History YMMV / CrashBandicootTheWrathOfCortex

27th May '16 8:09:56 AM Silverblade2
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* BrokenBase: Whether it's a good game or mediocre at best. Longtime fans tend to loathe it for feeling too similar to the originals without bringing much new, while others (especially those who played it as a young age or have less access to the Naughty Dog games) love it, sometimes exactly for that reason.

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* BrokenBase: Whether it's a good game or mediocre at best. ContestedSequel: Longtime fans tend to loathe it for feeling too similar to the originals without bringing much new, while others (especially those who played it as a young age or have less access to the Naughty Dog games) love it, sometimes exactly for that reason.



* ItWasHisSled: Crunch was [[spoiler: only brainwashed by Cortex and pulls a HeelFaceTurn.]]
11th May '16 8:32:37 PM Psi001
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** As mentioned above, Coco's debut as a fully playable counterpart to Crash. In Warped, she was more like an embellished extra vehicle, with her becoming fully playable like Crash in this game. [[AllThereInTheManual The way she's presented in the manual and supplementary materials]] seems to imply that she's supposed to be be faster and more adept at combat than Crash while having weaker athletic ability, but in practice she just ends up being worse than Crash in literally every way. Not only does she lack a slide or crawl move(Using a stationary sweep-kick instead), but she only gains access to three of the power-ups(The Double-Jump, Crash Dash and Super Stomp). Which means that while Crash grows stronger and more variable as the game progresses, Coco's skill remains near completely static from when she starts. It wouldn't be until FIVE games later in Mind Over Mutant that she'd finally get her chance to fight on equal footing to her brother.
* VindicatedByHistory: Downplayed case. The game was panned by many at the time due to simply reusing ''Warped's'' formula. However, since nearly every title in the series afterwards started to drift more and more away from the originals, these days, while still considered very flawed, it gets more appreciation for being of the few multi console Crash games to stay loyal to the classic mechanics.

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** As mentioned above, Coco's debut as a fully playable counterpart to Crash. In Warped, she was more like an embellished extra vehicle, with her becoming fully playable like Crash in this game. [[AllThereInTheManual The way she's presented in the manual and supplementary materials]] seems to imply that she's supposed to be be faster and more adept at combat than Crash while having weaker athletic ability, but in practice she just ends up being worse than Crash in literally every way. Not only does she lack a slide or crawl move(Using a stationary sweep-kick instead), but she only gains access to three of the power-ups(The Double-Jump, Crash Dash and Super Stomp). Which means that while Crash grows stronger and more variable as the game progresses, Coco's skill remains near completely static from when she starts. It wouldn't be until FIVE games later in Mind Over Mutant that she'd finally get her chance to fight on equal footing to her brother.
brother (not to mention playable throughout the entire game rather than just a fifth of it).
* VindicatedByHistory: Downplayed case. The game was panned by many at the time due to simply reusing ''Warped's'' formula. However, since nearly every title in the series afterwards started to drift more and more away from the originals, these days, while still considered very flawed, it gets more appreciation for being of the few multi console Crash games to stay loyal to the classic mechanics.mechanics, especially since the previous titles remain Sony exclusive.
20th Apr '16 1:07:11 PM Ninetails2000
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** In the Gamecube version of the game, the final cutscenes are filled with horrible glitches ranging from Aku-Aku's feathers lacking the proper masking, turning them into colorful squares to Crunch's lighting being JARRINGLY different to everything else in the scene.


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** As mentioned above, Coco's debut as a fully playable counterpart to Crash. In Warped, she was more like an embellished extra vehicle, with her becoming fully playable like Crash in this game. [[AllThereInTheManual The way she's presented in the manual and supplementary materials]] seems to imply that she's supposed to be be faster and more adept at combat than Crash while having weaker athletic ability, but in practice she just ends up being worse than Crash in literally every way. Not only does she lack a slide or crawl move(Using a stationary sweep-kick instead), but she only gains access to three of the power-ups(The Double-Jump, Crash Dash and Super Stomp). Which means that while Crash grows stronger and more variable as the game progresses, Coco's skill remains near completely static from when she starts. It wouldn't be until FIVE games later in Mind Over Mutant that she'd finally get her chance to fight on equal footing to her brother.
3rd Mar '16 9:42:43 AM speedyboris
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* MostWonderfulSound: The "ding ding ding!" when you collect a gem.
3rd Mar '16 9:42:28 AM speedyboris
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* MostWonderfulSound: The "ding ding ding!" when you collect a gem.
16th Feb '16 5:47:12 PM GrammarNavi
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* AuthorsSavingThrow: The Greatest Hits/Platinum rerelease of the PS2 version was optimised slightly, halving most the game's infamously long loading times. While the rest of the games' imperfections remain, many will freely admit the game is enjoyable when more time is spent playing it than waiting for it to load.

