Croc 2 is all about some butt-stomp action. I was happy to see there are more moves for the little reptile, including a boost-jump and double flip. A lot of the first game involved moving Croc up, down, and sideways, trying to make the camera go where you wanted it to. Thankfully, one of the things improved for
Croc 2 is that camera! It now adjusts to give you a “behind-the-back” view wherever Croc goes. This avoids a lot of the cheap deaths I remember from the first game. Control is smooth, with Dual Shock and analog support, and everything just seems to move quicker. Fox tuned up the game engine and it shows.
Other changes include a number of side-quests or mini-games, depending on your definition. The third level of each stage involves a vehicle; my favorite is the speed boat, but there’s something for everyone. Controls are simple on all vehicles, and there’s enough variety (gliding, boating, driving, etc.) to satisfy even the shortest attention span. Like so many of the new platformers, Fox brings the genre up to speed in Croc 2. The first game was fun, but you really noticed the lack of variety after 30 or 40 levels! Other details include a barter system for items, which allows you to trade the crystals you collect for tools and gadgets, including a toy Gobbo! Another addition is the ability to use OmniPlay so that two characters can control Croc at once. Also, there is true character interaction, which adds tons of personality. Meetings with friends and foes involve little text-box dialog that almost bring an RPG quality into Croc 2. Me like!