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** In the original versions of ''2'' and ''Warped'', dying once anywhere in a level with a death route (excepting before activating any checkpoints or in the bonus level) would make the death route inaccessible. Here, the death route platform will remain once you've reached it and activated it, meaning you don't have to restart the whole level to access the death route if you die inside it, and also allowing you to simply access the death route then immediately hopping back onto the platform to return to the normal portion of the level if you needed to do something else there before attempting the death route. This also makes three of [[ThatOneLevel the most notorious levels]] from ''2''--Diggin' It, Cold Hard Crash, and Piston It Away, all of which had death routes and required backtracking through dangerous/tricky areas if you wanted to obtain the box gem--a good deal less frustrating.

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* TheyWastedAPerfectlyGoodCharacter: Tawna's appearance at the start of the remake seems to give her more personality than the original, showing an effort to make more of a character from her. Then, as in the original trilogy, she vanishes entirely as soon as the first game ends.
** However, with her being confirmed as a new addition to VideoGame/CrashTeamRacingNitroFueled, it seems that Tawna will not be completely forgotten going forward.

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* TheyWastedAPerfectlyGoodCharacter: Tawna's appearance at the start of the remake seems to give her more personality than the original, showing an effort to make more of a character from her. Then, as in the original trilogy, she vanishes entirely as soon as the first game ends.
** However, with
ends. It wouldn't be until ''VideoGame/CrashTeamRacingNitroFueled'' brought her being confirmed as a new addition back to VideoGame/CrashTeamRacingNitroFueled, it seems that confirm Tawna will not wouldn't be completely forgotten going forward.
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* TheyWastedAPerfectlyGoodPlot: The original trilogy suffered from numerous story problems; characters vanishing without a trace or being added to the series out of nowhere, bosses changing sides between Cortex to Brio between games without explanation, and the reveal in ''3'' that Cortex had been working for Uka Uka all along didn't gel with the story told in the first two games. Despite the remasters being a prime opportunity to to tie up all these loose ends, the story of each individual game is exactly the same, plot holes and all.

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* TheyWastedAPerfectlyGoodPlot: The original trilogy suffered from numerous story problems; problems: characters vanishing without a trace or being added to the series out of nowhere, bosses changing sides between Cortex to Brio between games without explanation, and the reveal in ''3'' that Cortex had been working for Uka Uka all along didn't gel with the story told in the first two games. Despite the remasters being a prime opportunity to to tie up all these loose ends, the story of each individual game is exactly the same, plot holes and all.
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** ''Crash 3 NST'' has the Mach Tornado, done by starting a Death Tornado Spin in midair and landing on the ground while still spinning, which grants you a short burst of speed.

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** ''Crash 3 NST'' has the Mach Tornado, done by starting a Death Tornado Spin in midair and landing on the ground while still spinning, which grants gives you a short burst of speed.speed until the spin ends.



** After years of hamming it up in the Radical games, Lex Lang delivers a more subdued and downright sinister performance as Cortex in the remasters of the first two games that harkens back to his performance in ''Twinsanity''.

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** After years of hamming it up in the Radical games, Lex Lang delivers a more subdued and downright sinister performance as Cortex in the remasters of the first two games that harkens hearkens back to his performance in ''Twinsanity''.
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** ''Crash 3 NST'' has the Mach Tornado, done by starting a Death Tornado Spin in midair and landing on the ground while still spinning, which grants you a short burst of speed.
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** [=GameSpot=]'s 6/10 review got a lot of flak for complaining about how the "gameplay feels dated compared to modern games" even though the game was designed from the beginning to be a faithful recreation of the original. Also, the guy doing the review ''[[ComplainingAboutGamesYouDontPlay never finished any of the games]]''.

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** [=GameSpot=]'s 6/10 review got a lot of flak for complaining about how the "gameplay feels dated compared to modern games" even though the game was designed from the beginning to be a faithful recreation of the original. Also, the guy doing the review ''[[ComplainingAboutGamesYouDontPlay never ''never finished any of the games]]''.games''.
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* OlderThanTheyThink: At least some people in the InternetBackdraft above either forgot or never knew that this isn't the first time the series has appeared on more than just the [=PlayStation=] consoles. That said, this ''is'' the first time the original ''Crash'' trilogy appeared outside of the Sony systems, and many fans like to [[FanonDiscontinuity pretend that no Crash games besides the Naughty Dog games and these remakes of them were ever made]].

