Platformation Time Again # 9: Croc: Legend Of The Gobbos PS1 | PS4, PS5 | GBC

HISTORY

Given it’s quite well known how Croc came to be, i’m tempted to brashly summarize things, as most you already know this was originally a Yoshi game Argonaut Games (more famous for their collaborative work in the original Starfox/Starwing on SNES) proposed to Nintendo in 1994, only for it to be rejected, but instead they reworked the prototype (which was a mix of Mario Kart and Super Mario World called Yoshi’s Racing) into their own IP as 3D platformer, and since they cut direct ties with Nintendo after the original Star Fox 2 – which also had Argonaut involved in developmente – was cancelled, in 1996 they shopped around for publishers until settling with Fox Interactive, as they wanted to make a multimedia franchise out of it.

This is a very succint digest of the story… or is it?

Yes it is.

It said that since the Yoshi Racing prototype was presented in 1994, and it might have strongly influenced Nintendo with the “similar project” they had already in development, which would turn out to be – what else? – Super Mario 64….. but then again, this was said by Argonauts Games founder, Jez San, in 2013 Eurogamer interview, while in a 1997 interview he more cautiously – and correctly – said the similarity between the two games might have been completely coincidental.

Even more so since – as just pointed – Nintendo already had SM64 in development and it’s not like they were many example of 3D platformers before 1996, aside from the original Jumping Flash, which is still peculiar since it’s also a first person 3D platformer, and no, Beam Software’s Bug! was more of a 2.5D affair than a proper 3D platformer.

Regardless, Croc it’s one of the earlier entries of the 3D era for platform games, when the technology was still the proverbial baby giraffe stage, his little legs still shaky as it moved its first steps into an entirely new dimension. Well, not the earliest, but still pretty early.

And i would wager its “early bird” status helped a lot in terms of being remembered by audiences, alongside its simple title and cutesy reptilian protagonist, because being early sure as hell didn’t help gather much nostalgia for Jersey Devil, which i’m pretty sure most of you (platformer buffs aside) didn’t even knew existed before i brought it up just now.

You often don’t know if you are doing your thing at the right time, one might say, but definitely being one of the first, when the market was yet to be saturated, helped a lot: i find it hard to imagine Croc finding any success if it launched alongside the Gex games, for example.

But that is neither here or there, so let’s get down to the blessed business.

Before doing so i do have to point out i did play and finish the PS1 version some years ago, i didn’t play this as a child or anything, but i’m also inclusing my opinions the Remastered version as played on PS5 (the PS4 version should be identical as you buy both digital versions), which i waited for a sale on since they ask 30 frigging bucks. For Croc.

Come on, now, really? I’m glad you came back from the dead, Argonaut Software/Games, but 30 bucks for a fairly simple and spartan “remastered” of the first Croc game?

I understand not wanting to ask the same price as the Bubsy Purrfect Collection, but still, 30 bucks?

And yes, there is a physical PS5 and Switch release by Rock It Games, there was, and there also was a big ass collector’s edition, but – as i said – i already own Croc on PS1 and i wasn’t feeling that generous to splooge, there’s not enough mild nostalgia in the world to make me do that for Croc 1.

Eventually the game got the “Platinum Edition” free upgrade across all platforms, and its under this name you’ll find it on the Playstation Store, i got that on sale and played the PS5 version of the remaster, to be specific.

PLOT & GRAPHICS

Croc’s plot has curiously a Moses analogy, as Croc is found in a cradle left floating in the river (continuing the Christianosaurus Canon with the 1993 Super Mario Bros live action film featuring a dinobaby left on the doorstep of a orphanage) by some furry creatures known as Gobbos, they raise him as their own, Croc grows up a kind soul, but eventually a villain magician known as Baron Dante comes along to kidnap the Gobbos and destroy their kingdom, turning various pacific creatures into monster minions at their service.

The Gobbos’ King, Rufus, summons a magical bird that brings Croc to safety, and from there the reptilian fella decides to rescue its adoptive family by traversing the various regions of Gobbo Valley, dispatching Baron Dante’s lackeys, the Dantini, as he goes along…

Baron Dante mostly antagonizes Croc by basically acting as Gruntilda, only she did it all at once with her castle at the beginning of Banjo Kazooie where Baron Dante here basically has to magic manually a random animal, plant or critter to pose as a boss that fights Croc.

