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Crash Bandicoot: N-Sane Trilogy (2017)


Ryannumber1gamer

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Poor game "reviewers", Crash is too hard for you? Seriously. The jump physics are different, yes. Are they bad? No. Maybe people having trouble just suck? Get used to the new physics, they're not that different. "-oh, but back in 1996 I used to finish The High Road with my eyes closed". Well, this is a 2017 game, if you wanna do it with your eyes closed, play the PSN version, which is a straight port from the PS1.

There's nothing WRONG with the jump, there's just something DIFFERENT. Learn to master it, instead of being a big nancy.

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Just cause you have had a easy time with it and have done noting but gush over the game do not act so hostile for those who grew up on crash. Like actually grew up on it. I have finished all the old games to 100% but even I will admit the jump is literally shit for older crash games. It works well in 3 but for the older 2 its just wonky.

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3 hours ago, Jango said:

Poor game "reviewers", Crash is too hard for you? Seriously. The jump physics are different, yes. Are they bad? No. Maybe people having trouble just suck? Get used to the new physics, they're not that different. "-oh, but back in 1996 I used to finish The High Road with my eyes closed". Well, this is a 2017 game, if you wanna do it with your eyes closed, play the PSN version, which is a straight port from the PS1.

There's nothing WRONG with the jump, there's just something DIFFERENT. Learn to master it, instead of being a big nancy.

Keep in mind I'm not defending the game reviewers here...

But the jumping being fucked isn't the issue. The physics have changed, but it's been determined more that it's the collision and hitboxes being altered that's caused more issues. Instead of squares, the hitboxes are rounded. Crash 1's platforming was designed around the square hitboxes, meaning that a lot of it relied on that small mercy. In N Sane Trilogy, they are now rounded, which means 9 times out of 10, you can end up slipping off platforms you managed to land the jump on, slip off the turtles, or if you're really unlucky, accidentally hit the turtles and cause them to be killed if you have Aku Aku, meaning that you're screwed unless you lose a life on purpose. That is a legitimate issue with the game. Because they rebuilt the game's layout and such exactly how it was on PS1, but got rid of the elements that those layouts were heavily relying on to make things manageable. The only result is making a game that many dislike because of it's cheap difficulty even more cheap because of it. 

And keep in mind, this is from someone who's already 100%'d the crystals and gems in Crash 1/2 on the N Sane Trilogy, so it's not like I'm just saying this because "OOOO I COULDN'T DO IT >: (" 

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I beat Crash 1 in the trilogy not too terribly long ago.  Can confirm that the jumping is finicky garbage, the collision detection for all the enemies/platforms are also terrible and misleading, the bosses are all boring, and the level design in general leaves a lot to be desired.  Road to Nowhere and High Road are some of the worst levels I ever had to experience in a platformer, and there's not enough money in the world that will make me play them again.  I also think the game does a rather poor job at conveying damage dealing obstacles to you and how to deal with them.

Just from playing Crash 1 I'd say Gamespot's review is too generous; awful experience overall.  Luckily Crash 2 is more fun so far, so we'll see what happens for me.

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Crash 1 was fun until I had to get colored gems. Generator Room was hardest. Slippery Climb I did on my first try. After that it was alright, they give you so many lives that dying is inconsequential outside the aforementioned colored gems stages.

Crash 2 was also good, but then you had to do stupid backtracking in stages like Cold Hard Crash and Piston it Away. Those sucked.

I'm on Warped right now. World 5. It would easily be the best in the trilogy if it weren't for these unbelievably not fun vehicle stages. Especially the jet ski and motorcycle stages. Like, oh my God, trying to get all the boxes in the motorcycle ones is infuriating. Could it have killed them to put in a reverse button? I have to retry every time I miss a box (and the loading is awful). The jet ski ones are usually just boring, but Ski Craze was very annoying. Y'all can tell me to "git gud" or whatever, but these vehicle stages are just not fun.

Maybe it's just because I'm going for 100% each game, but it's far more frustrating than fun most of the time. Wrath of Cortex is probably like that too, but when I was younger I didn't try for 100%, so.

I should note that I dislike vehicle stages in any platformer, so it's not exclusive to this game.

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You guys are taking the bullet.

I've played Crash my whole childhood and beyond, it's still one of my favorite franchises. The new physics are nothing out of this world. If they made it EXACTLY like the original, the exact same code, people would moan saying it's as bad and heavy as 1997 and that VV didn't fixed it. If they had made it easier, with less precise hit boxes and slower movement, people would complain that "now it's too easy, there's no more challenge". I guarantee.

