With some major hits including Uncharted, The Last of Us and Jak and
Daxter, Naughty Dog has earned itself a reputation in the gaming community,
especially among PlayStation enthusiasts. For many, however, the company is
best known for their first major franchise, Crash Bandicoot. First released in
1996 for the original PlayStation, the game was one of many to help the system
dominate the console war at the time, taking advantage of then-new CD-based
gaming hardware to great effect. After leaving Naughty Dog’s hands, the franchise
continued on later systems, with mixed results, until it faded into relative
obscurity. However, in 2016, Crash Bandicoot unexpectedly returned in a major
way, returning as a playable guest character alongside series villain Dr. Neo
Cortex in Skylanders Imaginators (complete with his own stage) and appearing
solo in the Netflix series Skylanders Academy. At the same time this happened,
it was announced that Vicarious Visions, who also developed the Crash portions
of Imaginators, was developing a remaster of the original trilogy from the
ground up, later known as Crash Bandicoot N. Sane Trilogy.
I will admit that I have personally never played the Crash Bandicoot
series prior to N. Sane Trilogy, however I was still aware of the franchise’s
existence, seeing ads for games on TV and absorbing some aspects of characters
and terminology through osmosis. I also found Crash Bandicoot and Dr. Neo
Cortex to be my favorite characters to play as in Imaginators, including the
fact that playing as Crash turns the experience into a Crash Bandicoot game and
the Thumpin’ Wumpa Islands level (unlocked by placing either Crash character on
the Portal of Power) gave me a general idea of what playing the games was
like. This got me even more excited for N. Sane Trilogy before it came out,
which proved to be such a hit that apparently stores had sold out on launch day
within hours (thanks to the power of pre-ordering, I managed to secure a copy
of my own). Though the games proved to be difficult to varying degrees, I found
myself having a lot of fun with them regardless and gained a greater
appreciation for the franchise.
The most notable thing about the games in the collection (Crash
Bandicoot, Crash Bandicoot 2: Cortex Strikes Back, Crash Bandicoot: Warped), is
that all three have a massive graphics overhaul, updating the visuals for
PlayStation 4 while remaining faithful to the designs seen in the original
releases. This differs a little from the approach taken in Skylanders:
Imaginators, where characters and such were given faithful redesigns while
tweaking them slightly to fit more in line with the Skylanders aesthetic. In
any case, comparing the visuals in the original games between PlayStation 1 and
4 is like night and day, which in itself can be really fascinating to look at.
Crash Bandicoot on the original PlayStation. (From Left: Dr. Nitrus Brio, Crash Bandicoot, Dr. Neo Cortex) |
Crash Bandicoot on PlayStation 4. |
Another aspect that got a good overhaul is the music. Like with Kingdom
Hearts remasters, the music remains faithful to the originals while updating
them to give them a fuller sound to take advantage of newer console technology.
Having heard the game’s collective music for the first time in this collection,
I found the music to be very enjoyable, with some songs sticking with me even
after I stopped playing. The voice acting also deserves some credit, with the
actors giving memorable performances as their respective characters. I should
note that, while I haven’t played the originals, I am aware that there are some
differences in voice actors between those and the remasters, a notable change
being Lex Lang voicing Cortex, whereas Clancy Brown voiced him in Cortex
Strikes Back and Warped (Brendan O’Brien also voiced him in the original game);
having been imprinted with Lex Lang’s voice work for Cortex via Skylanders, I
really enjoyed his performance in this collection, though I’m sure Clancy Brown
did a good job on his own during his tenure voicing the character.
Now that I’ve covered what’s shared between games, let’s discuss what
each game has to offer on their own:
In the original Crash Bandicoot, a scientist named Dr. Neo Cortex is
experimenting on animals from the Australian Outback with his Cortex Vortex,
with the intent of using mutant animals for his goal of world domination. While
exposing Crash, a bandicoot, to the Cortex Vortex, Cortex’s assistant, Dr.
Nitrus Brio, informs him that the machine didn’t work on Crash as intended,
leading Cortex to declare the bandicoot a failed experiment and toss him out.
Cortex then sets his sights on his next subject, a female bandicoot named
Tawna. Crash lands on the shores of Insanity Beacha and makes his way through
several trials to rescue Tawna.