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* OlderThanTheyThink: At least some people in the InternetBackdraft above either forgot or never knew that this isn't the first time the series has appeared on more than just the [=PlayStation=] consoles. That said, this ''is'' the first time the original ''Crash'' trilogy appeared outside of the Sony systems, and many fans like to [[FanonDiscontinuity pretend that no Crash games besides the Naughty Dog games and these remakes of them were ever made]].
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Dewicked.


* InternetBackdraft: Many [[UsefulNotes/ConsoleWars Sony fans]] did ''not'' take the announcement of the Switch, UsefulNotes/XboxOne and UsefulNotes/{{Steam}} ports well.
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** However, with her being confirmed as a new addition to VideoGame/CrashTeamRacingNitroFueled, it seems that Tawna will not be completely forgotten going forward.
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** Time Trials in ''1'' since many of the levels aren't designed around speedrunning, especially with the emphasis on precision jumping. It doesn't help that unlike ''2'', you do not get the Speed Shoes upgrade after beating Cortex.

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** Time Trials Trial Relics being added to the first and second games are a classic example of good on paper, bad in practice. The stages of ''1'' since many of the levels aren't and ''2'' were not designed around speedrunning, especially with speedrunning in mind, and the emphasis on precision jumping. It doesn't help that unlike ''2'', you do not get the remaster '''did not''' rectify this, so it's entirely possible (and in some cases quite likely) to fail a Gold or Platinum run just because your only path forward was momentarily blocked for one or two seconds. While this is mitigated in ''2'' due to unlocking ''3's'' Speed Shoes upgrade after beating Cortex.the game, ''1'' does not have this lifeline.
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** While some are uspet that the ''N. Sane Trilogy'' is no longer a [=PS4=] exclusive, those who wanted the game, but had one of the other platforms instead of a [=PS4=] were glad that they wouldn't have to buy a [=PS4=] just to play it.

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** While some are were uspet that the ''N. Sane Trilogy'' is was no longer a [=PS4=] exclusive, those who wanted the game, but had one of the other platforms instead of a [=PS4=] were glad that they wouldn't have to buy a [=PS4=] just to play it.

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** Within the trilogy itself, while some are upset it will no longer be a [=PS4=] exclusive, those who wanted the game, but had one of the other platforms instead of a [=PS4=] were glad that they wouldn't have to buy a [=PS4=] just to play the ''N. Sane Trilogy''.
** The multi-platform release (along with the accompanying 1.06 patch for the [=PS4=] version) introduced a bevy of welcome updates, such as drastically reduced loading times, the ability to return to the game select menu from the Pause menu[[note]]In the original release, the only way to switch games was to reset[[/note]], a toggle for Crash's fur (for those who prefer Crash without it), and HDR support (launching the already-gorgeous visuals UpToEleven). It also brings back some details from the original games that mysteriously vanished in the Trilogy, most notably Dingodile's post-fight line.
** A criticism of the original version of ''Warped'' was that one of its new gimmicks, the Slot Crates (the ones that change between various versions, and eventually turn iron if you don't break them fast enough), was underused. ''Future Tense'' happily exploits the gimmick for all its worth, ''especially'' in its bonus stage.

