(Originally published to Glitchwave on 6/12/2025)
[Image from glitchwave.com]
Spyro 2: Ripto's Rage
Developer: Insomniac
Publisher: SCEI
Genre(s): 3D Platformer
Platforms: PS1
Release Date: November 2, 1999
Spyro evidently did such an outstanding job saving the dragon elders in the first game that the unsuspecting, pint-sized powerhouse is now a freelance hero, liable to be hired to fix any dilemma that might befall the realm of the dragons and its immediate surroundings. Spyro and his glowing insect buddy Sparx clamor for a vacation, but as the common police officer adage goes, crime doesn’t take a vacation. Instead of frivolously soaking up the sun’s rays on the Dragon Shores, the portal transports them to the far-off fantasy land of Avalar, where its denizens are in dire need of a dragon’s vigor and destructive potency. Apparently, the portal used to summon Spyro accidentally warped a dwarvish, orange megalomaniac named Ripto into their tranquil realm, and now he’s imposing on his inadvertent invitation by progressively usurping their land and becoming its despotic ruler. Before Ripto has the chance to traipse through every official significant castle with the tapestry of his unsightly visage that indicates his control, Spyro must exterminate the invasive pest along with his monstrous, ogre-like bodyguards of Crush and Gulp. Immediately, Ripto is ten times the antagonist that Gnasty Gnorc was in the first game. By adding tension to the conflict, the growing influence of this malevolent, Napoleon-esque pipsqueak, the player feels better incentivized to light a self-inflicted fire under Spyro’s ass and save the hapless inhabitants of this realm that Ripto feels no scruples in subjugating. There are some genuine stakes to the story, while scrounging the land to free the elders from their encasements felt borderline janitorial in practice.
Much of the enhancements and overall broadening of the Spyro formula that Ripto’s Rage implements revolves around the attributes that Spyro interacts with, but there should be some mention of the marginal changes the developers put into our plucky, purple scamp. Spyro is pretty organically gifted as a platformer protagonist, with inexhaustible energy for head-butting and innate fire-breathing ability fulfilling the qualifications of offense against most, if not all, enemies. Still, a little more variation on what is already agreeably competent couldn’t hurt to re-engage returning players. Spyro’s glide move, which he can also execute gracefully on account of the scaly, majestic wings protruding from his sides, is now augmented with an upward boost that finishes his flight, perfect for ensuring better accuracy with landing on platforms found from a great distance. Since Spyro’s traversal through the air could only have been tinkered with ever-so-slightly from a practical standpoint, the developers found it crucial for the purple dragon to occupy a whole new sphere of character-specific spaces. After some heavy contention in the boardroom, the developers decided not to prolong Spyro’s aversion to water like a platformer protagonist stereotype and conveniently insert swimming into the list of Spyro’s dragon-centric abilities. Not only will Spyro be able to keep himself physically afloat by paddling himself on the water’s surface. Soon after discovering his new ability, he’ll even be able to dive beneath the surface and swim underwater, and I guess the lack of an air gauge to mind suggests that a set of gills is another component to a dragon’s biology. With the way that Spyro treads through the deep with agile elegance, it’s hard to believe that he was ever handicapped by large bodies of H2O. In addition, any underwater section in Ripto’s Rage is absolutely spellbinding, impressively setting the player in a radically different physical plane without the primitive 3D graphics compromising on the immersion. Spyro can also learn how to execute a downward dive on land, which weaponizes the force of his skull into a rock and crate-breaking slam. With all of these new skills Spyro learns throughout the duration of Ripto’s Rage, none of them seem to overstep his simplistic beauty as a platformer character. Each innovation feels like they were staircase thoughts the developers wanted to add to their protagonist initially, instead of shoehorning in attributes for the sake of sprucing up a sequel.
Another quality-of-life improvement on Spyro, or at least in my subjective opinion, is the tweaking of his voice. Carlos Alazraqui is a perfectly wonderful voice actor, but his line delivery for our underestimated hero gave us more reason to doubt his capabilities, and if he had underwear, wrap it over the top of a flagpole. Instead of asking Mr. Alazraqui to lessen the nasally cadence of Spyro’s voice, Insomniac decided to just axe him in favor of Tom Kenny, aka the voice of SpongeBob. Ironically, for someone whose most notable role is defined by a high-pitched, squeaky affectation, Tom Kenny sufficiently lowers Spyro’s voice to an adequate octave to make him less grating when he speaks. Or, perhaps the kinks in Spyro’s voice are less noticeable this time around because the dialogue in Ripto’s Rage is spoken to Spyro rather than the inverse. Not only are the various NPCs per level quite chatty with their requests, but the series has taken the Sonic the Hedgehog approach to broadening an IP by integrating a slew of secondary characters into the mix with Spyro and his mute dragonfly buddy Sparx. Once Spyro is transported to Avalar, he’s debriefed on the prevailing dilemma by the trio of recurring characters, who also aid him throughout his quest to quell Ripto. Elora the faun seems to introduce every significant progression point in the three different overworlds, helpfully updating Spyro on the mission at hand. “The Professor,” an elderly mole-like creature, is a man of science if his glasses and lab coat combination didn’t visually suggest it. Using his mechanical prowess, he’ll often provide access to certain levels in the overworld by activating their respective warp gates. Lastly, Hunter the Cheetah is the comic relief whom the other two constantly reprimand for his oafishness. The bipedal cat still possesses a spunky charisma, I guess. From what we know from the aforementioned series that infamously bloated itself with excess faces clogging the screen, adding all of these supporting characters spells imminent disaster for the Spyro series. For now, the Avalar faction is fine and dandy in adding some extra dynamics to the story with their varied personalities and ubiquitous yet subordinate roles. Their presence, however, will only be palatable if they are endemic to Avalar in this game alone or if the series persists with them and only them moving forward. The series is already treading on thin ice by augmenting the character roster, especially since they all have too much fur on their bodies for comfort, which is likely to attract the worst kinds of Sonic fans.