The game mainly involves platforming, switching between running forward
(in some cases towards the screen or riding a warthog) and running in a 2.5D
space, all while breaking boxes to collect Wumpa Fruit (they resemble apples)
and Aku Aku Masks. Collecting three Aku Aku Masks gives you temporary
invincibility, while getting 100 Wumpa Fruit grants you an extra life. Some
boxes have special properties, such as boxes that give you an extra boost
during a jump, caged boxes containing extra Wumpa Fruit if you jump on them, and
TNT boxes that will create a timed explosion after being jumped on (or explode
instantly if spun into); some boxes even grant an extra life, though only the first time after your save is loaded. Crash himself has a very basic moveset, that being the
ability to spin or jump, though you can hold the jump button for a higher jump.
These moves can be used alternately on given enemies, though the best way to
deal with them comes down to trial and error. Though the D-Pad controls have
been retained, the remaster adds the option to use an analog stick for
movement, making gameplay generally easier to handle (that said, 2.5D or
grid-like sections are overall better played with the D-Pad).
That said, the game can be rather challenging at times, partly since
you die in one hit unless you have 1-3 Aku Aku Masks on you (unless you fall
through a gap or hole, resulting in a lost life). A lot of the platforming
often requires precise jumps and subsequent deaths and game overs can lead you
to memorizing the level enough to be able to pull through, often barely.
Fortunately, some boxes carry in them a token depicting either Tawna, N. Cortex
or N. Brio; collecting three of either and using them at a proper warp gate
leads you to a Bonus Stage, where you can gather extra Wumpa Fruit and Lives.
Failing a Bonus Stage does not cost lives, so one is encouraged to keep trying
again until it is beaten. In spite of how difficult levels can get, beating
each stage is very satisfying, however if you don’t get all the boxes, the game
will remind you just how many you missed.
The boss fights themselves can be difficult, especially if you don’t
know what to do, however they become easier once you get their patterns down to
a rhythm. That said, it sometimes pays off to have an Aku Aku Mask on-hand.
While some bugs were squashed in the process of the remaster, some rather useful
ones were actually kept in by the developer, allowing ease of completion in
some levels (Protip: Road to Nowhere and The High Road can alternatively be
completed by walking on the ropes). Another alteration made to remasters that
makes the game a little more forgiving is the implementation of dynamic
difficulty: If you die enough times in a level, a Checkpoint Box will spawn in
a closer position to where you are (in relation to where these boxes are
normally located) and/or you will be granted one or two Aku Aku Masks (though
this doesn’t help when you keep dying on a particular jump).
There’s also some collect-a-thon elements present in the form of Gems
and Relics. Gems can be collected by destroying all boxes in a level, though
special Color Gems can be earned by completing specific stages 100% without
dying once, requiring mastery of the game’s mechanics to properly pull off. Relics are earned by completing time trials, available after beating
a stage once and grabbing a floating clock at the start of a new run; the
Relics are only granted to you once you beat the target time, which again
requires some devotion on the part of the player given how difficult the game
can get. Collecting all the Clear Gems also allows access to the True Ending,
which explains what happens to each character following the events of the game.
Directly following his defeat in the original game, Crash Bandicoot 2:
Cortex Strikes Back sees Dr. Neo Cortex falling from his blimp onto one of the
islands below, hatching a plan upon coming across special crystals. Later,
aboard a space station, Cortex is informed by his new assistant, Dr. N. Gin,
that he’ll need the 25 “slave” crystals in addition to the “master” crystal
they already have if they want to accomplish their goal, giving Cortex an idea
on how to get them. Meanwhile, Crash is resting until his sister Coco (who
replaces Tawna in the series with no explanation) wakes him up and tells him to
get a new battery for her laptop. Before Crash can do much of anything on that
front, he is teleported to a special warp room by Cortex, who tells him to
obtain the crystals so he can save the world.
The gameplay of Crash 2 is largely similar to the original, although
Crash’s moveset is expanded, as he now has the ability to crawl, slide and
bellyflop, and sometimes he can dig into the ground. The game also introduces
some vehicle segments in the form of riding a jetski in water levels, plus a
few levels towards the end are based around a new jetpack mechanic. The
jetpack, however, is very awkward to use, though the ability to use the D-Pad
or stick mitigates this somewhat. Bonus Stages are also easier to access, in
that they are areas marked by a “?”, which instantly transport you to the Bonus
area. There’s also the addition of Death Routes, platforms marked by a skull
that appear when you get to a certain point in the level without dying; should
you die during an attempt, the platform will remain accessible (which is
apparently unlike the original release), however unlike Bonus Stages, Death
Routes cost lives. The game also introduces Nitro Crates which, unlike TNT
Crates, explode on contact; they can also jump, which can make getting past
them extremely difficult at times.
