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2* 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 was even enough for Activision to openly consider branching out more remakes of their franchises.
3* AntiClimaxBoss:
4** In a very rare case of a first boss being this, Papu Papu. One of the first things revealed was that he would now have five hits in all versions, much like the original Japanese version. What wasn't known until people played the game was that the fight is much easier thanks to a removal of much of his invincibility frames and it being much harder to get hit by his final attack, which makes the two extra hits barely anything in comparison.
5** The second game's fight with Cortex, already infamous for being an anticlimax in the original, was made even easier in this game due to Cortex now being far easier to catch up with and visibly showing when he can be attacked.
6** The final fight against Cortex in the third game was made considerably easier, since the masks' attacks are slower and cover a much smaller portion of the arena. Although Crash is reduced to a OneHitPointWonder for this battle, the hazards are so predictable that even the previous three bosses pose a greater challenge.
7* 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:
8** [[https://www.youtube.com/watch?v=gBFqmBYHcRU Toxic Waste]] has become a pumping heavy metal track.
9** Similarly, [[https://www.youtube.com/watch?v=cmOHIwas8DM N. Brio's boss theme]], with its added guitar riffs, became a memorable song, also fitting for his NintendoHard bonus levels.
10** [[https://www.youtube.com/watch?v=NyAcEBOF6OM Eel Deal Death Route]], a speedy track that really indicates [[PlatformHell frenetic action]] you're about to go through.
11** [[https://www.youtube.com/watch?v=FpT07K6GLWk The Komodo Brothers's boss theme]] is now a fantastic mix of heavy metal guitars, techno synths, sitars and orchestral bells.
12** [[https://www.youtube.com/watch?v=gAtQTOD8GZA Rock It/Pack Attack]], generally considered close if not superior to the original. More impressive considering it is the most remixed track and potentially the most beloved of the original trilogy.
13** [[https://www.youtube.com/watch?v=2F9ATNVjzDU Cortex's boss theme]] from ''2''. Matter of fact, same with the [[https://www.youtube.com/watch?v=bDJKhTKTZAE boss theme from the first game]]. And [[RuleOfThree also]] [[https://www.youtube.com/watch?v=9xHoGnYyS3U the third]]. And even [[https://www.youtube.com/watch?v=BSXEgpA6bGw the hologram music]] from ''2''.
14** [[https://www.youtube.com/watch?v=9jMJr7DKZbI&t=33s Heavy Machinery/Castle Machinery]] retains the feel of the old with a few flourishes for the new.
15** ''Warped'' has [[https://www.youtube.com/watch?v=M4d0aiO0-L4&t=84s Toad Village/Gee Whiz/Double Header]] for a track that keeps the same feel but sounds fuller than the original.
16** [[https://www.youtube.com/watch?v=y4GA8HZ8-eg Dingodile's boss theme]] takes the original and makes it more awesome, complete with guitars based on the song's rearrangement from the Dot Dash, Splash Dash, and [[spoiler:Oxide Ride]] levels in, of all games, ''VideoGame/CrashBash''.
17* [[Awesome/VideoGameLevels Awesome Video Game Levels]]: 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 [[note]] However, Toys For Bob ended up being the ones to make [[VideoGame/CrashBandicoot4ItsAboutTime the sequel]] and ultimately inherit the ''Crash'' series as Vicarious Visions were busy remaking the first 2 ''VideoGame/TonyHawksProSkater'' games at the time and later moved over to Creator/BlizzardEntertainment's development teams[[/note]], 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".
18* BreatherBoss:
19** Koala Kong in the first game. While its still a fairly tricky fight, he's a much-welcomed change of pace considering he comes right after [[ThatOneLevel Sunset Vista]].
20** Pinstripe Potoroo. The fight starts you off behind cover where he can't hit you with his Tommy gun and allows you to observe his movements in safety. His openings are also very easy to punish.
21** While he was ThatOneBoss in the original version, N. Gin in ''Warped'' is much easier. His projectiles are easier to dodge and his turrets take less shots to break.
22* BreatherLevel:
23** Up the Creek is a fairly easy top down level that gives you some relief after the insanely unforgiving [[ThatOneLevel Native Fortress]].
24** Temple Ruins is a much needed change of pace after [[GoddamnedBoss Ripper Roo]] and [[ThatOneLevel The Lost City]] and serves as a breath of fresh air before you're thrown into [[PlatformHell Road to Nowhere]]. It's a straightforward and short platforming stage with very few cheap shots (just watch your timing on the snakes) and only a few tricky jumps to make, and checkpoints are generous, so it won't punish you too hard if you slip up. Overall, Its a fun level that's fair in difficulty, and far more manageable than what comes before and after.
25** Due to the slower speed of the boulder -- making it easier to run away -- and the boulder now breaking boxes in its path, the first run of Boulder Dash becomes this for the first game, coming right between the notorious Road to Nowhere and the lengthy Sunset Vista. The addition of the Purple Gem only slightly increases the length and difficulty, and still nowhere near those two levels.