Basic stuff, everything is very cartoony and cute, especially Croc, with his innocent big ol’ (yet anatomically horrific) eyes on the top of his head, again, reminescent of Rareware obsession with sticking big cartoon eyes on everything, from animals to people or inanimate objects, but the art direction isn’t too much of a direct rip-off of Banjo Kazooie specifically, more due to it being a very typical, kinda generic saturday morning cartoon art style, and not having the sassy dialogue and innuendos you’d find in Rareware games.

Again, not too bad, but also far from artistically stimulating or unique.

Here is where one would say the remastered visuals do improve the look…i’m gonna argue they really don’t.

Yes, the original polygons are rough looking nowadays, no doubt on that, but them slapping on a cheap “HD paintjob” has the unintented effect of making it more clear how the character are ensemble of sausage links-joints, weirdly segmented body parts, especially Croc himself, and how they just threw a new cheap skin on the old bones.

It’s a weird situation where this rudimentary paintjob upgrade makes the game aesthetically cheaper and worse, making it feel like one of those 99 cents asset flips you can find on Steam, overly clean and rubbery looking as it is, giving that “fake” feel, this vibe of “i smushed some asset packs i bought together, gimme money”, despite not being an asset flip.

I realize this remaster existing in itself it’s a miracle, given the fate of the developer, but Croc is definitely one of those old PS1/N64/Saturn 3D platformers that could have used a complete artistic overhaul on top of a graphical one, for example the bosses designs were kinda embarassing as they were, like a child doodle you’d stick on the fridge, at best.

The limitations of the hardware back then had them finding solutions to hide said limitations, and just smoothing these over with a cheap HD paintjob inadvertly reveals graphical tricks that were less obvious or better masked by the old effects and textures, and sometimes the remastered graphics smooth over textures, in levels that were often so barren they would have benefitted from some extra textures and enviromental details added, NOT from taking these away.

And one wonder if midway through the two developers, Big Boat Interactive and Titanium Studios, realized that the game looked better in its old skin than this cheap clean suit they tailored for it, and it was for the better to give the player the ability to easily switch from the HD to the old original graphics, and i do like when remasters let you swap from the original to the remastered visuals.

I do like that this remastered/HD port does actually let the player pick n choose if you want to apply the remaster HD paint jobberino on all models, just the lighting, or have Croc in its old model with the remastered enviroments, it’s a nice feature.

Still, that won’t change that often Croc, as a game, doesn’t even bother trying to hide that the levels are rooms stitched together, especially in the last world often you go through a door and exit out falling from the sky into the next section, it’s so uncerimonious and basic, oddly not bothered to try and make you believe you’re inside a castle, or in a desert, for that matter.

Musis is admittedly quite nice, the main theme is nice, but you’d wish more of the soundtrack wasn’t just variations on that, that there were some distinctive tracks, and speaking of the main theme, after a while it becomes obvious Justin Charvona really did start composing for a Mario game, because it’s strikingly similar to Kondo’s work for SM 64, the “legally distinct but winking at the ispiration” kind of similar.

It’s no theme for Buck Bumble (not yet anyway), but you gotta start somewhere, you know?

GAMEPLAY & LEVEL DESIGN

In terms of gameplay, Croc is an odd cocktail of Sonic, Mario and Crash Bandicoot.

It clearly wants to be a 3D Mario game (again, since it was originally a Mario related project ) but it’s also a more linear affair, with straightforward levels that leave some room to be explored and aren’t designed to be blazed through, so unlike in Sonic or Crash Bandicoot, there’s no urgency given to Croc adventure.

And while levels aren’t that big, exploration can be annoying since the levels have split paths, one continuing the level as normal, others being dead ends that hide a collectible, and often you can’t backtrack to reach the optional room if you happen to pick the right path, and that means you’ll have to recollect every Gobbo or colored gems on the second run if you didn’t get them all on the first playthrough, they don’t remain collected.

It can be aggravating especially when some Gobbos can be earned only by doing great at a mini-game, meaning if you don’t you’ll have to retry the stage from the beginning just to have another whack at the mini-game.

Yet it still feels like a Crash Bandicoot style game, despite not copying that emphasis on speed from Sonic, which might sound kinda odd since Croc copies the health system of Sonic, with crystals instead of rings, which i’m sure was intended to not punish players too harsly, but due to some enemy placements being deliberately (almost) unavoidable it means that you’ll lose all your crystals on these “traps” or just lose a life if you haven’t any crystals, so it ends up being a source of some cheap difficulty more than its intended idea to not punish too severely the player for being hit.