In this game, levels are presented in the form of Warp Rooms, rooms
containing levels in sets of five that can be played in any order you choose.
Once those five are completed and you gathered all five Crystals in that set, a
boss room will open up, allowing you to access the next Warp Room upon
defeating the boss. Warp Rooms can be revisited at any time by taking an
elevator platform in the center of the room, though the process is a little
time-consuming depending on how far down (or up) you are trying to go. Some
levels also now have Secret Routes that provide an alternate path to complete
the stage, if you can find them.
By comparison to the original game, while the difficulty is still
present, it seems a little toned down. Making up for this is the presence of
backtracking in order to 100% some levels, although I didn’t bother to partake
in that as I tried to get through the game. That said, the Death Routes provide
an extra challenge of their own, as well as the Nitro Crates. Even with a
seemingly-lowered difficulty, getting to the end of a stage still felt
satisfying.
Once again directly following Cortex’s defeat, Crash Bandicoot: Warped
starts off with his space station crashing onto one of the islands, awakening
an evil being known as Uka Uka. Uka Uka’s twin brother and Crash’s helper, Aku
Aku, senses this and tells Crash and Coco about how dangerous a foe he is.
Meanwhile, Uka Uka, who turns out to have been influencing Cortex the entire
time, gets angry at him for his failures, the two of them deciding to use a
device (created by Doctor Nefarious Tropy) known as the Time Twister to travel
back through time and recover the crystals. In order to stop them, Aku Aku
brings Crash and Coco to the Time Twister so they can put a stop to this.
Gameplay is generally similar to Crash Bandicoot 2, though there are
some key differences. New abilities are introduced for Crash (obtainable after
defeating bosses), which include double jump, a longer spin and a Fruit Bazooka
among others. Warp Rooms are also laid out differently, with each Warp Room
being connected to a central room within the Time Twister, allowing for easier
access to levels. The rules for the Warp Room from Crash 2 are the same
however, in that you must get the Crystals from each set of five levels and
defeat a boss before continuing. Levels akin to the Boulder stages from Crash
1, while expanded upon in Crash 2, return here as being more of hybrid between
a regular platforming level and a Boulder level, allowing some additional
breathing room when trying to complete them.
There’s also an increase in vehicle-based levels, the hardest of which
are easily the ones where you have to win 1st in a race while riding
a motorcycle (for these, I asked for assistance, since I’m not the best at
racing games); these levels are likely the basis for Naughty Dog’s last Crash
Bandicoot game, Crash Team Racing, which is not included in this collection. In
terms of overall difficulty, this game was generally the easiest for me to get through,
though the motorcycle and Tiger (Pura) stages (similar to the Warthog levels in
Crash 1) did throw me for a loop.
In its original release, Warped also allows Coco Bandicoot to be
playable, however her role is rather limited to specific levels. This is
rectified in N. Sane Trilogy however, in that she is made playable across all
three games in the collection, the option for which becomes available after a
certain point early on (in Warped, this option is made immediately available,
though you still have to allow her to join your adventure first). She is still
unplayable in specific levels between the three games, including most boss
fights and the Warthog-like stages in the first two games, however this still
provides an extra bonus for fans since Coco shares Crash’s moveset and most of
his death animations.
Coco Bandicoot in N. Sane Trilogy. |
As I was playing the collection, some content that was originally cut from the games has started making a return via free DLC, in all their remastered glory. What is presumably the first of these, Lost Levels, includes Stormy Ascent, which was initially meant to be the penultimate level of the original Crash Bandicoot game, however it was cut due to being too difficult even by its own standards. As this content is now officially playable, it provides some extra replayability for those looking for a challenge.
As a whole, Crash Bandicoot N. Sane Trilogy is a perfect starting point
for people new to Crash Bandicoot, including those whose first introduction was
Skylanders: Imaginators. Each game has its own flaws and level of difficulty,
however I am glad to have persevered to end of each one, as I gained a better
appreciation for the games and a better understanding of the story. The plot
across the three games is rather simple and easy to follow, which isn’t really
a bad thing especially in an era where game plots can get more complex as they
go on (ex. Kingdom Hearts, Metal Gear). Even for those who have already played
these games when they first came out, this package will definitely give you
your money’s worth, mostly thanks to its updated visuals and soundtrack. Now I can’t
wait to see what direction the franchise takes next.
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