26** Lights Out is this for the gem levels in the first game. After gaining the Yellow Gem from the difficult The Lab, Lights Out uses the Yellow Gem to reach the final three crates and a hidden exit before the main path undergoes its own DifficultySpike. The Yellow Gem also cuts a lot of time off on the Time Trial, making it easier to get the Platinum relic than the levels surrounding it.
27** While the bonus round can be rather tricky, Hangin' Out from the fourth warp room in ''Cortex Strikes Back'' is relatively straightforward compared to levels from the previous warp room.
28** Once one of the hardest levels in the original version, Totally Fly from ''Cortex Strikes Back'' has a few helpful modifications: the firefly lights last longer than even Night Fight, and brightness settings in the level take out the guesswork of the crate locations in some of the trickier portions.
29* DifficultySpike: The new box totals include the NintendoHard bonus rounds as part of the box gems, which weren't required before. This becomes problematic for colored gems which still require NoDeathRun to obtain, because now you have to acquire all tokens to unlock a bonus round, some of which can be hard to get. The biggest help for this is the ability to re-do a bonus round if you fail, and the fact dying in bonus level doesn't break your NoDeathRun.
30* FridgeLogic: Coco apparently wants to travel back in time to help Crash in two of [[ShaggyDogStory his most meaningless missions]]. First she'll help him save the girl who will dump him for a bad guy anyway (although it's possible in the new continuity that she might stay with Crash), and then she'll help him collect crystals faster for part of Cortex's dupe (adding further pressure to her past self sabotaging it) as well as the gems needed to [[NiceJobBreakingItHero trigger off the events that free Uka Uka from his prison]]. The only mitigating factor in the continuity for either of these is that Cortex's plans of world domination are set back by a year because of what Crash did.
31* 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.
32* GoodBadBugs:
33** In this version of Cold Hard Crash, once the Death Route is entered, the Death Route music will keep playing even after Crash or Coco return to the normal route (the exception to this is if Crash/Coco enters the final [=3D=] stage of the level using the Death Route exit, though this precludes the possibility of getting both gems in a single run). Considering the legendary difficulty and infamy associated with Cold Hard Crash, there couldn't be a more appropriate level for this glitch to occur on.
34** In ''2'', it is possible for Crash to [[https://www.youtube.com/watch?v=Eh-jPfkPKWI revert to his normal idle animations]] instead of looking up at the hologram. This can lead to funny things such as Crash playing with his yo-yo or doing the Crash Dance while the projections are talking to him.
35** ''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 gives you a burst of speed until the spin ends.
36* 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.
37* GrowingTheBeard: Vicarious Visions' previous efforts in the ''Crash'' franchise were generally considered to be [[SoOkayItsAverage solid, if unremarkable compared to the original trilogy]], but their recreation of the original trilogy has been widely praised.
38* SugarWiki/HeReallyCanAct:
39** 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 hearkens back to his performance in ''Twinsanity''.
40** Jess Harnell's Crash is a much closer replica of Brendan O'Brien's performance from the original games.
41** 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.
42* HeartwarmingInHindsight:
43** 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...
44** 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 in the physical copy in later editions.
45* IKnewIt: This fan made April Fools' [[https://www.youtube.com/watch?v=gqQxMKogv3Y commercial]] was made in 2017, saying that the ''N. Sane Trilogy'' was going to be released for the Switch. Fast forward a year later and the ''N. Sane Trilogy'' ''was'' actually announced to be released for the Switch.
46* IronWoobie: Crash as usual suffers comically through the gameplay mechanics, though Coco has it almost as bad this time as well.
47* ItsTheSameNowItSucks: While some fans have criticized some of the [[TheyChangedItNowItSucks changes]], being more or less a ShotForShotRemake, others have argue that they didn't change ''enough'', with some complaints including missed opprtunities listed under TheyWastedAPerfectlyGoodPlot below, as well as the lack of many new additions to gameplay for veteran players (even the new playable character, Coco, plays identically to Crash).
48* LesYay: In the revision of the first game, Tawna seems just as happy to be rescued by Coco as she is to be rescued by Crash.
49* MemeticMutation:
50** As explained above, [=GamesRadar=]'s comparison of the collection to ''Dark Souls'' has been met with much mockery from the internet, eventually escalating with people photoshopping the ''Souls'' UI over screenshots of the game, as well as people drawing {{crossover}} fanart depicting the ''Crash'' cast in the ''Dark Souls'' universe.
51** '''''WOAH'''''. [[labelnote:Explanation]]Crash's main phrase throughout the original trilogy, though the meme only gained traction upon the ''N. Sane Trilogy''[='=]s release, particularly with [[WebVideo/OneyPlays Chris O'Neill's video on Twitter]].[[/labelnote]]
52** '''NOW SHE CAN GET HER OWN DAMN BATTERY!''' [[labelnote:Explanation]]At the beginning of ''Crash 2'', Coco commands Crash to get her a new laptop battery. Since she's playable in all three games, she can, presumably, get it herself while Crash continues that nap (had Cortex not intervened that is).[[/labelnote]]
53* {{Moe}}: Many have noted how adorable Coco is in this game. The fact she goes through almost as much [[{{Slapstick}} slapstick abuse and buffoonery]] as Crash this time [[{{Adorkable}} punctuates it]].
