-based layout with pits, fences, and elevations used to carve out their pathways.
Croc must scale high cliffs by working his way up from lower tiers, and it's quite entertaining seeing the large worlds the game creates through such old-fashioned methods. It's a little like The Legend of Zelda, the way its areas are built around cliffs, bridges and lakes.
Speaking of, the game has a strong puzzle-solving element to it, building upon what the console version lightly dabbled with. While the first stage just lifts the key hunt directly, the second introduces a variety of challenges: a series of block-pushing puzzles, rushing to press buttons to connect pipes for water to flow, and even basic reading comprehension, using clues to figure out what switches to press in the right order.
Later stages feature more elaborate puzzles, be it lowering gates with keys and switches, or even mazes that must be followed the correct way otherwise it loops around on itself.
It's a far cry from the physical activity the franchise is normally associated with, but it's an entertaining change of pace, one more suited to the humble handheld. After the last game's somewhat brainless platforming, it's nice to have to pay attention for once!
The bosses are arguably the most overt challenges, but begin with the hardest and get easier and easier as you go, strangely enough. Soveena's fight is an obstacle course as you have to carry explosive barrels between narrow paths of spikes, all the while avoiding her projectiles. Getting hit once destroys the barrel and forces you to redo it, and the optimal position to strike puts you right in harm's way.
Lava Lamp Larry (referred to as "the lava monster") is relentless with his fireballs, but entails little more than doing a circuit and whacking each of the pillars, while the third boss is easier yet, allowing you to land multiple hits when its weak point is exposed.
Unfortunately, if you hadn't gotten 100% by collecting all the Golden Gobbos (earned by finding the five Colour Crystals in each stage), then you get a cop-out ending where Dante can't be defeated without their energies or whatever.
You don't even see Croc's mother unless you get the true ending, where they get to share all of two lines of dialogue. She's also a pink recolour of her son, for some reason?
It's compelling to see Dante's meddling more directly involved in Croc's life this time, but I'm not sure what to make of mom. The pink and eyelashes are a better look than the gormless onesie she wore last time, but not by much...!
The game doesn't exactly do much with it, but it's a sweet image, to know that these harmless little fuzzballs not only raised him from a baby, but are the closest thing he has to family.
They're not the most compelling critters in the world, and the sequel's writing does them no favours, but I appreciate that it never undermines their status as a loving foster family.
So to have Croc's real family be the goal does add some closure to that part of Croc's life... but also feels a bit dull, y'know?
He's lived his whole life without these people. It is sweet to see them hug and embrace after so long apart, and there's so much catching up to do, but it almost feels like Croc is leaving his Gobbo friends behind; they've served their purpose.
There'll hardly be rest if Baron Dante's still around; there'll still be adventures, but with all his loose ends tied up, what impetus has Croc got for future adventures?
Not that it really matters since this was his last console game, but still, it's perhaps too big a conclusion to feel compelled by what future it may have had.
On that tangent, I do like how the dialogue often depicts the Gobbos and Dantinis in competition with one another. It seems to be simple mischief, stealing racecar wheels or abducting pets, but it's the closest it comes to depicting the two as, like, neighbours or something. The Dantinis are cute and it'd be nice to know them as more than just Dante's minions.
As is to be expected, however, large sprites on this tiny screen come at the cost of visibility. You have very little time to see enemies coming your way from off-screen, and some are expressly designed to charge at you once you cross their path.
With the verticality some levels boast, it can be difficult to get a read on where paths lead; when pushable crates look like towering blocks, you need to remember the lay of the land to know where you're taking them without getting stuck.
Often the only way to find what's down that ledge is to throw yourself off it, which may or may not require tedious backtracking to make up for your blunder...!
The caveman world is especially bad with putting essential platforms totally off-screen, and you simply have to trust which way to jump to proceed. It never gets too egregious, but it's frustrating for progress to suddenly become this close to trial and error.
Croc 2 on Game Boy Color is a surprising change of pace, and an invigorating insight into how the series could feasibly take on a different life outside of 3D.
Where its console counterpart fought in vain to assert its position on the mascot platformer food chain, this showed promise as a formula it could have iterated upon on handhelds, had that been a profitable venture.
It's not a perfect game, and the lack of worthwhile platforming or sense of immediacy are admittedly strikes against it, but its design is a lot more compelling than what the last attempt showed us. The series could have found its new niche!
But, alas, this was the last we'd ever see of Croc on gaming handhelds.