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** Within the trilogy itself, while While some are upset it will uspet that the ''N. Sane Trilogy'' is no longer be a [=PS4=] exclusive, those who wanted the game, but had one of the other platforms instead of a [=PS4=] were glad that they wouldn't have to buy a [=PS4=] just to play the ''N. Sane Trilogy''.
it.
** The multi-platform release (along with the accompanying 1.06 patch for the [=PS4=] version) introduced a bevy of welcome updates, such as drastically reduced loading times, the ability to return to the game select menu from the Pause menu[[note]]In menu,[[note]]In the original release, the only way to switch games was to reset[[/note]], reset[[/note]] a toggle for Crash's fur (for those who prefer Crash without it), and HDR support (launching the already-gorgeous visuals UpToEleven). It also brings back some details from the original games that mysteriously vanished in the Trilogy, ''N. Sane Trilogy'', most notably Dingodile's post-fight line.
** A criticism of the original version of ''Warped'' was that one of its new gimmicks, the Slot Crates (the ones that change between various versions, and eventually turn iron if you don't break them fast enough), was underused. ''Future Tense'' Future Tense happily exploits the gimmick for all its worth, ''especially'' in its bonus stage.
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* GoddamnedBoss: Ripper Roo isn't particularly hard, but he can be a serious pain in the ass due to being able to jump between platforms at any angle, and the nature of his fight relying on him [[LuckBasedMission being at the right place at the right time for the TNT crates to explode]]. You can hide from him in some nearby alcoves, but that isn't readily apparent, and sooner or later you'll have to trek out and keep setting off the crates.

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* GoddamnedBoss: Ripper Roo in ''1'' isn't particularly hard, but he can be a serious pain in the ass due to being able to jump between platforms at any angle, and the nature of his fight relying on him [[LuckBasedMission being at the right place at the right time for the TNT crates to explode]]. You can hide from him in some nearby alcoves, but that isn't readily apparent, and sooner or later you'll have to trek out and keep setting off the crates.
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** Generator Room was [[NightmareFuel one of the creepiest levels]] in [[VideoGame/CrashBandicoot1996 the original game]] and perhaps in the entire series, in large part thanks to the [[https://www.youtube.com/watch?v=-9csiJ-3GS0 incredibly eerie music]]. The [[https://www.youtube.com/watch?v=dCsXfhwBR4g remastered track]], on the other hand, sounds almost cheerful in comparison, [[SoundtrackDissonance completely clashing with the dark, gritty atmosphere]] and all but killing the mood entirely. What makes it even more so is that Cortex's lifeless looking demonic stare in all the monitors has been changed to a pretty goofy expression that doesn't feel the least bit nightmarish.

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** Generator Room was [[NightmareFuel one of the creepiest levels]] in [[VideoGame/CrashBandicoot1996 the original game]] and perhaps in the entire series, in large part thanks to the [[https://www.youtube.com/watch?v=-9csiJ-3GS0 incredibly eerie music]]. The [[https://www.youtube.com/watch?v=dCsXfhwBR4g remastered track]], on the other hand, was changed to an OminousMusicBoxTune that sounds almost cheerful in comparison, [[SoundtrackDissonance completely clashing with the dark, gritty atmosphere]] and all but killing the mood entirely. What makes it even more so is that Cortex's lifeless looking demonic stare in all the monitors has been changed to a pretty goofy expression that doesn't feel the least bit nightmarish.
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*** Road to Nowhere in the ''Crash 1'' remake is a fitting name, seeing how it will likely be your first time getting a Game Over (or several in a row due to [[PlatformHell the small hitboxes on the bridges single boards, the invulnerable boars, and turtles that you need to bounce on to advance, that you can accidentally kill if you have an Aku Aku mask, making it nearly impossible to pass, and since you'll die so much it becomes pretty much guaranteed you'll GET Aku Aku masks several times over, and due to the remake's revamped jump physics, you need to make the turtle stop at the very end of his walk cycle, run back, and then jump on it at a momentum to just barely make it across large gaps, which will not always work, since the turtle's hitbox will ensure that]] [[EpicFail you will either jump over it entirely into a pit]] [[SequelDifficultySpike which is not present in the original game]]). The High Road, which is a similar bridge level, [[UpToEleven is made far worse]]. It's considered by many to be the most difficult level in the trilogy, because of the aforementioned turtle jumps, which are used a lot. [[note]]On the other hand, it's possible to cheese a good portion of both levels by [[TightropeWalking walking on the rope railings of the bridge]], although even it can be difficult.[[/note]]