Let Crash 1 be the hardcore one, Crash 2 and 3 are already a walk in the park.

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10 minutes ago, Jango said:

You guys are taking the bullet.

I've played Crash my whole childhood and beyond, it's still one of my favorite franchises. The new physics are nothing out of this world. If they made it EXACTLY like the original, the exact same code, people would moan saying it's as bad and heavy as 1997 and that VV didn't fixed it. If they had made it easier, with less precise hit boxes and slower movement, people would complain that "now it's too easy, there's no more challenge". I guarantee.

Let Crash 1 be the hardcore one, Crash 2 and 3 are already a walk in the park.

Huh, that's funny, considering I've also played Crash since I was a child, I've played every single game in the series outside of Crash Bash, including the DS, GBA, and beyond titles so simply saying "I've played this series" isn't going to suddenly make you right. 

This isn't a matter of opinion. People literally played the games side by side to determine the differences between physics and hitboxes. People aren't complaining about the new physics, people are complaining about the fact the levels weren't built to even accommodate the new physics. It'd be like remaking Ratchet and Clank 1 literal point by point, and only upgrading the graphics and giving it the physics of A Crack in Time. The levels were specifically built to accommodate the physics and hitboxes of Ratchet 1 so they won't translate well. But Ratchet isn't a tight platforming series like Crash, so the issue is made even worse because of that. Crash has a massive dependency on it's levels being built around it's physics and hitboxes. That's literally the only reason why Crash 1 even got away with levels like The High Road, because the platforms were square with their hit boxes so at least the tight platforming had that small mercy.

And no, considering Crash 1 is already hard enough as it is if they just kept the hitboxes as they were, it wouldn't suddenly be too easy, especially when people have always complained that the original title was the cheapest in the series. You're trying to defend bullshit game design as simply "Oh, but people would complain either way!!!". How the hell does it make sense to make a game that's already incredibly difficult into an even more incredibly difficult game? And for the record, good game design makes you feel like you made the mistake. That when you die, it was your own error, that it was you who made the mess up and you have to get better. In N Sane Trilogy, making jumps only to get kicked off because of how stupidly picky the hitbox detection is, it's totally cheap, and it's unfair to the player. They made the jump, the game just decided "Nope, you didn't make it absolutely perfectly, so you're restarting". 

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lol m'kay. Guess I'm too good at platformers then. I had problems with The High Road on my first run, same with Jaws of Darkness, Slippery Climb. But once I've started doing time trials, I got the hang of the new physics and jump, and now I know just how long I have to hold X for each kind of jump, also when to let go the D-Pad/Analog (to not end up going too far).

I'm not bragging myself, but it's a learning process. Again, the jump and physics aren't broken or delayed, you can still play the game just fine. I do agree that some enemies hit boxes are TOO precise, and so is Crash's spin range, but that's it.

Guess I've played too much Rayman Origins in my life, which requires you to be STUPIDLY precise with your jumps.

 

 

 

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I am not sure how many more people have to come out to say the physics are different. Not broken but close to it. I literally landed on a platform in generator room. Crash was a inch off and just said fuck it and slipped off. Again the hit detection box is whats making this bad for crash 1. Honestly so many deaths just from that hit box that in the past would grant you a smiden of forgiveness. Not here.

Also was it possible to roll into boxes. I never remember the game making you roll that far into a TNT.

 

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42 minutes ago, Jango said:

lol m'kay. Guess I'm too good at platformers then. I had problems with The High Road on my first run, same with Jaws of Darkness, Slippery Climb. But once I've started doing time trials, I got the hang of the new physics and jump, and now I know just how long I have to hold X for each kind of jump, also when to let go the D-Pad/Analog (to not end up going too far).

I'm not bragging myself, but it's a learning process. Again, the jump and physics aren't broken or delayed, you can still play the game just fine. I do agree that some enemies hit boxes are TOO precise, and so is Crash's spin range, but that's it.

Guess I've played too much Rayman Origins in my life, which requires you to be STUPIDLY precise with your jumps.

 

 

 

Look, I still 100%-ed the first two games, Time Trials aside, so it's not too hard to the point where I gave up. They just ended up being far more annoying than they should've been. At least 1 was. It's just, like, you have to be walking off of the edge before jumping to actually make it most of the time. It's a hassle to deal with.

