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Lighting throughout the levels is subtle, but the depth it adds to the characters shows when the ambient light interacts with Spyro's fire breath. In less chilly levels, leaves float around in the wake of Spyro's passage, and there's a neat bit where his breath blows down a swathe of cornstalks. That ice has a real sense of depth to it, thanks to more architecture drawn beneath it and some sharp transparent textures on top. The familiar ice levels now have particle effects for snowfall, a layer of fog at medium altitude, and a perfect reflection of Spyro floating on the frozen lakes below him. Spyro himself now weighs in at about 5,000 polygons, and the framerate is a clean 60 at this point despite more special effects, a much larger draw distance, and more animating, interactive bits of architecture. Particularly now that it looks so much sharper. If it's worked before, it should work now, yes? This is of course just an excuse to explore more funky cartoon worlds, meet more weird cartoon characters, and essay more challenges to players' running, jumping, soaring, charging, head-butting, horn-stomping, and flame-throwing abilities.
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Spyro and Sparx thus set forth on their quest to rescue them, etc., etc.
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Having already stolen dragon eggs, elder dragons, and baby dragons before, the forces of evil have now resorted to kidnapping the new generation of dragonfly companions that would otherwise guide the youth of the dragon race. The plot you could probably have made up yourself.
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