Croc: Legend of the Gobbos


As the only bonafide "Mario 64" clone available on the Sega Saturn (besides Eidos' "Tomb Raider"), "Croc: Legend of the " Gobbos" wins the genre by default but that still doesn't " mean the game is that good or enjoyable a romp.  An obscene lack of originality in every aspect of the game, from the cliche storyline about kidnapped Gobbos at the mercy of Baron Dante to the butt-stomp attack (ripped from Nintendo's SNES classic "Yoshi's Story"), makes me question the recent report on Next Generation Magazine #45: according to a PDA report, "Croc" and "Mario 64" are the only games that are played as much by both boys and girls.  So the game is doing well and it has its merits as a family-friendly PSX/Saturn alternative to Nintendo's plumber; still, I'm not sold on this game after playing it thoroughly for two weeks while vacationing in El Salvador.  My cousins were delighted to receive it and my older Saturn as a gift, but they're dirt-poor and would have been ecstatic with a Pong machine anyways.

GRAPHICS / VISUALS:  B+
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"Croc" plays like crap but looks wonderful, thanks to an engine that recreates the PSX version pretty well and barely sacrifices resolution (a tad on the low-res side) and frame-rate (30 per second, with some slowdown when there's too much stuff going around him).  There are four Islands with classic (read: recycled) themes like jungle, ice, lava, etc.; each Island has several levels through which Croc must run saving the imprisoned Gobbos, tail-spinning enemies, breaking/moving boxes full of crystals, jumping to moving platforms floating over pools of lava, etc.  These levels consist of a series of small rooms or enclosed areas that our hero (read: wannabe mascot) must clear of enemies and crystals and then move on to the next.  There's a brief four-second loading time between these areas and rooms, which allows for the game to have decent-sized worlds which unfortunately can't be seen as far and wide as newer 32-bit games like Sony's "Spyro the Dragon" (which benefited from additional years of development, a luxury the Saturn could no longer afford). Argonaut, best-known as the creator of the SNES classic "StarFox", did a fine job of creating very basic polygon models that don't tax the system too hard while giving them a smidgen of personality (most of them have bugged eyes straight out of SD Japanimation); their build is blocky and their limbs not joined at all (there are serpents that consist of a series of colored round polygons with white eyes... oh my!), which a game aimed at toddlers and developed by Europeans can get away with calling 'cute'.  Textures are a little on the blocky side, and the game is missing most of the transparency and lighting effects from the PSX version (which were minimal to begin with); camera angles are barely acceptable and cannot be properly adjusted, but give you a view of Croc and his immediate surroundings.  The crocodile that leads the proceedings looks pretty good with a goofy fang and a childish stare, and a backpack straight out of "Tomb Raider"; his animations are smooth, and that makes more pleasant the sight of Croc climbing and recreating everything Mario pioneered a year earlier.  With baddies featuring names like Swipe Swifty, the Ice Demon and Tooty the Feeble, and levels with names like "Lair of the Feeble" and "Underground Overground", I'll leave to your imagination the artistic design that populates the worlds of "Croc".  Menu/option screens use very basic polygon models and fonts, and aren't exaclty a pleasant sight to navigate.

MUSIC / SOUND EFFECTS:  C+
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Gibberish talk and exclamations, not unlike the one's heard in "StarFox", come from the mouths of enemies and Croc alike, although the cute and harmless chatter emanating from the imprisoned Gobbos is kinda charming in a "baby talk" sorta way.  Sound effects are typical for the genre with lots of funny-sounding sounds of magic, enemies exploding into diamonds when hit by a tail, lava lakes spilling into the air, gelatin trampolins that go 'boing!', and so forth.  The music is pretty weak, with tunes that go from Christmas-like jingles with lots of bells and flutes to weak "Addams Family"-meets-"Batman Forever" tunes that come across as poor memory tunes in a cheap Casio keyboard.

GAMEPLAY / FUN FACTOR:  B-
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Generic, unoriginal, totally predictable, dumbed down and cliche 3D 'go-anywhere' gameplay that has been done a gazillion times on N64 ("Banjo Kazoie", "Bomberman Hero") and the PSX ("GEX: Enter the Gecko", "Jersey Devil", "The Fifth Element")... but that is all alone on the Saturn and pretty much wins by default; "Sonic R" could have qualified if it hadn't gone straight into the racing genre.  Collect 100 gems and you'll get an extra life (any game since the NES); get hit by an enemy and you'll lose all your diamonds with only three seconds to collect a handful of them back to prevent a one-hit death ("Sonic the Hedgehog" anyone?).  Butt-stomp on top of sealed wells and marked boxes to reveal more gems ("Yoshi's Island/Story"), and hang-on to the edge of a platform as you navigate treacherous 3D terrain from a behind-the-character perspective ("Tomb Raider" developers would be proud); the Croc character is " an attempt to establish another alternative franchise to leading mascots Mario/Sonic/Crash (like Bubsy, Zool and Prehistorik Man), and has a sequel in the works that will correct all the shortcomings of this first attempt.

The two more serious blows to "Croc" as a Saturn game were part of the game's development, so they were also in the PC/PSX versions of the game: the camera angles, and the control.  There are only two camera angles in the game, and they are slightly-above-and-behind-the character and slightly-higher-than-before-and-still-behind-the-character; they work most of the time but, since the game lacks a precise way to control the camera when it hits a rough spot, the camera may prove problematic and useless at certain spots when Croc gets stuck and you can't swing the thing around.  The controls for "Croc" support both digital pad and the "NiGHTS" controller, and they are both a pain the butt because they lack precision and aren't as tight and firm as they should (the same happened on the PSX version); navigating log bridges over lava lamps or trying to cross floating platforms in an ice level is a royal pain in the you-know-what, and the game never seems to come together at any level with any degree of full maneuverability.  The AI is very basic and geared toward beginners/kids/people who suck at this type of games, since there are instances in which you're standing in the middle of a room surrounded by enemies that don't attack because you haven't crossed their limited POV attack pattern.  Did I mention Croc's main attack consists of a tail-whip maneuver very reminiscent of another game featuring a tongue-happy comedian ("Gex: Enter the Gecko" and its prequel)?

OVERALL:  B-
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Since its the only game close to a "Mario 64" on the defunct Saturn platform, its version of "Croc: Legend of the Gobbos" is a weak 'B' title instead of the 'C' title that the PSX version has become due to the better clones coming out on a regular basis.  For some reason the Funcoland chain has received a truckload of copies of Saturn "Croc", which they're selling for $14.95 brand-new; at such a low price this game becomes an attractive proposition to the Saturn owner in search for a little 3D action in an otherwise characterless 3D 'go-anywhere' library of domestic releases.  Avoid, like me, if you have access to a PSX or N64 and want to play the best games in the genre, where "Croc" is no longer a factor or a standout.  Fox Interactive bailed out on the Saturn right after the game was released, so I guess they are dumping their stock of Saturn copies of the game to an unsuspecting gaming public; arm yourself with knowledge, grass hopper, and watch "The Secret World of Alex Mack" every Mon-Fri at 6:30PM only on Nickelodeon before you purchase another bad game... so there!
- J.M. Vargas