No one's trying to make you feel bad or put the game down or anything. It's just some criticism.

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1 hour ago, Jango said:

lol m'kay. Guess I'm too good at platformers then.

Skill =/= tolerance, patience,  and adaptation.

You won't hear me call the trilogy's jump for Crash 1 atrocious,  but the style and physics do certainly clash,  in a manner that is detrimental at times. 

 

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As I've said before, I found the original Crash 1 hot garbage, but I've had much less trouble and enjoyed N-Sane Crash 1, so I guess I'm in a minority in this current conversation. I guess I just prefer more weighty jumps. 

Anyway, I was here to post headcanons because that's what I do. 

- In terms of a scale of sanity for the mutant villains, this actually differs between original and remake. From sanest to least sane OG;

Tiny Tiger > Koala Kong = Komodo Moe = Komodo Joe = Dingodile > Pinstripe >>>>> Ripper Roo

On the same scale for the remakes;

Tiny Tiger > Koala Kong = Komodo Moe > Pinstripe > Komodo Joe > Dingodile >>> Ripper Roo

+ Tiny Tiger is easily the most animalistic of the group, which makes him the least intelligent, but that come with the advantage that he is also the sanest. That's also why Cortex is so fond of Tiny despite being a Brio agent originally; he's loyal and he gets the job done. Even in the Radical era where he became more intelligent and more conflicted in his loyalty, his sanity didn't particularly take a knock (which is quite frankly a miracle). 

+ Koala Kong and Komodo Moe are generic dumb muscle types, and they don't particularly show any signs of craziness. Koala Kong is about as flat in character as you can get (although the remakes really emphasise that he's more of a bodybuilder than being the balanced force of might Tiny is), while Moe has the edge in likeability because he gets to show character beyond dumb muscle (that character being "Why the hell did I agree to this you're fucking it up"). 

+ Pinstripe was definitely very intent on destroying Crash in both OG and remake, but I'd say that brand of crazy is reserved solely for Crash (you'll see later). I don't think he's quite as crazy outside of that, which on reflection might be what CTR was doing instead of a full-on rewrite of his personality.  

+ As said before, Komodo Joe was originally very much sane, but the remake seems to push him in the direction of being more generally sadistic. That being said, a single boss fight isn't enough to suggest how sadistic. Certainly no signs that it's a personal beef with Crash though. 

+ Dingodile in the OG was also very much sane, albeit definitely not without a mean streak. Later games sort of deteriorated that sanity (far more subtle than N.Gin for sure), and the remake retroactively put that right at the very start. Unlike Joe, we can contextualise it; his sadism clearly spreads to anyone and anything. Poor Penta. 

+ Ripper Roo is Ripper Roo, he's clearly the most insane of them. Doesn't have the sadism with it though, in fact, he seems like he could be rather nice if it weren't for said insanity. 

This actually follows a pattern that the remake (and some games that came before) seems to be establishing; the more intelligent you are, the more insane you are. Which, honestly, I don't have that much of an issue with because it better explains Cortex's frustration at apparently being surrounded by idiots when before at least four of them were perfectly fine and just unlucky in dealing with Crash. Speaking of which, he and Coco are pretty much exceptions to the trend, as he's dumb and partially crazy, and she's intelligent and sane (and being made more playful/goofy in the remake does not constitute a sanity loss, that's just giving her more personality). 

As for less wordy headcanons;

- Papu Papu is the reason Cortex didn't have any forces on N.Sanity Island. He could eek out little nooks and crannies where the tribe didn't populate (which...somehow was all Crash visited in Crash 2), but there was no way he was going to take on already-populated territory. As such, he's consistently the only antagonist who's actually based on N.Sanity Island, and he's only an antagonist because he doesn't like people outside the tribe trespassing. 

- Koala Kong was based at the mines (built by Cortex's forces) on the second island to collect resources for Cortex power plant and castle. There's also a sewer part around there that's similar in construction to the more expansive ones under the third island. This is the Eel Deal in Crash 2. 

- Ripper Roo was left alone at the waterfall literally just to obstruct Crash. Brio considered him to be too crazy to take part in the actual running of the operations, so he just dumped him there. This would prove useful for him later. 

- Pinstripe and Koala Kong are the only two high-ranking mutants who have actually been successfully put under the Cortex Vortex. Ripper Roo was made insane as a result of its early experimentation, Crash was rejected, Tawna was rescued before it could be used on her, while Coco, Tiny, the Komodo Brothers and Dingodile were created after the Cortex Vortex was destroyed. All of those other than Coco are evil more due to their predatory nature. 

