Spyro: Enter the Dragonfly
Spyro rescues dragonflies in a buggy, short-lived sequel.
Spyro: Enter the Dragonfly is a 2002 platform game developed by Equinoxe Digital Entertainment and Check Six Studios and published by Universal Interactive for the PlayStation 2 and GameCube. It is the first mainline Spyro installment not developed by original developer Insomniac Games. The game follows the titular purple dragon as he attempts to rescue magical dragonflies from the clutches of Ripto.
Quick Facts
- Developer
- Equinoxe Digital Entertainment; Check Six Studios
- Publisher
- Universal Interactive
- Director
- Aryeh Richmond
- Producer
- Ricci Rukavina
- Designer
- Saji A. Johnson; Joel Goodsell
- Programmer
- John Bojorquez
- Artist
- Sean Ro
- Composer
- Stewart Copeland
Facts from the source article.
Gameplay
Spyro the dragon and his dragonfly pal Sparx are the main characters. Spyro can swim, glide, hover, charge, and breathe fire. This game adds bubble, ice, and electric breath attacks, plus a block move that sends enemy projectiles back at them. These skills come from an ancient dragon statue after collecting magical runes. Some levels also put you in control of vehicles like aircraft.
Development
After Insomniac Games ceased Spyro production, Universal Interactive consolidated into Havas Interactive and planned a new Spyro game for Xbox, PlayStation 2, PC, and Game Boy Advance. Two California studios were contracted: Equinoxe Digital Entertainment for art, and Check Six Studios for design and programming. Joel Goodsell, who had worked on Disney Interactive titles, joined after seeing a Spyro-themed demo and served as original project lead. The developers initially created a darker, steampunk-inspired take, but Universal requested a more traditional approach. Goodsell then wrote an epic Zelda-esque RPG-lite design with a hub-town and open world with changing seasons, which Universal signed off on in January 2002. The game was unveiled in February 2002 at Vivendi Universal Games' First Annual Games Fair in France; a GameCube version was confirmed in July. Originally planned with 25 larger levels and about 120 dragonflies, the game had a rushed development cycle.
Reception
The PlayStation 2 version received mixed or average reviews, while the GameCube version received generally unfavorable reviews on Metacritic. IGN described it as a replica game and a lateral move rather than a step forward. Ted Price, President of Insomniac Games, called the game an absolute travesty and said Spyro had become an abused stepchild. Criticism focused on numerous bugs and glitches, which some reviewers attributed to a rushed development cycle. Matthew Gallant of GameSpot stated that even big fans would struggle to enjoy the slower, shorter, buggy game. Ben Kosmina of Nintendo World Report criticized excessive frame skipping when many sheep or moving characters were on screen, calling it unacceptable. IGN noted the framerate chugged from around 30 fps downward, with areas popping in due to load issues, despite an earlier March 2002 article stating the game was originally intended to run at 60 fps with more animation and greater draw distance.
Frequently Asked Questions
Who directed Spyro: Enter the Dragonfly?
Spyro: Enter the Dragonfly was directed by Aryeh Richmond.
Who designed Spyro: Enter the Dragonfly?
Spyro: Enter the Dragonfly was designed by Saji A. Johnson and Joel Goodsell.
Who composed the music for Spyro: Enter the Dragonfly?
The music for Spyro: Enter the Dragonfly was composed by Stewart Copeland.
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