For a rumour presumably made up by some attention-seeking fan, it's shockingly light on gameplay or development details, instead going on about tangents like Argonaut's difficulty in finding a publisher, needing to find a voice actor for Croc (why?!), and the ridiculous notion that it would be developed for both the PlayStation and PlayStation 2, as well as all other sixth generation skews, including the Dreamcast.
Who writes this shit? These sorts of banal details might make it feel more 'real', but give us something to stir our imaginations, why doncha. Give us meaningless lists and story synopses worthy of Fantendo. Why even make up a subtitle if you're not going to give us a story for it?! If the best you've got is "Croc has a girlfriend now" then don't even bother, mate.
While J2ME is sluggish by nature, the game does play at a decent speed and sports some pleasing bits of quality. Collecting keys and pressing switches will pan the camera to whatever they effect, showing you the path to the Gobbo or terrain reacting to the button's effect.
Croc and the Gobbos will chatter when they meet (in-person or otherwise -- everyone's on mobile now!), running through the usual spiel of "please rescue my friend", but with a charming bit of character to it.
All of the Gobbos are named, and some of them express more concern for their missing friends than others. "Hi Cathy, I'll go and save Jonny." "If you like, I'm not bothered. I like the peace and quiet."
It's hard to be a kids' franchise. One is inclined to think it's easy money -- kids will buy anything! -- but to make an impression is such a tough job, and often a total crapshoot.
For every Ben 10, a franchise that's still running for years and years after its launch with new iterations and new fans, there's.... I don't know, Spider Riders, or any number of fare which live on only in pound shop overstock and obscure channel filler.
To be a kids' property is to acknowledge that there's a limited window wherein kids actually accept and embrace being kids. How long until cutesy mascot guff is too baby-ish, and they'd sooner be seen playing Medal of Honor? (humour me and pretend it's still the year 2000)
After being a staple genre for two console generations, fans of 3D platformers are left scrounging for whatever they can get. The announcement of Super Lucky's Tale for Xbox One rocked the socks of such folks, who'd been craving something bouncy and colourful since Banjo jumped genres to vehicular malarkey instead.
But once it came out... blip. I barely heard a thing about it, glowing, damning or otherwise. It might've briefly scratched an itch, but not enough to make an impression.
To bring back Croc would essentially hinge on people still harbouring nostalgia for the little guy... but once that rush of memories passes by, what is there to stick around for?
The first game was a delicate balance of features that's hard to trifle with, as we saw from its sequel. How would it handle its archaic gameplay? Would it try to push for more attitude?
Croc was unique among his peers for being so much gentler by comparison; a game that played at a seemingly more leisurely pace, only as fast as you were willing to go.
One could argue Croc was devoid of personality, but its atmosphere of curiosity and innocence cast such a pleasant image, a welcome contrast to the casual destruction wrought in even fare like Crash or Spyro, with cartoon pratfalls and singed sheep galore.
At the end of it all... it'd be cute to see Croc get a new lease on life, even just one last glimpse at the sun before it sets for good. Croc was but a building block on the foundations of early 3D, one of many experiments to grapple with this yet unexplored format.
It made an impression at a time when gaming as a whole was evolving and experimenting, and maybe that unified sense of adventure is what's necessary to truly mould it into its best self.
But sometimes it's good for things to come and go. I'm happy having my memories with Croc, but I welcome other creations learning from its lessons and picking up where it left off.
Pulse Commander: For lending an ear and their own observations on Croc.
herrDoktorat: For putting up with my guff and helping bash this essay into shape.
The Retro Pals: Whose delightful Mascot Friday streams gave me this notion to begin with.
Archive.org: Again, for making magazine research a cinch. Google Books deserves props too, I guess.
[1] Official SEGA Saturn Magazine #24: Published October 1997. Interview with Jez San.
[2] Official US PlayStation Magazine Volume 2 Issue 7: Published April 1999. Words from Nic Cusworth.
[3] Official SEGA Dreamcast Magazine: Published November 1999. Words from Dave Stalker.
[4] Croc 2 Prima Official Strategy Guide: OmniPlay origins from Dave Stalker.
[5] Retro Gamer #154: Published April 2016. Interviews conducted by Mitch Wallace.
[6] Remembering Croc: An Interview With Lead Designer Nic Cusworth: Conducted by Eric Switzer.
[7] Croc: Hero of the Gobbos: News article dated January 2005.
Some games I played in 2020: Where most of these opinions first formed.