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*** Road to Nowhere in the ''Crash 1'' remake is a fitting name, seeing how it will likely be your first time getting a Game Over (or several in a row row) due to [[PlatformHell the sheer amount of PlatformHell. And just ''where'' do we begin? From the small hitboxes on the bridges bridges' single boards, the invulnerable boars, and to the turtles that you need to bounce on to advance, that you can accidentally kill if you have an Aku Aku mask, making it nearly impossible to pass, and since pass. Worse yet, you'll die so much it becomes pretty much guaranteed you'll GET Aku Aku masks several times over, and over. Not only that, but due to the remake's revamped jump physics, you need to make the turtle stop at the very end of his walk cycle, run back, and then jump on it at a momentum to just barely make it across large gaps, which will not always work, since the turtle's hitbox will ensure that]] that [[EpicFail you will either jump over it entirely into a pit]] [[SequelDifficultySpike which is not present in the original game]]). The High Road, which is a similar bridge level, [[UpToEleven is made far worse]]. It's considered by many to be the most difficult level in the trilogy, because of the aforementioned turtle jumps, which are used a lot. [[note]]On the other hand, it's possible to cheese a good portion of both levels by [[TightropeWalking walking on the rope railings of the bridge]], although even it can be difficult.[[/note]]
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* TheyWastedAPerfectlyGoodPlot: A recurring complaint of wasted potential is that the remakes weren't used to tie up loose ends in the original games, such as [[ChuckCunninghamSyndrome Tawna's absence]] after ''1'' or [[RememberTheNewGuy Coco's ambiguous origin]].

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* TheyWastedAPerfectlyGoodPlot: A recurring complaint The original trilogy suffered from numerous story problems; characters vanishing without a trace or being added to the series out of wasted potential is nowhere, bosses changing sides between Cortex to Brio between games without explanation, and the reveal in ''3'' that Cortex had been working for Uka Uka all along didn't gel with the remakes weren't used story told in the first two games. Despite the remasters being a prime opportunity to to tie up all these loose ends in ends, the original games, such as [[ChuckCunninghamSyndrome Tawna's absence]] after ''1'' or [[RememberTheNewGuy Coco's ambiguous origin]].story of each individual game is exactly the same, plot holes and all.
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Not everyone hated Cold Hard Crash. Just most fans of the Crash series in general.


*** You thought [[NoDamageRun getting the box gem]] in [[MarathonLevel Sunset Vista]] was hard in ''Crash 1''? Try doing it under pressure in the Time Trial, with the longest Sapphire Relic time among all three games: ''5 minutes 30 seconds''. And [[PlatformHell some of those jumps are even more finicky than the original]]. Thankfully, since the level doesn't have a color gem, you no longer have to get through the whole level without dying just to get the gem.

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*** You thought [[NoDamageRun getting the box gem]] in [[MarathonLevel Sunset Vista]] was hard in ''Crash 1''? Try Think again! Just try doing it under pressure in the Time Trial, with the longest Sapphire Relic time among all three games: ''5 minutes 30 seconds''. And [[PlatformHell some of those jumps are even more finicky than the original]]. Thankfully, since the level doesn't have a color gem, you no longer have to get through the whole level without dying just to get the gem.



*** Cold Hard Crash and Piston It Away are still aggravating to 100% for a multitude of reasons. For more details, visit [[YMMV/CrashBandicoot2CortexStrikesBack that game's YMMV page]], but both are infamous for their Death Routes and their egregious uses of {{Backtracking}}.

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*** Cold Hard Crash and Piston It Away are still aggravating to 100% many fans for a multitude of reasons. For more details, visit [[YMMV/CrashBandicoot2CortexStrikesBack that game's YMMV page]], but both are infamous for their Death Routes and their egregious uses of {{Backtracking}}.
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That's no longer the case.


** Both characters have restrictions from certain levels. While some make sense (eg. Coco being unable to fight Cortex due to story progression), others feel completely random, especially since both characters play exactly the same besides vehicle gimmicks (eg. Crash being unable to play Bye Bye Blimps despite having full functionality for the other plane levels, and Coco being unable to fight any boss except N. Gin in ''Warped'', most of which besides the final bosses lack story or function limitation).

