![]() But everything links so well, it makes great use of elevation and negative space, and the collectibles are there to lead you through the world, not just randomly scattered to stretch out your playtime. I won’t lie and say it’s the most detailed or action packed space I’ve ever played through - the game did originally release in 1998, after all. Seeing it fresh for the first real time, I realised how much it felt like a big open-world crumpled down. ![]() I didn’t have time to play through the whole thing, so instead I loaded up my 120 percent file and returned to Dream Weavers. I noticed Reignited was still installed, but before deleting it, I decided to dive back in. Recently though I was clearing up space in my PS hard drive - an all too common task these days. Dream Weavers comes quite late, so I think my brain had regressed to a childlike state of wonder by the time I reached it. Then in my two replays since it released in the Reignited Trilogy, I was too enamoured by nostalgia to take it in. Playing it as a kid, it was always my favourite, but for reasons I couldn’t put my finger on. But since then, most platformers have adopted the pseudo open-world stylings of Spyro (yes, I know Mario 64 was first), with Jak & Daxter, Ratchet & Clank, and a load more less memorable ones opting for the ‘ collect and complete’ level design rather than the ‘get to the end’ attitude of Crash.įor that reason, Dream Weavers seems to have just been folded into the mix. Spyro is more open, and the realms function as mini levels to match that. Related: Crash Bandicoot 4’s Blue Gem Now Haunts My Nightmares On Three Different Systems When you think of linear platformers from the PS1 era onwards, you think of Crash Bandicoot. You pick a level and get from the beginning to the end without losing all of your lives, and you win. Because Crash has always been best as a linear game, in the way the original trilogy is, these warp rooms are just empty rooms. In terms of raw functionality, it’s like a warp room in Crash Bandicoot - a little waiting room before the levels actually start. I’ve played every game with these two mascots (almost: I skipped Spyro Orange and Skylanders, sue me), so I think I have a pretty good idea of their similarities and differences, and my biggest takeaway is this: more open-world games need to pay attention to what Spyro did with Dream Weavers.ĭream Weavers is a realm in the very first Spyro game, and was basically an open space to roam around in while you decided which level you wanted to pick. They share a character designer in Charles Zembillas, both released in the same era, and both have a bit of a bouncy walk, but honestly - that’s it. It’s a platformer, obviously, but it’s often compared to Crash Bandicoot, though the two are nothing alike. ![]() Spyro the Dragon is one of my all-time favourite franchises in gaming, but it has always seemed a little hard to define. ![]()
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