- After the conclusion of Crash 1, Pinstripe and Koala Kong deserted the place and the operations. Ripper Roo, isolated from those operations, remained alone at the top of the waterfall. 

- During the year between Crash 1 and Crash 2, Cortex's method of enslaving animals was just mechanisation as he didn't want to spend resources on evolving animals while the Super Cortex Vortex was still in construction. 

- Brio's betrayal of Cortex came fairly late on in the one year gap between Crash 1 and Crash 2. He worked with him for much of the construction of the space station (hence how he knew so much about Cortex's plan), but Cortex constantly taking credit for the Evolvo Ray during the process eventually got on Brio's last nerve and he quit. 

- During the space station construction, he was able to create Tiny with advanced techniques to evolve animals from just DNA samples. He isolated a section just for him which was able to sustain him, and was able to give him instructions to stop Crash before leaving the space station. 

- Brio later came back to Ripper Roo, and used his further scientific understanding of the mind (he was an understudy to Cortex, according to the "where are they now" epilogues, and Cortex appears to especially specialise in the brain) to put him through.

- The Komodo Brothers were created very close to the events of Crash 2 as a result of another experimental technique to fissure one animal into two evolved beings.  They were placed in the temple area of the second island before the events of Crash 2, as they were planned to be in the concepts of Crash 1. They hadn't had time to fully establish themselves by the time Crash came around to fight them. 

- After Tiny's defeat, and before the space station was blown up, Cortex actually rescued Tiny (who he'd found out about after Tiny's fight with Crash, and Brio had effectively left for dead), which is why he became so loyal to him by the time of Crash 3 onwards. 

- The Komodo Brothers, after Crash 2, were able to conduct a fairly effective conquest of the island, taking control of both the stray sewer line and Koala Kong's old mining operation (which was then converted to the Dragon Mines). It was them doing some refurbishment on the temple visage in that process that exposed Uka Uka's prison enough to be broken when the space station came crashing down. 

- Dingodile was the last of Brio's experiments, this time with the fusion of two animals into one being. This occurred extremely close to the start of Crash 2. In the original games timeline, this lateness prevented Brio from being able to post Dingodile to stop Crash, thus he was never used and he had nothing to do once Brio stopped opposing Cortex with the fall of the space station. This prompted Dingodile to leave Brio's employ and join Cortex's side as he still had plans for world domination, thus chances to be able to do what he wanted. In the N-Sane timeline, Dingodile was just too crazy to leave posted on his own in Brio's eyes (Komodo Joe had Moe to reign his antics in), so he wrote him off entirely as a failure. Pretty much results in the same outcome, as Cortex isn't as picky. 

- After the events of Crash 3, Dingodile's base location varied. He made a little post in Koala Kong's old mines at first (during its conversion to Dragon Mines, as he didn't actually interfere with it at all). After a while, he was roped into Cortex's future schemes (as the other mutants were no longer available) and spent time in Cortex's repaired castle. After the events of CNK, he was pushed to his limits and betrayed Cortex, making a new base in the snowy hills of the second island (aka where things like Unbearable and Crash Crush take place, not alpine levels like Diggin' It). 

- With Dingodile himself being keen to expand his work on mechanics (especially with a sewer line that can potentially be expanded just like the Academy of Evil's boiler rooms), and the Komodo Brothers already doing some serious damage with their schemes, the second island is doomed to fall to the same fate as the third island. 

TL;DR: Brio's a massive ass even while being a protagonist, and Papu Papu is N.Sanity Island's biggest defence.

 

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I had never played the PS1 version of Crash 1, butnthere were points where the hitbox screwed me over. I still managed to beat the game, of course, and to be fair, I still had fun with it, but man, it sounds like they made the game harder in some ways.

 

I'm just glad there's a save system in place. And I did exploit the hell out of the whole extra lives thing, so hey.

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Honestly, Crash 1 was the only game that I didn't need to think about grinding for lives whatsoever. I game over'd in Crash 2 but got back up to about 30-40, by the end of Crash 3 I had 70, but Crash 1 throws lives at you like it was candy, so I got 99 lives well before the end. I never even used the green gem path of Castle Machinery for it either!

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So, how hard is Crash 1 Remastered compared to the original? I would like to know, and I will be getting the game soon. Is it very hard?