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** Both characters have restrictions from certain levels. While some make sense (eg. Coco being unable to fight Cortex due to story progression), others feel completely random, especially since both characters play exactly the same besides vehicle gimmicks (eg. Crash being unable to play Bye Bye Blimps despite having full functionality for the other plane levels, and Coco being unable to fight any boss except N. Gin in ''Warped'', most of which besides the final bosses lack story or function limitation).

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* AndYouThoughtItWouldFail: Activision did not expect the release of the ''N. Sane Trilogy'' to be as big as it was; it was the largest single-platform launch of the year, beating out ''VideoGame/HorizonZeroDawn'')=, and many stores sold out of copies within a few hours of release. The success of the remakes/remasters is even enough for Activision to openly consider branching out more remakes of their franchises.

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* AndYouThoughtItWouldFail: Activision did not expect the release of the ''N. Sane Trilogy'' to be as big as it was; it was the largest single-platform launch of the year, beating out ''VideoGame/HorizonZeroDawn'')=, ''VideoGame/HorizonZeroDawn'', and many stores sold out of copies within a few hours of release. The success of the remakes/remasters is was even enough for Activision to openly consider branching out more remakes of their franchises.

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*** It is possible for the above glitch to occur on any level, though the more frequent ones will be Cold Hard Crash, Bee-Having's secret level to the Purple Gem, Ruination's Green Gem path, and Spaced Out's multi-gem path. Considering they're all contenders for ThatOneLevel in ''2'', it's fitting on all counts.



** Jess Harnell's Crash is also a much closer replica of Brendan O' Brien's from the original games.

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** Jess Harnell's Crash is also a much closer replica of Brendan O' Brien's O'Brien's performance from the original games.



** Andy Gavin expressed that he wished Stormy Ascent could have been retained, at least as an Easter egg, since they put so much work into the level, only to have to throw it out because it was difficult even by [[NintendoHard the game's standards]]. Decades later, Stormy Ascent finally became a playable level, both as DLC for the initial release and right there in the [=disc/cartridge=] in later editions.

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** Andy Gavin expressed that he wished Stormy Ascent could have been retained, at least as an Easter egg, since they put so much work into the level, only to have to throw it out because it was difficult even by [[NintendoHard the game's standards]]. Decades later, Stormy Ascent finally became a playable level, both as DLC for the initial release and right there in the [=disc/cartridge=] physical copy in later editions.



** Ripper Roo was [[https://www.youtube.com/watch?v=oi2X6HH3Lb8 nearly voiced]] by someone other than Jess Harnell.

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** Ripper **Ripper Roo was [[https://www.youtube.com/watch?v=oi2X6HH3Lb8 nearly voiced]] by someone other than Jess Harnell.

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** [=PCGamer=]'s 6/10 review by Andy Kelly consists of complaints of how "dated" the gameplay is, barely mentions the second and third games in the collection, doesn't mention how well the game runs on PC, and makes no attempt to hide the fact that he hates the game's guts.
* AndYouThoughtItWouldFail: Activision did not expect the release of the ''N. Sane Trilogy'' to be as big as it was; it was the largest single-platform launch of the year (beating out ''VideoGame/HorizonZeroDawn'') and many stores sold out of copies within a few hours of release. The success of the remakes/remasters is even enough for Activision to openly consider branching out more remakes of their franchises.

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** [=PCGamer=]'s ''PC Gamer''[='=]s 6/10 review by Andy Kelly consists of complaints of how "dated" the gameplay is, barely mentions the second and third games in the collection, doesn't mention how well the game runs on PC, and makes no attempt to hide the fact that he hates the game's guts.
* AndYouThoughtItWouldFail: Activision did not expect the release of the ''N. Sane Trilogy'' to be as big as it was; it was the largest single-platform launch of the year (beating year, beating out ''VideoGame/HorizonZeroDawn'') ''VideoGame/HorizonZeroDawn'')=, and many stores sold out of copies within a few hours of release. The success of the remakes/remasters is even enough for Activision to openly consider branching out more remakes of their franchises.



