Crash Bandicoot 4: It’s About Time looked great on paper from the beginning. It’s being processed by veteran Activision developer Toys for Bob, who did a great job remastering the Spyro trilogy. It also looks like a proper Crash Bandicoot game, and the developers consistently say everything PS1 game fans wanted to hear.
That said, gamers have been fooled by “back to form” games that don’t work as well as they used to. Fellow platformer series, such as Sonic the Hedgehog, have experienced both scenarios in 2D series games.
Sega tried to bring the 2D series back to life with Sonic the Hedgehog 4, which wasn’t terrible, but felt wrong. Physics was at a loss and lacked level design.
However, Sonic Mania went on a path to emulate the original as much as possible and created a game that played like a direct sequel to the Genesis game. It felt right and looked good, but the developers also experimented with new ideas to make it feel like a true sequel.
I’m happy to report that this is the direction Toys for Bob is pushing for Crash Bandicoot 4. This is a game that follows the PS1 Classic directly.
The demo we played has taken a powerful step in three stages that showcase both of the new familiar gameplay elements offered in Crash Bandicoot 4.
The first thing I noticed is the ability to switch between retro and modern modes. I started with retro so I can understand how the retro crash level is different from what I believe it should be without being contaminated by what’s in modern mode I did.
Fortunately, the retro style certainly felt very retro. It was pretty hard and I had a hard time completing the first stage, Snow Way Out. It was until I felt the time of the mechanic’s deceleration that was noticeable.
The snow-covered stage combines left / right platform actions with vertical sections to deal with slippery roads and death pits. In certain areas, the gap was too large to take advantage of large ice fall blocks. It usually drops sharply, but with a quantum mask of time, you can easily jump by turning on the power at the right time.
Time power lasts only a few seconds, followed by a short cooldown. So if you don’t pay attention to when you activate it, you may run out when trying to keep jumping. You can also use your power to fight difficult enemies while active.
Masks cannot be removed in these sections. Because I had to clear it, I lost power in a certain part of the stage and returned to a normal crash.
After completing the stage in Retro, I tried again in Modern and it made a big difference. Difficulty doesn’t change in modern, but life is unlimited in retro, unlike otherwise. You can try unlimitedly from checkpoints until you clear the stage or give up.
This has a huge impact and leads to two very different gameplay experiences. At Retro, we’re trying to get all the Wumpa fruits and extra life. If necessary, repeat the bonus level over and over until you get everything you can. This is because there is no guarantee that you will survive to the end, and if you run out of life, you will have to start over from the beginning.
In modern, almost everything goes out of the window. Unless you complete the stage 100%, you can recklessly play as much as you like to speed up and completely ignore boxes and fruits.
You’ll prefer the Retro feel, at least in the first playthrough, but when playing levels, you’ll want to play what you need more casually without worrying about game overs. However, in either case, there are death counters that somehow seem to bet on bonus / 100% completion.
The other two stages followed a similar script. Dino Dash was done a long time ago in another dimension, with multiple from a large T-Rex mixed between sections where Crash had to use phased quantum masks that could phase platforms, boxes, and objects. There was a classic chase segment. can not see.
The section where Crash had to slide down the vine and jump objects to phase out was rewarding, but fun, and another demo showing how Crash Bandicoot 4 merges new ideas into classic gameplay. It was one example.
What surprised me was Ship Happens, the final demo stage. At this level, play as Cortex. His platform is more inaccurate because he is not as agile as Crash. But he can use a ray gun that can turn the enemy into a platform, and he all allows him to traverse the area where he would normally fall into his death. I also move.
One blast transforms the enemy into a stable platform, and two blasts transform the enemy into a resilient platform. I had to use both with Ship Happens.
Eventually, it became clear that Ship Happens was actually another section of the first stage played as Crash, Snow Way Out.
When I was playing with the crash for the first time, Cortex blasted the ship in front of the crash in an attempt to catch him in the blast. When I played as Cortex, I was in control of him until this moment. Then Ship Happens returned me to Crash and played the rest of the Snow Way Out again, but it was a modified, slightly more difficult situation.
I wasn’t sure what was going on, and even if there was a way to end the stage as Cortex, at least the full game released on October 29th still has a mystery.
The content I played from the demo was very good. We look forward to not only running the game, but also returning to completing all the fun side challenges, including the retro flashback level that Toys for Bob planned for 100. % Completed.
Achieving 100% in the Crash Bandicoot game was a solid challenge, but as long as I took the time to learn each stage from inside to outside, I never felt I couldn’t overcome it. Crash is one of the many cursed games, but it’s not in the game itself, but in yourself and your stupid fingers.
As long as what you play during the demo represents the rest of the game, you won’t know how the original fans will be dissatisfied with Crash Bandicoot 4.
However, if you are new to this series, be prepared to compete with the difficulty of the old school of the game. I’ll talk for myself, and I’m sure many Crash fans will agree, but I’m disappointed that Crash Bandicoot 4 is too easy and ready for the challenge.
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