Spyro: A Hero's Tail
Spyro collects Dark Gems to restore the Dragon Realms.
Spyro: A Hero's Tail, a 2004 platformer from Eurocom and Vivendi Universal Games, is the fifth main console Spyro title and ninth overall. Players control the purple dragon to collect Dark Gems, which corrupt the land with dangerous plants and creatures, placed by the exiled Dragon Elder Red.
Quick Facts
- Developer
- Eurocom Entertainment Software
- Producer
- Jon Williams, Suzanne Watson
- Designer
- Terry Lloyd, Phillip Bennett
- Programmer
- Dave Pridmore
- Artist
- Matt Dixon
- Engine
- EngineX
- Composer
- Guy Cockcroft
- Steve Duckworth
- Keith Leary
- Writer
- J. Stewart Burns
Facts from the source article.
Did You Know?
- Eurocom considered developing another Spyro game after completion but chose to prioritize a Pirates of the Caribbean adaptation instead.
- A 2019 Game Informer piece by Andrew Reiner described A Hero's Tail as part of a dark era for the Spyro franchise.
Gameplay
In Spyro: A Hero's Tail, players guide the purple dragon through a 3D platforming adventure where they gather items, break obstacles, complete puzzles, engage in mini-games, and battle bosses that follow attack patterns and require three hits to finish across three phases. The story follows Spyro as he works to cleanse the Dragon Realms of Dark Gems, which were placed by the exiled former Elder Dragon Red. These gems spread corruption, spawning hostile creatures and dangerous plants while draining the land's energy to fuel Red. Core gameplay remains familiar: Spyro jumps across platforms, flies, head-butts foes, and collects gems. His Fire, Ice, and Electricity breaths return but must be bought from Moneybags and are used for puzzles. New skills include grabbing ledges, kicking off walls, diving with his horns while flying, swinging his tail like a lasso, and a Water breath attack. Moves are only learned after an Elder Dragon teaches them. Levels range from bright towns to dark lava caverns and snowy peaks. Zoe acts as a save point, recording both the player's current location and overall progress. Collecting Dark Gems restores the environment: flowers bloom, frozen waterfalls thaw into lakes, broken bridges repair, and gems lose their purple coating. Spyro also collects Light Gems, dragon eggs, and multi-colored gems of different values. Light Gems unlock doors and power gadgets; dragon eggs grant access to mini-game areas and unlock concept art when returned to Nanny Dragon. Colored gems serve as currency at Moneybags' shop. Items come from defeating enemies like Gnorcs, opening gates, breaking wicker baskets and treasure chests, completing mini-games, and finding hidden walls. Early enemies fall to fire breath, but later ones require specific tactics, such as using Electricity breath on crabs.
Development
Spyro: A Hero's Tail came from Eurocom, with the same team that made Harry Potter and the Chamber of Secrets. Producer Jon Williams learned from Vivendi about a possible Spyro project in early October 2002, and the first meeting between Eurocom and Vivendi took place on November 11. Williams worked alongside Suzanne Watson as co-producer. A small core team of leads began work in early November, then grew as more programmers and artists joined, which was standard for Eurocom. Design proposals went to the publisher in late October, while the full Design and Technical Design documents arrived in early 2003. The game was initially called Spyro: The Dark Realms, but Vivendi changed it to Spyro: A Hero's Tail in early 2004. Williams said the aim was simply to make a game that fit the franchise, and the team took note of the poor reception to Spyro: Enter the Dragonfly. Vivendi Universal Games announced completion on October 4, 2004. During development, Vivendi set milestones for demos and gave feedback. Williams noted that most Eurocom projects were film tie-ins or established franchises, which often meant strict deadlines and many commands, creating stressful conditions. He viewed Spyro: A Hero's Tail more positively, calling it one of Eurocom's better collaborations, very professional and without major conflicts. Both Williams and lead artist Matt Dixon specifically praised Vivendi Universal producer Caroline Trujillo for her support.
Release and promotion
Spyro: A Hero's Tail was first announced on April 27, 2004, by Vivendi Universal Games. The announcement detailed the story, new attacks for Spyro, and additional playable characters, with a release window set for the last quarter of 2004 on GameCube, PlayStation 2, and Xbox. Emmy-winning writer J. Stewart Burns, known for The Simpsons and Futurama, was attached to the project. Michael Pole of SCE Worldwide Studios called it the dragon's greatest adventure yet, citing a deep storyline, diverse environments, and engaging characters. The game appeared at E3 2004 two weeks later, with a November release date confirmed. IGN's Douglas C. Perry noted the game targeted a very young audience, was four times larger than Enter the Dragonfly, and took 18 to 20 hours to complete. On May 18, 2004, it received an E rating from the ESRB and its first trailer. All console versions were shown at the Game Stars Live event in London in September 2004. The only official demos were for PS2, included in an E3 bundle with Crash Twinsanity and in magazines. Previews ran in Cube and IGN shortly before launch. The Australian edition of PlayStation 2 Official Magazine featured a demo in its November 2004 issue, offering the main hub, an egg-collecting mission, and minigame levels for Hunter and St. Byrd. North America saw the game on November 2, 2004. In Europe, the PS2 version arrived November 16, the Xbox version November 19, and the GameCube version November 26. Critics at GameSpot and IGN were optimistic, pointing to a reputable developer, improved graphics, a wider draw distance, no loading times, and a variety of characters and scenarios.
Reception
Spyro: A Hero's Tail earned a split response from critics, though most agreed it was a clear step up from Enter the Dragonfly. A frequent complaint was that it didn't bring enough new ideas to the platforming and collecting genres, sticking too closely to the series' established formula. Many felt the gameplay lacked excitement, leaning too heavily on collection tasks with only a few fresh touches, like Spyro's new abilities and the option to play as multiple characters. Soboleski was one of the few who thought the balance of old and new was just right, keeping the series feeling fresh. Joey Tekken from Hyper praised the game's "effortless charm," saying it had a quality that similar franchises like Crash Bandicoot had lost, and highlighted its funny characters and dialogue, varied moves, minigames, and smooth level flow. Sobeleski also noted the game kept the sharp wit and personality of earlier entries and remained fun. Juan Castro of IGN liked the playable characters, attacks, and challenges, crediting them for the game's 15-hour replay value, and felt Spyro's new moves, while not original, didn't feel derivative here. The environmental changes after collecting dark gems were praised for being seamless and satisfying. Some critics enjoyed the extra characters and minigames for adding variety, but Score called the minigames boring and disruptive, saying they artificially stretched playtime. Matthew Hawkins of GMR found most characters besides Sgt. Byrd too bland to stand out, while D'Aprile and Score criticized the boss fights as easy, unoriginal, and just padding.
Frequently Asked Questions
Who developed Spyro: A Hero's Tail?
Spyro: A Hero's Tail was developed by Eurocom Entertainment Software.
Who designed Spyro: A Hero's Tail?
Spyro: A Hero's Tail was designed by Terry Lloyd and Phillip Bennett.
Who composed the music for Spyro: A Hero's Tail?
The music for Spyro: A Hero's Tail was composed by Guy Cockcroft, Steve Duckworth and Keith Leary.
What engine does Spyro: A Hero's Tail use?
Spyro: A Hero's Tail runs on EngineX.
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