* HeartwarmingInHindsight:
** In June 2013, right in the midst of the series' hiatus, Andy Gavin said the following: "Crash needs a total reboot. There's an opportunity to reset the history, and go back to his creation story and the original conflict with Cortex. In that context, you could reprise classic Crash 1 and 2's settings and villains. It would make sense to use a more modern, free-roaming style. I would concentrate on Looney Tunes-esque animation and really addictive action. That's what we did with the original Crash, and there's no reason it couldn't be done today. Given the current Crash games, people forget that he was once cool. Our Crash had a certain whimsical edge to him. Sure, it was goofy – but it wasn't dumb." Fast forward a few years...
** Andy Gavin expressed that he wished Stormy Ascent could have been retained, at least as an Easter egg, since they put so much work into the level, only to have to throw it out because it was difficult even by [[NintendoHard the game's standards]]. Decades later, Stormy Ascent finally became a playable level, both as DLC for the initial release and right there in the [=disc/cartridge=] in later editions.



* HeartwarmingInHindsight:
** In June 2013, right in the midst of the series' hiatus, Andy Gavin said the following: "Crash needs a total reboot. There's an opportunity to reset the history, and go back to his creation story and the original conflict with Cortex. In that context, you could reprise classic Crash 1 and 2's settings and villains. It would make sense to use a more modern, free-roaming style. I would concentrate on Looney Tunes-esque animation and really addictive action. That's what we did with the original Crash, and there's no reason it couldn't be done today. Given the current Crash games, people forget that he was once cool. Our Crash had a certain whimsical edge to him. Sure, it was goofy – but it wasn't dumb." Fast forward a few years...
** Andy Gavin expressed that he wished Stormy Ascent could have been retained, at least as an Easter egg, since they put so much work into the level, only to have to throw it out because it was difficult even by [[NintendoHard the game's standards]]. Decades later, Stormy Ascent finally became a playable level, both as DLC for the initial release and right there in the [=disc/cartridge=] in later editions.



** When the first Crash Bandicoot game was being conceived, it was jokingly nicknamed "Sonic's Ass Game" during production. More than 2 decades later, the Nintendo Switch version of the ''N. Sane Trilogy'' would be published by SEGA in Japan, finally making the joke come full circle.

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** When the first Crash Bandicoot game was being conceived, it was jokingly nicknamed "Sonic's Ass Game" during production. More than 2 decades later, the Nintendo Switch version of the ''N. Sane Trilogy'' would be published by SEGA Sega in Japan, finally making the joke come full circle.
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** In general, the hit boxes both on Crash and other enemies were altered from the originals so now it's easier to needlessly die a ton more times from bad jumps, which can be frustrating combined with the animations being weirder even to new players, since the level geometries weren't altered in any way to reflect these changes.

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** John [=DiMaggio=] and Corey Burton's reprisals as Uka Uka, N. Gin and N. Tropy are considered vast improvements to their previous outings as the characters.

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** Jess Harnell's Crash is also a much closer replica of Brendan O' Brien's from the original games.
** John [=DiMaggio=] and Corey Burton's reprisals as Uka Uka, N. Gin and N. Tropy are considered vast improvements to their previous outings as the characters.
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* SpecialEffectsFailure: While playing as Coco in levels where she wasn't playable in the original, footprints in sand or mud aren't altered when playing as her. This is especially noticeable when jumping, as Coco's standing pose is different from Crash's, resulting in the footprints appearing where her shoes clearly didn't land.
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* AwesomeMusic: Given that this is a remake of the first three ''Crash'' games, it's no surprise that it takes the trilogy's soundtracks, and ''revitalizes'' them:

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* AwesomeMusic: SugarWiki/AwesomeMusic: Given that this is a remake of the first three ''Crash'' games, it's no surprise that it takes the trilogy's soundtracks, and ''revitalizes'' them:
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** When the first Crash Bandicoot game was being conceived, it was jokingly nicknamed "Sonic's Ass Game" during production. More than 2 decades later, the Nintendo Switch version of the ''N. Sane Trilogy'' would be published by SEGA in Japan, finally making the joke come full circle.

