Follow TV Tropes

Following

History YMMV / CrashBandicootTheWrathOfCortex

Go To

OR

Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


** The game was panned by many at the time due to simply reusing the formula from ''Warped''. However, since nearly every title in the series afterwards drifted away from the originals more and more, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles stayed Sony-exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth installment to the series, some retain fondness for ''Wrath of Cortex'' even though its far more derivative and unpolished than ''It's About Time'', since it is also a sequel to the original series that is ''far'' more approachable and forgiving for more casual gamers.

to:

** The game was panned by many at the time due to simply reusing the formula from ''Warped''. However, since nearly every title in the series afterwards drifted away from the originals more and more, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles stayed Sony-exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth installment to the series, some retain fondness for ''Wrath of Cortex'' even though its it's far more derivative and unpolished than ''It's About Time'', since it is also a sequel to the original series that is ''far'' more approachable and forgiving for more casual gamers.

Changed: 20

Is there an issue? Send a MessageReason:
TRS cleanup: IUEO


** The Crashes to Ashes boss is even worse. Not only does it exaggerate the AdvancingWallOfDoom trope with both a wall of fire and a molten Crunch out for your blood, but Crunch also lets out [[HellIsThatNoise ungodly roars]] every time he's prepped and ready to steamroll you down. Not only that, but the effects of Py-Ro's influence are causing an entire village to burn to the ground around you worse than anything seen in Crash and Burn, and [[SurvivorGuilt you're helpless to try and stop it]] as you run for your life from Crunch. The music is also by far the most intense in the entire game.

to:

** The Crashes to Ashes boss is even worse. Not only does it exaggerate the AdvancingWallOfDoom trope with both a wall of fire and a molten Crunch out for your blood, but Crunch also lets out [[HellIsThatNoise ungodly roars]] roars every time he's prepped and ready to steamroll you down. Not only that, but the effects of Py-Ro's influence are causing an entire village to burn to the ground around you worse than anything seen in Crash and Burn, and [[SurvivorGuilt you're helpless to try and stop it]] as you run for your life from Crunch. The music is also by far the most intense in the entire game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** One part of "Fahrenheit Frenzy" has you traversing through a radioactive room where you see Crash through an x-ray screen, except you can notice how you don't exactly enter the room and more that the x-ray effect just turns on and off to give out the impression.

Added: 744

Changed: 742

Is there an issue? Send a MessageReason:


* VindicatedByHistory: The game was panned by many at the time due to simply reusing the formula from ''Warped''. However, since nearly every title in the series afterwards drifted away from the originals more and more, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles stayed Sony-exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth installment to the series, some retain fondness for ''Wrath of Cortex'' even though its far more derivative and unpolished than ''It's About Time'', since it is also a sequel to the original series that is ''far'' more approachable and forgiving for more casual gamers.

to:

* VindicatedByHistory: VindicatedByHistory:
**
The game was panned by many at the time due to simply reusing the formula from ''Warped''. However, since nearly every title in the series afterwards drifted away from the originals more and more, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles stayed Sony-exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth installment to the series, some retain fondness for ''Wrath of Cortex'' even though its far more derivative and unpolished than ''It's About Time'', since it is also a sequel to the original series that is ''far'' more approachable and forgiving for more casual gamers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The recurring villains that served as the bosses of ''Warped'' - Tiny, Dingodile, N. Tropy, and N. Gin - only appear in the intro cutscene and as minor obstacles in a few levels. Tiny and Dingodile don't even speak, and the doctors only give a tiny bit of exposition. Given how Crunch also feels wasted as the same boss for every round, the recurring villains could've once again served as the bosses of each round to give them something to do, while saving Crunch for the FinalBoss.
Is there an issue? Send a MessageReason:
Now Trivia requiring official confirmation it was made in response to complaints.


