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		<title><![CDATA[Spyro the Dragon Forums / Something I noticed about this game.]]></title>
		<link>https://www.spyroforum.com/viewtopic.php?id=13966</link>
		<description><![CDATA[The most recent posts in Something I noticed about this game..]]></description>
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			<title><![CDATA[Re: Something I noticed about this game.]]></title>
			<link>https://www.spyroforum.com/viewtopic.php?pid=415846#p415846</link>
			<description><![CDATA[<p>I never noticed that, but now that you point it out, Spyro 1 levels really are a lot more linear. </p><p>I haven&#039;t played too many 3D platformers from that time, but I&#039;ve always thought that this one was simpler than newer ones because the genre itself was new and the technology might have been more limited. I&#039;m not sure how accurate that really is, but it was always my explanation for the lack of NPCs and challenges and might explain for the linearity as well.</p>]]></description>
			<author><![CDATA[dummy@example.com (Stormy)]]></author>
			<pubDate>Tue, 05 Aug 2014 21:12:49 +0000</pubDate>
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			<title><![CDATA[Something I noticed about this game.]]></title>
			<link>https://www.spyroforum.com/viewtopic.php?pid=415842#p415842</link>
			<description><![CDATA[<p>It&#039;s VERY linear. Not only compare to its sequels, but other 3D platformers in general. I guess I might be able to point out other games with only a few goals in each level. But this game even level design wise is generally point A to point B with only a few branching paths that loop back to a certain part of the level or dead-ends. Twilight harbor is almost crash bandicoot linear, just one long road to transverse. This could also be a reason for the lack of side-quest or NPCs, its very focused and a kinda &quot;go in do what the level requires, and get out&quot; hence the 34 levels.</p>]]></description>
			<author><![CDATA[dummy@example.com (Attackfrog277)]]></author>
			<pubDate>Tue, 05 Aug 2014 20:46:55 +0000</pubDate>
			<guid>https://www.spyroforum.com/viewtopic.php?pid=415842#p415842</guid>
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