That said, Croc’s moveset ends up reminding one of Crash, as he can hang on unto monkey bars/grates (and occasionaly climb some specific walls, but this ability is very rarely used or required), you’ll have to make the most of the single jump like in the first Crash Bandicoot, and Croc has a similarly deceptively short spin attack as it’s main offensive move, and it’s about as workable yet not reliable since it still lacks proper feedback.

The main important addition of the Remastered is the implementation of analog controls, which might sound absurd, but yes, Croc originally didn’t have support for analog controls… kinda.

Croc Legend Of The Gobbos was built on non-analog, tank-ish controls, so even if the ps1 version does support the analog stick, it not quite proper analog controls, close enough to make the game actually playable for the level designs it has, definitely better than the tank controls with the d-pad, but it become obvious once you play the game that it was designed with tank controls in mind, as most jumps are straigh lines.

This is also why you have a button to basically flip Croc 180° and sidesteps/strafing, which are kept in the remaster despite the game now having proper analog controls means it controls better and hence there’s really no point to those crutches, though they kept the old control system, if you really want the old, nostalgic, worse experience.

But as said before, Croc was a simple game also because it was built on tank controls and hence they knew exactly how much to push in the level design, they knew with those controls requiring too much from the player would just lead to way more frustration than anything else.

Especially since Croc has some slippery momentum, not enough to make the game unplayable or make the entire experience an ice level (same for the lack of any coyote time), but it’s noticeable even right away in the first level, but again, it’s not so bad because the game is – mostly – built around Croc control limitations.

Basic is the keyword for Croc: The Legend Of The Gobbos as a whole, for better and worse.

I don’t think this makes it a bad game, per sé, i do not, but it’s no wonder that nostalgia had to do a lot of work for this one, because it is a mediocre offering, even at the times it was kinda generic, and it looked barren, especially as the game goes on and the levels just become literal ensembles of hovering platforms in the void, as there’s no backdrops for these assets to exist in, just some abstract void with maybe some themed assets and a skybox.

They tried inserting new gimmicks in the levels to keep things interesting, from fireflies jar to combat darkness, enemies that speed by leaving fire trails like a Looney Tunes cartoon, and more, but even so, the levels still look thrown together more than designed, and its obvious how many assets are just recycled and wallpapering different textures, like how the first desert level locations looks the same as the grassy or the snow ones, just swapped the grass and snow for sand.

Even for 1997 this felt basic, like the ballpit playground kind of basic. Which is kinda ok since this was aimed mostly at kids, but it’s indeed the kinda of middle-of-the-road title that i don’t feel bad echoing other reviewers’ sentiments and call this “aggressively mediocre”, because it is that.

Nothing wrong or bad, just there’s a fierceness to its mediocrity that is almost annoying, so rudimentary and – again- basic its elemental puzzles that revolve around moving boxes around, collecting keys to open doors or cages that contain Gobbos, switches that make some platforms or assets necessary to progress appear from thin air.

Plus it’s also a game where steep inclines make the player character start sliding immediatly, often in dangerous waters that are often barely distinguishable from the water sources you can enter for the swimming sections, yes, there are some swimming sequences, which are tolerable, though its weird how Croc can only swim in these sections (thankfully without having to replenish an oxygen bar), and the only hint that are you supposed to get into the water it’s because the section is a dead end, like you can’t do anything else besides going back from the door you came from.

And yes, while Argonaut Software was already an established house with a good number of games under its belt, this was their first platformer, stat, and you can tell.

DIFFICULTY & LENGHT

Croc is exactly what it looks like, meaning a 3D platformer aimed at “the kidz”, and in that sense there’s no absurdly high challenge to punish kiddies that logically would assume it’s easy enough for them. And indeed it’s an experience way more on the approchable side of things.

Regular enemies can be annoying due to the game having Sonic’s health system, so it can lead to the player being able to cheese some sections as long as they have 1 gem/ring, and more often having some sections made harder because you died and there are no crystals laying around, often with enemies perched on high platforms (or flying ones placed so to easily throw you off into oblivion) throwing long ranged shit at you, and force you to “lock in” more than you should because of this.