* AuthorsSavingThrow:
** The Greatest Hits/Platinum re-release of the [[UsefulNotes/PlayStation2 PS2]] version was optimized slightly, halving most of the game's infamously long loading times, while the Xbox and Gamecube ports dumbed them down further. While the rest of the games' imperfections remain, many freely admit the game is enjoyable when more time is spent playing it than waiting for it to load.
** This game fixes a problem in the [=PS1=] games concerning the Nitro detonator crates, while only the Nitro crates themselves were destroyed if offscreen in previous titles, in this game it will also destroy any nearby crates with the same blast radius as normal, making gem missions a bit easier.
** Perhaps due to the longer level spans, the game is noticeably more generous with Aku Aku masks than the previous games. If you manually exit a stage while in possession of a mask it will carry over to your next stage, where as in previous games you needed to complete the stage with a mask in order to bring it with you to another level. Masks will also not be taken from you if you activate Time Trial mode, allowing you to start them with a fighting chance.
** While levels come in varying degrees of difficulty, the stipulations are toned down to be more lenient to players. Backtracking is mostly abolished, and secret routes now lead to an alternate level exit instead of back to the original position to play the rest of the level as well. While this often means playing the same level twice, it often ensures against frustrating gem losses from completing a death route only to get a game over in the standard level.
Is there an issue? Send a MessageReason:
None


** 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 two of the power-ups (the 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. To add to this, Coco's running and jumping is stunted from Crash's. ''VideoGame/CrashMindOverMutant'' and ''VideoGame/CrashBandicootNSaneTrilogy'' both addressed this by giving Coco a wider range of abilities and more of a personality, making her on par with Crash in those games.

to:

** 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 two of the power-ups (the Crash Dash and Super Stomp). Which 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.starts, while Crash grows stronger and more variable as the game progresses. To add to this, Coco's running and jumping is stunted from Crash's. ''VideoGame/CrashMindOverMutant'' and ''VideoGame/CrashBandicootNSaneTrilogy'' both addressed this by giving Coco a wider range of abilities and more of a personality, making her on par with Crash in those games.



** An enforced case. The "semi-open" layout planned during the games' development stages is still apparent in odd stages, though Universal's mandate to make a more conventional Crash platformer for the multi console market means it is downplayed drastically and even the more out open levels tend to keep most items and enemies within a narrow layout, making the extra trekking space superfluous for the most part.

to:

** An enforced case. The "semi-open" layout planned during the games' development stages is still apparent in odd stages, though Universal's mandate to make a more conventional Crash platformer for the multi console multi-console market means it is downplayed drastically and even the more out open levels tend to keep most items and enemies within a narrow layout, making the extra trekking space superfluous for the most part.



* VindicatedByHistory: The game was panned by many at the time due to simply reusing the formula from ''Warped''. However, since nearly every title in the series afterwards started to drift more and more away from the originals, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles stayed Sony-exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth instalment to the series, some retain fondness for ''Wrath of Cortex'' even though its far more derivative and unpolished than ''It's About Time'', since it is also a sequel to the original series that is ''far'' more approachable and forgiving for more casual gamers.

to:

* VindicatedByHistory: The game was panned by many at the time due to simply reusing the formula from ''Warped''. However, since nearly every title in the series afterwards started to drift more and more drifted away from the originals, originals more and more, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles stayed Sony-exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth instalment installment to the series, some retain fondness for ''Wrath of Cortex'' even though its far more derivative and unpolished than ''It's About Time'', since it is also a sequel to the original series that is ''far'' more approachable and forgiving for more casual gamers.
Is there an issue? Send a MessageReason:
None


** Uka Uka is surrounded by a red glow, as in previous titles, but at some points it becomes apparent that the "glow" is just a flat palette stuck to the back of Uka Uka's model. When Uka Uka faces away from the camera, we get a good view of the glow, and see that there's a ''hole'' right in the middle of the glow effect.

to:

** Uka Uka is surrounded by a red glow, as in previous titles, but at some points it becomes apparent obvious that the "glow" is just a flat palette stuck to the back of Uka Uka's model. When Uka Uka faces away from the camera, we get a good view of the glow, and see that there's a ''hole'' right in the middle of the glow effect.