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** [=GamesRadar=]'s 3.5/5 has gained infamy for comparing the collection's difficulty to ''VideoGame/DarkSouls'', of all things, despite the original ''Crash'' trilogy [[CowboyBebopAtHisComputer coming out over a decade]] before any of the ''Souls'' games and because of the reviewers' quite faulty memory. [[DiscreditedMeme Also]] because comparing every hard game to ''Dark Souls'' is extremely lazy.
** [=PCGamer=]'s 6/10 review by Andy Kelly consists of complaints of how 'dated' the gameplay is, barely mentions the 2nd and third games in the collection, doesn't mention how well the game runs on PC, and makes no attempt to hide the fact that he hates the game's guts.

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** [=GamesRadar=]'s 3.5/5 has gained infamy for comparing the collection's difficulty to ''VideoGame/DarkSouls'', of all things, despite the original ''Crash'' trilogy [[CowboyBebopAtHisComputer coming out over a decade]] before any of the ''Souls'' games and because of the reviewers' quite faulty memory. [[DiscreditedMeme Also]] Also]], because comparing every hard game to ''Dark Souls'' is extremely lazy.
** [=PCGamer=]'s 6/10 review by Andy Kelly consists of complaints of how 'dated' "dated" the gameplay is, barely mentions the 2nd second and third games in the collection, doesn't mention how well the game runs on PC, and makes no attempt to hide the fact that he hates the game's guts.



** While it was mostly to keep things consistent for ''2'' and ''Warped'', ''Crash 1'' has its controls updated to a standard more akin to its sequels.[[note]]The original version of the first game having horribly stiff handling compared to what came after.[[/note]] The control scheme as a whole is now most in line with ''2'', with the controls loosened for ''1'' while reigned in slightly for ''Warped''.
** A common annoyance in the original games was that crates that were within the blast radius of the Nitro boxes didn't break when the Nitro switches got hit.[[note]]Only ''VideoGame/CrashBandicootTheWrathOfCortex'' rectified this.[[/note]] Thankfully, that's not the case with this game. Similarly in ''1'', if you set a TNT off and move away from it the explosion will break all the boxes in the vicinity.

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** While it was mostly to keep things consistent for ''2'' and ''Warped'', ''Crash 1'' has its controls updated to a standard more akin to its sequels.[[note]]The original version of the first game having had horribly stiff handling compared to what came after.[[/note]] The control scheme as a whole is now most in line with ''2'', with the controls loosened for ''1'' while reigned in slightly for ''Warped''.
** A common annoyance in the original games was that crates that were within the blast radius of the Nitro boxes didn't break when the Nitro switches got hit.[[note]]Only hit (only ''VideoGame/CrashBandicootTheWrathOfCortex'' rectified this.[[/note]] this). Thankfully, that's not the case with this game. Similarly in ''1'', if you set a TNT off and move away from it the explosion will break all the boxes in the vicinity.



** The multi-platform release (along with the accompanying 1.06 patch for the [=PS4=] version) introduced a bevy of welcome updates, such as drastically reduced loading times, the ability to return to the game select menu from the Pause menu[[note]]In the original release, the only way to switch games was to reset[[/note]], a toggle for Crash's fur (for thosw who prefer Crash without it), and HDR support (launching the already-gorgeous visuals UpToEleven). It also brings back some details from the original games that mysteriously vanished in the Trilogy, most notably Dingodile's post-fight line.

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** The multi-platform release (along with the accompanying 1.06 patch for the [=PS4=] version) introduced a bevy of welcome updates, such as drastically reduced loading times, the ability to return to the game select menu from the Pause menu[[note]]In the original release, the only way to switch games was to reset[[/note]], a toggle for Crash's fur (for thosw those who prefer Crash without it), and HDR support (launching the already-gorgeous visuals UpToEleven). It also brings back some details from the original games that mysteriously vanished in the Trilogy, most notably Dingodile's post-fight line.



** Up the Creek is a fairly easy top down level that gives you some relief after the insanely unforgiving [[ThatOneLevel Native Fortress.]]

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** Up the Creek is a fairly easy top down level that gives you some relief after the insanely unforgiving [[ThatOneLevel Native Fortress.]]Fortress]].