I guess an effort to cheaply up the challenge also explains why the enemies respawn, not immediatly, because they don’t drop anything nor are needed for some puzzles or anything like that, and also why extra lives (here as classic valentine hearts) are relatively scarce.

Bosses look like jokes, like an actual child designed them and Argonaut Games created them as is, and are jokes, like they’re pretty dang easy, they’re the same thing of baiting the boss to exhaust itself and then hit them back, but that doesn’t mean you can’t take a hit, since the bosses poorly telegraph some of their attacks yet they have weird hitboxes: even so, these battles are both drawn out and yet so piss easy, over in a matter of seconds often when you know what you’re doing

I think they mostly fixed the hitboxes compared to the original, but physics can be wonky, because sometimes Croc will miss a jump it would usually land, or don’t grab a ledge even when it should, yet i haven’t had issues like enemy doing contact damage despite Croc not being close, i maybe they did fix it in some later patch after all.

Still, they kept how both the boss and Croc freeze when you win only for a very uncerimonious “LEVEL COMPLETE” message to instantly pop up and boot you back to the world map, which also imitate Crash Bandicoot’s progressing through each area/island…and honestly feels more like the game is about to freeze and-or crash (pun not intended) more than anything.

Even Baron Dante, the big bad is a push over, despite technically being the hardest boss, but him having 3 phases means very little since the method to deal with him is the same as pretty much all bosses (outside of the balooon one).

It’s a very easy, beginner-entry level 3D platformer, even with the lives system retained as is in the remaster, silly as it is since you can just continue when you die and it autosaves.

I’ll say that the platforming scales in difficulty well enough through the whole journey, so it does eventually become not so easy, and especially in the last world the difficulty does kick in significantly, but it does so also helped by some iffy physics and cheap bullshit that often have you lose lives for Croc not doing what he’s supposed to, or the level design itself stretching the limits of the platforming itself and its ability to deal with the challenges the designers throw at you, you can see this is far from a refined entry in the genre.

Croc is basically the 3D platformer equivalent of an old run down car that isn’t quite fit for the challenges you put it through, still somehow barely scrapes by, leaving you constantly anxious of its motor exploding or its parts falling out like dandruff, and how – overall – it requires a bit of fitting a square peg in a round hole.

Yes, the round hole its big enough to let the square peg go through, but barely so, you can tell most of the engine wasn’t built for anything too fancy in terms of level design, because in the final world it can barely handle even what it asks you to do.

In terms of content, is not flimsy as it might seem, since aside from 6 main levels and two boss fights for each of the 4 main worlds, there are 2 secret levels per world, and a secret final world to unlock by finding puzzle pieces in the secret levels,

To finish the game it will take 5/6 hours, and about 10/12 hours to complete it, not too bad for the era.

Curiously, despite autosaving being enabled, the game still lets you enter passwords for skipping to pretty much any level you want to.

The Platinum Edition update also added some extra PSN trophies, which helps in giving it more replayability, and also adds a Time Attack Mode with the option to show the timer and see the times to beat.

I’ll something, it makes about as sense when they added the Time Trials relics in Crash Bandicoot 1 with the N-Sane Trilogy collection remaster, at least here Croc has analog controls now so it can be done even though it’s pretty obvious the game was never designed with speedrunning menthality in mind, ever… but that could be said of the original Crash Bandicoot game, one that did have that emphasis on speed copied from Sonic.

Since this was added as a free update to the remaster, can’t complain too much.

What is really good is the compedium of extra materials about the game, with the Crocipedia containing a lot of material about Croc as a whole.

It’s surprisingly extensive, containing not just info on the main people responsable for making the original game, behind the scenes videos, early concept art for the characters, unused-cut content or bosses, but also lots of marketing material from various events, the promos for the Japanese release,

the original ost, various remixes by artists like Living Tombstone, and so much more, it’s impressively packed of extra behind the scenes stuff and info on pretty much everyone involved with both the original and this remaster/port.

heck, with the platinum update they also added the entire OST of the GBC remake/port, there’s even the bible for the unproduced animated TV and some episodes’ scripts you can read, so in a way it has more than these remasters/port of bigger, more famous IPS have, they get a big fuckin star for this, it shows the team really did love Croc and went out of the way to include basically every single piece of archived material they could find, and more.