** ''Drain Damage'' will probably be the first major roadblock in the game where you see your life count decrease to 0. It is a fight against Crunch in the rain, using attacks that can be hard to dodge while making your way to him through a path of platforms that sink into the water. You have to hit him four times. Good luck.

to:

** ''Drain Damage'' will probably be the first major roadblock road-block in the game where you see your life count decrease to 0. It is a fight against Crunch in the rain, using attacks that can be hard to dodge while making your way to him through a path of platforms that sink into the water. You have to hit him four times. Good luck.



** "Smokey and the Bandicoot" due to the absolutely atrocious handling of the jeep you control. And unlike races in the previous games, you ''lose a life'' every time you fall in a hole. And getting the box gem almost requires driving at an absolute snail's pace to make sure you don't blow past any boxes.

to:

** "Smokey and the Bandicoot" due to the absolutely atrocious ''atrocious'' handling of the jeep you control. And unlike races in the previous games, you ''lose a life'' every time you fall in a hole. And getting the box gem almost requires driving at an absolute snail's pace to make sure you don't blow past any boxes.



** Crunch is also a bit. He's supposed to be what Crash was supposed to be when he was first created by Cortex, and it could have led to an interesting rivalry or some jealousy or envy between the two. But he's never used except for just as another generic boss for Crash to fight, only using the Elementals' power. Plus for extra points, he's never even introduced in the intro cutscene, which was over ''eight minutes long'', making Crunch feel like a wasted opportunity

to:

** Crunch is also a bit. He's supposed to be what Crash was supposed to be when he was first created by Cortex, and it could have led to an interesting rivalry or some jealousy or envy between the two. But he's never used except for just as another generic boss for Crash to fight, only using the Elementals' power. Plus for extra points, he's never even introduced in the intro cutscene, which was over ''eight minutes long'', making Crunch feel like a wasted opportunityopportunity.
Is there an issue? Send a MessageReason:
None


** While the dragon chase from "Wizards and Lizards" is mostly NightmareFuel, it is entirely possible to sit just to the side of the bridge at the end of the chase -- that's **supposed** to separate you from the dragon -- and watch it "rage" comfortably from right next to it. It does not attempt to attack you, and you can't be harmed by it, with the dragon merely functioning as an impassable wall to the previous part of the level.

to:

** While the dragon chase from "Wizards and Lizards" is mostly NightmareFuel, it is entirely possible to sit just to the side of the bridge at the end of the chase -- that's **supposed** ''supposed'' to separate you from the dragon -- and watch it "rage" comfortably from right next to it. It does not attempt to attack you, and you can't be harmed by it, with the dragon merely functioning as an impassable wall to the previous part of the level.



** The Wizards and Lizards level due to its [[https://m.youtube.com/watch?v=bkC64SnDX_E creepy theme]] and setting as well as [[spoiler: ''[[AdvancingWallOfDoom that goddamn dragon]]'' in the final half of the level]].

to:

** The Wizards and Lizards level due to its [[https://m.youtube.com/watch?v=bkC64SnDX_E creepy theme]] and setting as well as [[spoiler: ''[[AdvancingWallOfDoom that goddamn dragon]]'' in the final half of the level]].