* GoddamnedBoss: Ripper Roo isn't particularly hard, but he can be serious pain in the ass due to being able to jump between platforms at any angle, and the nature of his fight relying on him [[LuckBasedMission being at the right place at the right time for the TNT crates to explode.]] You can hide from him in some nearby alcoves, but that isnt readily apparent, and sooner or later you'll have to trek out and keep setting off the crates.

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* GoddamnedBoss: Ripper Roo isn't particularly hard, but he can be a serious pain in the ass due to being able to jump between platforms at any angle, and the nature of his fight relying on him [[LuckBasedMission being at the right place at the right time for the TNT crates to explode.]] explode]]. You can hide from him in some nearby alcoves, but that isnt isn't readily apparent, and sooner or later you'll have to trek out and keep setting off the crates.



* PolishedPort: The PC version was upgraded from the 30FPS of other systems to a higher 60FPS, and there's a few options here and there to tweak the experience to your liking. Plus, with it being on PC, there's a potential for mods to be put out.

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* PolishedPort: PolishedPort:
**
The PC version was upgraded from the 30FPS of other systems to a higher 60FPS, and there's a few options here and there to tweak the experience to your liking. Plus, with it being on PC, there's a potential for mods to be put out.



** Time Trials in ''1'' since many of the levels aren't designed around speedrunning especially with the emphasis on precision jumping. It doesn't help that unlike ''2'', you do not get the Speed Shoes upgrade after beating Cortex.
* TheyChangedItNowItSucks:

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** Time Trials in ''1'' since many of the levels aren't designed around speedrunning speedrunning, especially with the emphasis on precision jumping. It doesn't help that unlike ''2'', you do not get the Speed Shoes upgrade after beating Cortex.
* TheyChangedItNowItSucks: TheyChangedItNowItSucks:



** While Tiny Tiger is still the scary-looking, muscular beast he always was, some people think he looks kind of cute in his Warped cutscenes.

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** While Tiny Tiger is still the scary-looking, muscular beast he always was, some people think he looks kind of cute in his Warped ''Warped'' cutscenes.
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* HeReallyCanAct:

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* HeReallyCanAct: SugarWiki/HeReallyCanAct:

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Changed: 230

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* GameBreaker: Not a huge example, but the speed shoes in ''Crash 2'' make some levels significantly easier; The timed gems in the river levels are easier to get to and the enemy bees in some levels simply cannot keep up with Crash when running.

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* GameBreaker: GameBreaker:
**
Not a huge example, but the speed shoes in ''Crash 2'' make some levels significantly easier; The timed gems in the river levels are easier to get to and the enemy bees in some levels simply cannot keep up with Crash when running.running.
** Don't like the lack of a checkpoint trying to get the box gem for Cold Hard Crash in ''2''? Save either the bonus round or the checkpoint crate for after the hard path; bonus rounds function as checkpoints, so if you die in the hard path, you'll have a checkpoint that drops you off right before the hard path, and you can use the other to save your progress once you're done.
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* BestLevelEver: Most fans tend to be in agreement that the new ''Warped'' level, "Future Tense", is one of the most well-designed levels ever seen in the ''Crash'' series, with multiple branching paths, well-hidden secrets, and clever integration of boss powers into the level design. For many, it's quashed any doubts that Vicarious Visions is capable of making a classic-style Crash game from the ground up, and finally broken the long-held notion that [[OnlyTheCreatorDoesItRight only Naughty Dog knows how to make Crash work]].

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* BestLevelEver: Most fans tend to be in agreement that the new ''Warped'' level, "Future Tense", is one of the most well-designed levels ever seen in the ''Crash'' series, with multiple branching paths, well-hidden secrets, and clever integration of boss powers into the level design. For many, it's quashed any doubts that Vicarious Visions is capable of making a classic-style Crash game from the ground up, and finally broken the long-held notion that [[OnlyTheCreatorDoesItRight only Naughty Dog knows how to make Crash work]]. Even with it being a BrutalBonusLevel and difficult as hell, it pushes your abilities and skills to the limit without ever being frustrating or as ridiculously precise as "Stormy Ascent".

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