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* AuthorsSavingThrow: The Greatest Hits/Platinum rerelease of the PS2 [[UsefulNotes/PlayStation2 PS2]] version was optimised slightly, halving most the game's infamously long loading times. While the rest of the games' imperfections remain, many will freely admit the game is enjoyable when more time is spent playing it than waiting for it to load.



** The warping sound used in the PS2 version's loading screen likely grated on many gamers, especially those who owned the early release.
** Despite the decent soundtrack, the music in the PS2 and Gamecube versions doesn't loop smoothly, leaving an annoying bump each time the track ends and restarts.

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** The warping sound used in the PS2 [=PS2=] version's loading screen likely grated on many gamers, especially those who owned the early release.
** Despite the decent soundtrack, the music in the PS2 [=PS2=] and Gamecube [=GameCube=] versions doesn't loop smoothly, leaving an annoying bump each time the track ends and restarts.



* PolishedPort: The Xbox version has a few minor graphical bells and whistles, including better light and model textures and health bars given to the remaining bosses. Some issues with the PS2 version such as the long loading times and the lagged music loops are also fixed.

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* PolishedPort: The Xbox version has a few minor graphical bells and whistles, including better light and model textures and health bars given to the remaining bosses. Some issues with the PS2 [=PS2=] version such as the long loading times and the lagged music loops are also fixed.
24th Jan '16 12:17:41 PM ChilledXSocks
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* GoodBadBugs: The player can be made immune to bottomless pits during their hit refresh time. This is especially gratifying during the ceiling grate areas, where you can much more quickly lose an Aku Aku to run across the bottomless area.

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* GoodBadBugs: The player can be made immune ''immune to bottomless pits BottomlessPits'' during their hit refresh time. This is especially gratifying during the otherwise painfully slow ceiling grate grid areas, where you can much more quickly lose an Aku Aku to run across the bottomless area.



** The grates in Droid Void, Weathering Heights, etcetera. They are so slow and irritating that the best way to do Weathering Heights' time trial is to actually give up invincibility in exchange for [[GoodBadBugs being able to run across the floor]] and skip the grates. This enables you to ''halve the Platinum time'', and then some.

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** The grates ceiling grids in Droid Void, Weathering Heights, etcetera. They are so slow and irritating that the best way to do Weathering Heights' time trial is to actually give up invincibility in exchange for [[GoodBadBugs being able to run across the floor]] and skip the grates.grids. This enables you to ''halve the Platinum time'', and then some.
6th Jan '16 4:32:54 PM catstuxedo
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* NightmareFuel: The Droid Void. The part when you enter the mech and have have to go through darkness is just....
** Fahrenheit Frenzy. There's something about Crash's x-ray...

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* NightmareFuel: The Droid Void. The Void, particularly the part when you enter the mech and have have to go through darkness is just....
darkness.
** Fahrenheit Frenzy. There's something about Crash's x-ray...skeleton can be put on full display in Fahrenheit Frenzy.
5th Jan '16 4:15:14 PM MOC1105
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** Fahrenheit Frenzy. There's something about Crash's x-ray...
21st Nov '15 6:18:31 AM Psi001
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-->'''IGN:''' Coco (is) a less powerful and less enjoyable playable character. Coco pops into specific levels and must be used to pass that area. She's just not fun the way Crash is. Crash is a silly creature to look at. He's almost absurd, which works great with his various animations. Coco isn't really silly at all. The game isn't called Crash and Coco so why must I be forced to play her?

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-->'''IGN:''' --->'''IGN:''' Coco (is) a less powerful and less enjoyable playable character. Coco pops into specific levels and must be used to pass that area. She's just not fun the way Crash is. Crash is a silly creature to look at. He's almost absurd, which works great with his various animations. Coco isn't really silly at all. The game isn't called Crash and Coco so why must I be forced to play her?
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