** Speaking of the time trials, they make several levels that aren't that bad to play through normally into this, mainly due to [[CheckpointStarvation having to play them in one go]] and having to go fast in sections that ''really'' aren't designed well for going fast. Level 22 (Gold Rush), for instance, gets hit with this due to being a MarathonLevel, as does level 17 (levels 17 and 24 also have the irritating [[ScrappyMechanic slow grates]] to get through repeatedly). The Atlasphere levels become an absolute nightmare because of how hard the thing is to control at high speeds (level 14, Eskimo Roll, is particularly bad because of how uneven the terrain is).

to:

** Speaking of the time trials, they make several levels that aren't that bad to play through normally into this, mainly due to [[CheckpointStarvation [[CheckPointStarvation having to play them in one go]] and having to go fast in sections that ''really'' aren't designed well for going fast. Level 22 (Gold Rush), for instance, gets hit with this due to being a MarathonLevel, as does level 17 (levels 17 and 24 also have the irritating [[ScrappyMechanic slow grates]] to get through repeatedly). The Atlasphere levels become an absolute nightmare because of how hard the thing is to control at high speeds (level 14, Eskimo Roll, is particularly bad because of how uneven the terrain is).



** The Elementals are fairly undeveloped characters (unless you read the manual) and according to Aku Aku, are too unruly and powerful for even Uka Uka to control. They spend the entire game as mere power ups for Crunch, their fate not even explained during the ending. Even more so considering two of them are relatively big names - Wa-Wa is voiced by R. Lee Ermey of ''Film/FullMetalJacket'' fame and Py-Ro is voiced by freaking Creator/MarkHamill.
** Crunch is also a bit. He's supposed to be what Crash was supposed to be when he was first created by Cortex, and it could have led to an interesting rivalry or some jealousy or envy between the two. But he's never used except for just as another generic boss for Crash to fight, only using power of the Elementals. Plus for extra points, he's never wasn't even introduced in the intro cutscene, which was over ''eight minutes long''. Making Crunch feel like a wasted opportunity

to:

** The Elementals are fairly undeveloped characters (unless you read the manual) and according to Aku Aku, are too unruly and powerful for even Uka Uka to control. They spend the entire game as mere power ups for Crunch, their fate not even explained during the ending. Even more so considering two of them are relatively big names - Wa-Wa is voiced by R. Lee Ermey of ''Film/FullMetalJacket'' fame and fame; Py-Ro is voiced by freaking Creator/MarkHamill.
** Crunch is also a bit. He's supposed to be what Crash was supposed to be when he was first created by Cortex, and it could have led to an interesting rivalry or some jealousy or envy between the two. But he's never used except for just as another generic boss for Crash to fight, only using power of the Elementals. Elementals' power. Plus for extra points, he's never wasn't even introduced in the intro cutscene, which was over ''eight minutes long''. Making long'', making Crunch feel like a wasted opportunity



** Much like Polar in ''Warped'', Pura only appears in the opening and closing cutscenes, not having any involvement gameplay wise. Even the on-rail segments akin to his mechanics involve replacement vehicles (most bizarrely a scooter). Especially glaring since the Asian themed levels of ''Warped'' where he originated make a return.

to:

** Much like Polar in ''Warped'', Pura only appears in the opening and closing cutscenes, not having any involvement gameplay wise. Even the on-rail segments akin to his mechanics involve replacement vehicles (most bizarrely a scooter). Especially glaring since the Asian themed Asian-themed levels of ''Warped'' where he originated make a return.



* VindicatedByHistory: The game was panned by many at the time due to simply reusing the formula from ''Warped''. However, since nearly every title in the series afterwards started to drift more and more away from the originals, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles remained Sony exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth instalment to the series, some retain fondness for ''Wrath of Cortex'' as, while far more derivative and unpolished than ''It's About Time'', is also a far more approachable and forgiving sequel to the original series for more casual gamers.

to:

* VindicatedByHistory: The game was panned by many at the time due to simply reusing the formula from ''Warped''. However, since nearly every title in the series afterwards started to drift more and more away from the originals, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles remained Sony exclusive stayed Sony-exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth instalment to the series, some retain fondness for ''Wrath of Cortex'' as, while even though its far more derivative and unpolished than ''It's About Time'', since it is also a far sequel to the original series that is ''far'' more approachable and forgiving sequel to the original series for more casual gamers.
Is there an issue? Send a MessageReason:
None