Oh, and we can’t forget about Moneybags, the aristocratic bear who aptly speaks in a posh accent to signify his opulent wealth and social status. Considering his debonair, exalted outfit and demeanor, matched with the assets around Avalar that he seemingly lets Spyro borrow for a fee of gems, one would think he’s the governing force of the land whose power and influence Ripto covets. He’s obviously a contemptible character by design, but I don’t think the hoity-toity bear is an unwelcome stain on Ripto’s Rage because he’s an integral aspect of adding depth to the overall Spyro experience. Because Moneybags is an impediment that blocks immediate progression with a sum of currency needed, it not only gives the gems more value; it also incentivizes the player to become better acquainted with the nooks and crannies of each level where gems might be found. In turn, the exploration process fixes the issue of the series levels feeling in one ear and out of the other.
I would say that the level designs in Ripto’s Rage are the focal point of the amplification initiative of Ripto’s Rage, but one wouldn’t know that at face value. The main objective for each of these levels persists as simply traveling to an arbitrary goal point, which grants Spyro another collectible and unlocks the exit warp gate to signify completion. Unlike the first game, where every level’s objective consistently applied to the overarching goal of finding the elders and freeing them, the level-ending conditions of the areas in Ripto’s Rage feature a myriad of situations. In “Aquaria Towers,” Spyro will resupply the seahorse society with water after a group of diving-suited hooligans has drained it. Similarly, in “Magma Cone,” Spyro must find a way to cease the eruption of a local volcano, which has been spurting molten lava since a band of mischievous Earthshapers unsealed its tip to inconvenience a tribe of fauns. Other level highlights include the Arab-esque “Shady Oasis” that sees Spyro accompanying a hippopotamus cub to a tall pillar while Spyro feeds him fruit that momentarily transforms the boy into a hulking beast that smashes through the gated barriers. The Eskimo NPCs of “Crystal Glacier” will also return the favor to Spyro when he thaws out their frozen captivity by helping him through level impediments. There is even some inner realm cohesion between “Zephyr” and “Breeze Harbor,” with both areas waging war with one another and Spyro acting as a double agent working for the benefit of both sides. Is Spyro intending for the conflict to result in a draw by doing this? “Metropolis” is the token futuristic level that is uncharacteristic for the series, but the ultra-advanced environment still doesn’t complicate the process of Spyro traveling from point A to B while platforming and scorching enemies with his fire breath along the way. Rescuing the Satyrs in “Fractured Hills” from their stony confinements is the task most reminiscent of the first game’s general mission, but the mythical, hedonistic goat hybrids will actually repay Spyro by blowing away chunks of an obscured fortress with the playing of bagpipes. I’m not sure if this scene is intended to display the underlying power of the instrument or if it’s a further comment on its shrillness. If delving into the levels of Ripto’s Rage feels like one of my patented highlight reels, it’s because I can’t describe all of them succinctly in one paragraph. Instead of increasing the breadth of Spyro’s levels, the developers decided to swell each realm with eight levels, subtracting the inordinate amount to four for the “Winter Tundra” realm. Sure, there were twenty total levels in the first game, but it highlights a persisting problem with Spyro’s progression direction. Even though the NPCs introducing the scenes and scenarios never repeat themselves, the fact that they all amount to the same brief, linear trek to an endpoint so many times still evokes the underwhelming terseness that plagued the first game.