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29 minutes ago, CrystalStorm51 said:

So, how hard is Crash 1 Remastered compared to the original? I would like to know, and I will be getting the game soon. Is it very hard?

 Completing it is technically easier,  but playing through it,  now that depends on how well you can manage with Crash 3's jump....... without the double jump mind you,  in an environment geared more so for Crash 1's original jump. 

Can certainly assure you,  it ain't gonna be the same patterns you recall with the original Crash 1 with how you move and time things,  that's for sure!

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50 minutes ago, JovahexeonJunkoJoranvexeon said:

 Completing it is technically easier,  but playing through it,  now that depends on how well you can manage with Crash 3's jump....... without the double jump mind you,  in an environment geared more so for Crash 1's original jump. 

Can certainly assure you,  it ain't gonna be the same patterns you recall with the original Crash 1 with how you move and time things,  that's for sure!

Two words n Boro. Lord I swear I would hit him dead on only to die lol. It's not that it's harder. The hit box is literally what makes it hard. Ive actually feel on road to nowhere so many times lol

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Quit the fanboyism.

Dismissing criticism of the hit detection as whining by people who you conveniently assume would've also whined about hit detection more accurate to the original because you further assume people were determined to not like it, all in order to essentially paint all criticism of the jumping as invalid is unfair. Frankly, it's the kind of attitude that made the rumors and lead-up to what should've been a really celebratory occasion when Crash was finally confirmed at E3 intolerable in its own presumptuousness and elitism within this very thread.

If Crash's hitbox is indeed a pill shape, then that's a dumb decision as nearly all of his obstacles are cubic in nature, meaning hit detection is not going to be as natural, solid, and pixel-precise as it once was. Anyone "can get used to this"- people are beating these games- but this doesn't mean the change was automatically for the better or that it doesn't deserve any criticism.

So yeah, this attitude of yours is not helpful and will probably lead to strikes if it continues. If you really want to make an argument that the hit detection hasn't suffered in the translation, maybe instead explain why the change is actually somehow better than it once was.

 

I get. I was being an asshole, and I recognize it now that I'm not head over heels anymore... A lot of shit happened to me IRL and I got fed up, and during my darkest hours I've wrote things I shouldn't... Still, there's no buts or excuses, I shouldn't have wrote anyone suck at this game no matter what was happening to me behind the scenes, I simply shouldn't have wrote anything at all, I was confused and angry, nothing of good could come out of it.

Again I'm deeply sorry.

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https://psnprofiles.com/trophies/6247-crash-bandicoot-warped/ryannumber3gamer

Platinumed Crash 3. Not gonna lie, feeling pretty proud of myself for doing so. It's my favourite of the series, and one of the earliest games I ever remember playing. I haven't finished the main levels in years, and I've never gotten 100% in it before. But this time around, I decided to go for everything (Excluding Platinum relics, because fuck that). So, got all gold relics, 105% completion, all gems etc. Was a damn good remake of a damn good game.

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Yo. Considering this is the first Crash game I've ever beaten (never beat Wrath of Cortex), I'm feeling good.

First Platinum trophy too.

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This person managed to get an interview with Debi Derryberry about N-Sane (and Crash in general). 

 

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Honestly, Am I the only one who feels like the insertion of time trials into Crash 1/2...really doesn't work? 

Like I haven't tried Crash 1 yet (Oh god no) but going through Crash 2, there is way way more difficulty trying to get time trials than compared to Warped. It feels like the levels really weren't designed to suit the trials (Which, y'know is understandable considering they weren't invented when Crash 1/2 was made). But even at that, I find myself constantly retrying because the levels feel like they weren't designed with the trials in mind. Let it be really shitty time constraints, crate placements being annoying as hell, or what I feel is the biggest issue, forcing you to wait in levels where you must be constantly going (I.E Sewer Levels with the monkey bars, Polar levels etc). It's doable, but it's not fun. It always feels like I lose the trial because the timing was pretty shit, or the level in general isn't good for trials.

Right now, I'm up to Sewer or Later and it's one of the biggest examples. Gold relic requires 1 minute and 3 seconds, yet you have to be lucky to have a ton of the level hazards line up so you can quickly run through the level. In Warped, the only time this was a real issue was Tomb Wader because of the rising water forcing you to wait, and on top of that, it was inconsistent rising water. Crash 2 feels like Tomb Wader the entire way through.

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I think Crash 2's relics are relatively fine, but Crash 1 really isn't built for them. 

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