* UnfortunateCharacterDesign: Cortex's slanted, unmoving eyes combined with his skin tone and goatee make him a dead ringer for an old-fashioned YellowPeril villain. Interestingly, Cortex's yellowish skin tone was retained in later installments despite his character model improving.
* VindicatedByHistory: 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, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles remained Sony exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth instalment to the series, some retain fondness for ''Wrath of Cortex'' as, while far more derivative and unpolished than ''It's About Time'', is also a far more approachable and forgiving sequel to the original series for more casual gamers.

to:

* UnfortunateCharacterDesign: Cortex's slanted, unmoving un-moving eyes combined with his skin tone and goatee make him a dead ringer for an old-fashioned YellowPeril villain. Interestingly, Cortex's yellowish skin tone was retained in later installments despite his character model improving.
* VindicatedByHistory: The game was panned by many at the time due to simply reusing ''Warped'''s formula.the formula from ''Warped''. However, since nearly every title in the series afterwards started to drift more and more away from the originals, these days, it gets more appreciation for being one of the few multi-console Crash games to stay loyal to the classic mechanics, especially since the previous titles remained Sony exclusive until 2018. Even with the release of ''It's About Time'', a competing spiritual fourth instalment to the series, some retain fondness for ''Wrath of Cortex'' as, while far more derivative and unpolished than ''It's About Time'', is also a far more approachable and forgiving sequel to the original series for more casual gamers.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Even for those who prefer ''It's About Time'', ''Wrath'' is starting to be forgiven because it lays down a few things that weren't done again until the return to formula. Most notably ''It's About Time'' and ''Wrath'' share having a decent amount of MarathonLevel sections in both length and boxes, no longer using a standard palette and giving each level a unique feel, and a wide-ranging soundtrack that -- excepting Bonus Levels -- corresponds more to level feel and theme rather than reusing a song like the palettes. Simply put, ''It's About Time'' takes all of those, then ups the difficulty to use them all to their full potential.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** While the dragon chase from "Wizards and Lizards" is mostly NightmareFuel, it is entirely possible to sit just to the side of the bridge at the end of the chase -- that's **supposed** to separate you from the dragon -- and watch it "rage" comfortably from right next to it. It does not attempt to attack you, and you can't be harmed by it, with the dragon merely functioning as an impassable wall to the previous part of the level.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Crunch is also a bit. He's supposed to be what Crash was supposed to be when he was first created by Cortex, and it could have led to an interesting rivalry or some jealousy or envy between the two. But he's never used except for just as another generic boss for Crash to fight, only using power of the Elementals. Plus for extra points, he's never wasn't even introduced in the intro cutscene, which was over ''eight minutes long''. Making Crunch feel like a wasted opportunity
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Speaking of the time trials, they make several levels that aren't that bad to play through normally into this, mainly due to [[CheckpointStarvation having to play them in one go]] and having to go fast in sections that ''really'' aren't designed well for going fast. Level 22 (Gold Rush), for instance, gets hit with this due to being a MarathonLevel, as does level 17 (levels 17 and 24 also have the irritating [[ScrappyMechanic slow grates]] to get through repeatedly). The Atlasphere levels become an absolute nightmare because of how hard the thing is to control at high speeds (level 14, Eskimo Roll, is particularly bad because of how uneven the terrain is).
Is there an issue? Send a MessageReason:
None


* "Banzai Bonzai" is the first level you play as Coco, and is quite beloved for its calm ambient Asian backdrop. While Coco's nerfed gameplay makes for a downgrade, it is balanced by being a genuinely well designed platformer level, with again, no vehicles involved.

to:

* ** "Banzai Bonzai" is the first level you play as Coco, and is quite beloved for its calm ambient Asian backdrop. While Coco's nerfed gameplay makes for a downgrade, it is balanced by being a genuinely well designed platformer level, with again, no vehicles involved.

Top