However, the fleeting feeling that comes with completing a Spyro level only pertains to achieving the main collectible of the talismans, level-specific trinkets that signify a sign of bonding between Spyro and the folk of these levels that he aids. To implore the player to deviate from the fixed, narrow path of bare minimum victory, the developers have added orbs as the game’s “secondary collectible.” Upon exploring what lies beyond the beaten path to a talisman, Spyro will find new situations that are either entirely removed from the area’s central scenario or extend upon the overarching conflict. Solving said tangential situation will net Spyro an orb as a reward for his splendid deed, which can range from collecting gears on a trolley in “Breeze Harbor,” playing ice hockey in “Colossus,” saving a tribe of cavemen from being eaten whole by carnivorous raptor hatchlings, etc. Hunter is commonly involved in plenty of orb gathering opportunities, whether it be collaborating with the doofus by collecting monkeys in the arid land of “Scorch,” or competing against him in grabbing volcanic crystals that jet out of the ground in “Magma Cone.” I guess his role as a fieldman justifies his placement among Elora and The Professor, because he sure as shit doesn’t offer any tactical advice or medical assistance. Methinks Insomniac took a glimpse at a certain N64 Rareware title that released the same year as the first Spyro game and decided to take a liberal helping from that game’s freeform progression philosophy. I can’t say I blame Insomniac, for you’d have to put every 3D platformer developer on trial for shamelessly aping Banjo Kazooie’s template forevermore after 1999, sequel or not. Like the buoyantly animated N64 exclusive that Spyro 2 has obviously reinterpreted, orb quests greatly facilitate a sense of exploration, motivating the player to experience the full expanse of a level. Plus, the diverse tasks needed to obtain these orbs add a desperately-needed layer of difficulty with their unfamiliar conditions.
Still, Insomniac should’ve copied Banjo Kazooie's collectible course right down to its last detail, for Spyro 2 commits something erroneous with the orbs that is the developer’s unique doing. I described the orbs as a secondary collectible in quotation marks because what the game doesn’t reveal until its final stretches is that they have more precedence in progression than the talismans. In fact, the final realm forgoes talismans entirely in favor of focusing on the orbs, so the player can feasibly fulfill the steep total of 40 needed to unlock the barrier between the player and the final boss. It’s made abundantly clear that collecting orbs is still necessary to progress the game in incidental increments, but the sudden swap that occurs is downright deceitful. Because the player is duped into thinking that the orbs were only necessary in minor instances and the talismans were the main collectible driving progression, this results in a large swath of backtracking that wedges an obstructive boulder in the game’s pacing. Sure, locking the pathway to some orbs behind skills that are initially unlearnable already implies that backtracking was a consciously implemented factor by the developers, but the return time to previous levels is extended unduly because of this flagrant form of miscommunication.
In those progression milestones, whether they be contingent on the collecting of orbs or talismans, access is unlocked for the game’s bosses. Returning players may treat this requisite video game trope with a lack of enthusiasm, as the first game proved that having the dragon chase you is not as intoxicating as the popular inverse. Insomniac totally scraps their baffling, facile boss formula and exhibits some bona fide bosses for their sequel. Crush, Gulp, and Ripto are the bosses fought between traveling to the next realm, a modest lineup but one that remains consistent with the stakes the story sets up from the beginning. Crush channels fire and electric energy before becoming frustrated with Spyro thwarting him, caving in the ceiling, and having the rubble fall on his head as a result of his temper. Gulp fires energy blasts from the laser cannon strapped to his back, which genuinely take some swift, proficient dodging maneuvers to avoid while Spyro combats him with the array of explosives the bird fleet overhead provides. Lastly, the battle against the big (in the sense of status) orange cheese is an epic escapade divided into three distinct phases to elongate the scope of this appropriately formidable boss fight. I might be marveling at these three duels due to the first game lowering the bar so deeply that what qualifies as a boss fight became as imperceptible as the contents of the abyss in which they reside. Still, I believe that the developers have now crafted an exceptional arrangement of climactic skirmishes that supersede simply fulfilling the requisites of health bars, phases, and other factors that should comprise a competent boss fight.
Spryo 2: Ripto’s Rage expectedly surpasses the debut title in the series in spades, but I feel a tad hesitant in assigning it as the apex of the series, as I felt comfortable doing at first based on common trends across video game series. The levels incorporate more substance by adding auxiliary objectives that prolong their visit time to a satisfying length, and I no longer need to contemplate the definition of a boss fight because the baddies of Ripto’s Rage deliver on their expectations splendidly. Spyro’s new friends add a layer of exuberance to the story, while Spyro’s voice no longer makes me irrationally angry at him. What else could anyone want from Insomniac’s deadly dragon tyke? Actually, I’d really like the series to stop offering objectives where the player can just breezily hike to a goal in under a minute and call it a day. If the developers had made the orbs the game’s sole progression collectible, the player could’ve chosen which objectives would fulfill the requirements and focused on the more engrossing, substantial challenges littered throughout the field a little less conspicuously. Still, maybe the simple stipulations of standard progression are an indelible factor to Spyro’s accessible format, but I wish that the developers either firmly established that the “talisman routes” were the ways to progress the game instead of drastically deciding that the orbs held more significance at the last minute. Spyro 2: Ripto’s Rage undoubtedly stands head and shoulders over its predecessor, but the salient smudges the game inadvertently exhibits only make me fret for future entries when this is considered to be the series' peak.