Once i had the game glitch and Croc stop jumping, which wasn’t funny since it happened on my last live in the final level of the penultimate island, as in when the level become more annoying having to replay from scratch from running out of lives, as they get longer and more “complex”, but aside from that i have no real issues with graphics, bugs and so on, and it runs indeed at 60 fps. As it fuckin should.

OVERALL EVALUATION

In a way it’s fitting Croc: Legend Of The Gobbos started off as a Yoshi project, because even the final game can indeed be seen as such early 3D platforming to be straight up Mesozoic, basic even when it debutted in 1997, a dinosaur in any sense of the word, with even some earlier examples of the genre providing better quality, even if still clunky and dated by today’s standard.

And yet, i kinda get it why this had somewhat a fanbase over the years, even i, despite not growing up with the original Croc videogame, i kinda like its deliberately kiddie vibe, it’s hard to hate a wide eyed cartoony bipedal crocodile mascote that feels it escaped from a Banjo Kazooie’s design paper, and actually has a proper kid friendly plot and tone, it’s not trying to sneak in penis or fourth wall breaking jokes like a Rareware production of yore.

Though it’s also hard to properly like Croc, both the game itself, being mediocre and basic even for its era, and the character itself, which is just another wide eyed innocent cute animal mascotte, another one in the sea of them, one without a real personality to him but one that had more luck than others, launching a bit earlier than most and i assume getting some recognition by pure luck of existing before the marketed got super satured again, before Gex existed.

It’s not bad, but it’s also very derivative of Super Mario 64 and Crash Bandicoot (while also borrowing the Rings health system from the Sonic series), the level design also lacks much variety, though it still enjoyable and delivers some entertaiment, despite it feeling like what it is: a generic, middling yet not awful entry in the early days of 3D platformers, one of the many in the oceans of mascotte platformers with their furry or scalie hero ready for adventure and hoping to make enough money and eventually have their own Mario, so they can pump out out imitations of the other Mario spin-off series like Mario Kart or Mario Party.

Croc feels like it was just happy to be there, and undeniably “it sure was there as a thing that existed and people didn’t hate” summarizes the backpacked reptilian first outing.

And i can’t deny i kinda get why people liked it, it is a likeable little platformer.

While i’m happy for its fans that a remastered/port was made to bring the original Croc to modern platforms, it’s also one of these 3D platformers that would have actually benefitted from a straight up remake or a more proper remaster, as this is a barebones HD port that for better or worse doesn’t change the experience or the game as it was in 1997, it mostly laying a cheap HD paintjob that has the unintented effect of making the old graphics arguably look better (its telling the game lets you swap with a button from original to remastered visuals), and making the game itself proper playable by implementing proper analog controls instead ot the analog-esque tank controls it had back on the PS1, which are just not worth going back to, even if the games was designed to work with those.

Though the game being so-and-so would have benefitted from a full graphical overhaul à-la Medievil, or a straight up remake that set out to revise and improve upon the original, which sure as hell left plenty of room for improvement.

That aside, the remastered version is the definitive one yet, there’s no reason to get the original PS1 or Saturn or PC versions instead, though i must stress it’s kinda criminal for Argonaut Games to ask 30 bucks for such a barebones HD port (“remaster” is losing its actual meaning the more releases like these come out) that should/could have done so much more to improve the game itself, even if the bonus materials (included in the “Crocipedia”) are indeed very indepth and abundant, if you’re interested into Croc and his legacy to begin with, that is.

LEGACY

Due to luck and more or less positive reception at the time of release, we did get a sequel 2 years later with Croc 2, which is often regarded as a far better game, and was quite pushed by Fox Interactive back in the day, i remember distinctly seeing the ads on print in 2000-2001, they really put a lot of money into advertising it, as it was one of the earliest success stories in the genre outside of the console exclusives flagship franchises, and everyone wanted in on the gravy train.

As usual, but i think it’s kinda remarkable it did well enough to warrant a sequel being made, even though they hinted at it in the very manual of Croc 1, the market was full of these mascote platformers at the time, and the transition to 3D built on the already satured state of things for the genre that the previous consoles had.

I mean, Glover was received better at the time, but aside from that promo art parodying Jaws’ classic poster, we never got Glover 2.

And heck, it’s simply unreasonable to believe there was much space at the top anyway, as very few platforming series even reached the third installment… though with some luck Gex did it, even more forgotten stuff like the Hugo series was more prolific, so it was a crapshoot, as always, i guess.

