Fun game from another era! Could use some extra improvements; some of the graphical changes are lacklustre. Like the icy levels being too bright, Croc's arms still made from segments. Then you got some other issues, like swimming is not fully-supported on the analogue controls, as you can't ascend or descend with them. Or how you have to kill Croc to get a redo at a difficult puzzle, etc. But everything else you remember from the game is still here! And there are some improvements, with how you control Croc and the camera. You also have the Crocopedia that shows you a bunch of in-dev stuff, like concept drawings, interviews, etc. This is nowhere near the level of say, Spyro Reignited, which is a shame as this is quite a small game that reuses a lot of the same assets, etc. So a graphical overhaul would have been very welcome to make each inidividual level feel unique!
Project Warlock has some very nice looking locations, they have nailed the aesthetic of the game -- the oldstyle billboarding combined with the modern post-processing and lighting effects really makes this game standout. The weapons are fun and satisfying to use, the upgrade system for them is a great addition , allowing the player to customise their weapons to a degree. However, beyond that the game begins to lack some depth -- the game has a stat system which is uninspired. Increase health, melee damage, mana total or how much ammo you can carry. And the perks are just uninteresting at all levels; increase movement speed, when you pick up ammo, pick up more of it, etc. The level designs are lacking; each one involves grabbing keys, opening doors, and get to the exit. The last level of a location being a boss fight. This could work, but the game lacks anything to break up the levels -- you get one tileset for a level, and it doesn't deviate from that theme; there are no standout areas within a singular level. Be it open and spacious or tight and corridors. The enemies have a great design to them, and some transition to a secondary form, which is amazing. But you generally get two types of enemies; cannon fodder or cheap. Many of the enemies die easily, and do little damage. Whilst others use cheap designs to be effective; such as enemies that fire instantly-hitting lasers that cannot be strafed and deal good damage (with no telegraph) or the enemies that fire missiles like a machinegun, splashing damage all over the tight corridors you fight them in, dealing significant damage even on splash damage. Ulitmately, this is a pretty game; it looks good, sounds good, and your weapons feel great. But the game is lacking -- I'm at the end of the third location (Egypt) and the game is already struggling to get me to finish it for the first time... Just rinse & repeat with the same things.