I have more to say but we’ll do that when we actually get around to review Croc 2, i’m not exactly waiting for a remaster of that too, but if it happens it will sure put this higher in my list,

OTHER VERSIONS

While it may be a “Playstation exclusive” in the minds of many, Croc got released on Sega Saturn and Windows PC as well back in the days, and also 3 years later, in 2000, got a 2D remake on Game Boy Color, simply titled “Croc”, developed by Virtucraft, a british company mostly behind GBA ports and games like the infamous Mortal Kombat Advance, some Powerpuff Girls licensed GBC games or Samurai Jack: The Amulet Of Time.

Since the Saturn and PC versions seem to be roughly the same, we’ll talk here about the Game Boy Color remake of the original Croc: Legend Of The Gobbos.

It’s a 2D affair, as already mentioned… and it’s not good.

The more annoying thing is that here Croc jumps twice as fast as he moves (the opposite of older NES era platformers, funnily enough), plus since its on the GB/GBC, the tail swipe and run button are both B, and the tail swipe itself does to the opposite of the 3D original, as in it has some momentum if done while moving, so attacking an enemy will often make you move-slide more than you wanted, and drive you into a pit for a cheap death.

Make no mistake though, this version is even easier than its 3D outing, at first i didn’t notice they just take away some of the crystals when you get hit, there’s no health bar but also the crystals don’t fly out of Croc like rings for Sonic when hit by an enemy or hazard, the amount of crystal taken is quite small, which evens out the fact often the tail swipe will just miss and some mid-air attack also might not connect when they look like they should, and racking up lives is easier than ever.

Also, it’s one of those games where it’s hard to tell at a glance which elements are actual plaftorms or just part of the backgrounds, leaving you to have Croc erratically jump up and down in order to find out.

There are games that do benefit from a more traditional, restrained formula or format, the original Croc not so much as this being a 2D platformer means it just running from left to right and occasionally doing a lot of what you already did in the original game, as in a lot of collecting keys to open doors or locks so you can open more locks and doors, that old fashioned thingie.

There are some ski levels in lieu of the snowboard levels cut from the final version of the PS1/Saturn/PC version, plus some new elements like magic carpets and ferries not see in the originale release, making for a total of 28 levels (including the boss encounters), but it’s also very repetitive, it looks very average, the music is quite forgettable and it’s also one of those Game Boy titles that has no save feature, so write down those passwords or look them up online, always a minus even if i didn’t expect this game to have a battery for backing up saves.

That said, as a 2D remake/demake is not badly done, it has most of the elements of the original’s level design and throws in new ones, so it’s not reheated croc ass and overall the level design is mostly different, even putting aside the downgrade to 2D from 3D, and arguably does a better job in terms of obstacles and enemy variety,

Like in the original version, collecting every gobbos in each level of a world unlock a secret level/bonus room in said world, plus now levels have DKC style letters to collect that spell “BONUS” and let you play some crappy mini-games (like a version of Fifteen, that sliding title game) for bonus lives.

In a way it’s a fittingly mediocre, dull, run-of-the-mill yet not quite “proper” crap counterpart to a very middling earlier entry in the 3D platformer genre, and hasn’t aged well, but it’s less frustrating and less annoying than some attempts at porting a 3D game on a handheld and compromising so hard they might as well not bothered, like Pac Man World on the GBA.

I still don’t recommend it due to the weird momentum and the strange speed of the jumping, trying to stick with it and even finish the first world will lead to a lot of incredibly mediocre content and frustration as the level become longer, with more drawn out space between checkpoints, less gems as the game becomes more punishing than actually difficult, especially fun when you somehow slip past the level goal into a chasm on your last life.

You know what, this brings it from mediocre to subpar today, as it did age even worse than its PS1/Saturn big brother.

Not too broken over the fact they didn’t include/slap in a playable ROM of the GBC version in the Croc remaster, gotta admit.

No point going over the Remastered version and repeat myself here, but for the record, that is out on pretty much every console on the market, PC included, and i’m assuming the experience is about the same on every platform, according to reports it runs as it should (as in 60 fps framerate) even on Switch, which should have been just expected, but you never know, even in the era of remasters and remakes everywhere, which doesn’t mean most of these are good, or even acceptable.

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