54* NightmareRetardant:
55** 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.
56** Slippery Climb and Sunset Vista fared little better. Josh Mancell's original soundtracks gave these levels a creepy, almost menacing vibe. The remastered soundtracks don't sound sinister at all. Slippery Climb's, in particular, is downright cartoonish (not helped by the fact that the prisoners from the original are now old men who disappear when you spin their arms).
57** A more intentional case, the giant polar bear enemies in ''2'''s chase levels still look as ferocious as ever, but should they actually succeed in squashing you, rather than sniggering evilly like in the original, they will suddenly become docile, and [[SugarWiki/FunnyMoments sit and pant like a dog with an almost cute happy look on their face]]. Perhaps these guys have closer relations to Polar than expected.
58* NintendoHard: Even with the AntiFrustrationFeatures added in to fix some of the more unfair parts of the original games (especially the fact that you can now save your progress and earn clear gems without fulfilling a NoDeathRun in ''Crash 1''), the games are still pretty difficult.
59** [[DownloadableContent Stormy Ascent]], which was notoriously removed from the original game for being too hard. In addition, certain platforms about a third into the level can load out of synch if you do the logical thing and run as fast as you can. Due to how the game loads chunks of the level in and ''then'' makes the platforms move, this means that a particular set of platforms will load in out of synch and be impossible to cross. The fix? [[ViolationOfCommonSense Stop before the second half of the sequence is loaded and jump across at a specific time to line them up]]. Needless to say, there's a reason the hint before you start the level is just "Good luck! (You're gonna need it.)"
60** Several of the Platinum relic time trials fall under this in the first game, for various reasons:
61*** Native Fortress, due to a difficult Platinum time in an already long level.
62*** Sunset Vista, at over three and a half minutes.
63*** The High Road, thanks to the glitchy turtle hitboxes not working well with the speed of a time trial.
64*** Fumbling in the Dark, due to the abundance of bottomless pits, having to time the traps and moving platforms and having to not spin away enemies in order to not break Aku Aku crates too early and be stuck in the dark.
65*** The Lab — possibly the hardest in the entire trilogy — due to its absolutely sadistic Platinum requirement.
66*** The Platinum Relic time for Stormy Ascent is difficult not because the time is unreasonable, but because the level itself is so hard. Get to the end at a fair pace and you can beat the top Relic time by ten seconds or more.
67* OlderThanTheyThink: At least some people 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]].
68** The Platform/NintendoSwitch version of the game isn't the only portable version of the original trilogy...nor is it even the first. The Platform/PlayStationNetwork has the original [=PS1=] versions of the games on an emulator, and they could run on both the Platform/PlayStationPortable and the Platform/PlayStationVita, both handheld devices by Sony.
69* PolishedPort:
70** 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.
71** The Platform/NintendoSwitch version did need some downgrades to run on less powerful hardware (the game is a bit darker, mutants' fur is slightly less detailed, and "mirrors" lack reflection), but aside from some loss of graphical detail, it's pretty much the same game as the other versions, runs at a fairly stable 30FPS like the [=PS4=] and Xbox One versions, and the load times are even shorter than the initial [=PS4=] release. It's also been noted to run well in handheld mode, making it a good way to play the games on the go. Bonus points for it having the DLC right on the cartridge editions, though the Xbox One, PC, and even later print-run [=PS4=] editions have that.
72* RemadeAndImproved: While the original three games are widely beloved pioneers of the 3D era of gaming, the ''N. Sane Trilogy'' is considered much better. Not only have the graphics and animation been updated for modern audiences, but smoother controls, the ability to play as Coco through all three games, and some AntiFrustrationFeatures for the original game arguably make the ''N. Sane Trilogy'' the definitive way to play the series' [=PS1=] entries.
73* RescuedFromTheScrappyHeap: The game seems to have successfully abolished Coco's infamy as a boring playable character, to the point that some fans prefer to play as her over Crash.
74* ScrappyMechanic:
75** The original three games using their own control schemes and character physics, but in order to not disorient players, the remakes unifies them to a single physics style. This results in a lot of jumps in ''1'' and ''2'' being a lot weirder than they should be, as the moveset is a lot closer to a refined ''2''. Most notably, Crash's jump is faster than in the first game and while it has the same distance, it gives you less room for error and steering yourself in the air.
76** Coco's completely playable mechanics actually change something between her and Crash: if there are two boxes stacked on top of each other, Crash's spin is more likely to hit the bottom one, while Coco's spin-kick is more likely to hit the top. Good luck with boxes that have a TNT on top, as Coco will spin right into it.
77** Time Trials become this for ''1''. While later games encourage the speed and make it better for time trials - ''2'' accommodates them easily - ''1'''s jumps and timing require patience more than speed, and many of the ThatOneLevel examples below (and many others) are difficult in the Time Trials for that precise reason.
78** 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. Coco being unable to fight any boss except N. Gin in ''Warped'', most of which besides the final bosses lack story or function limitation).
79** The Nitro crates have always wiggled and bounced to indicate their volatility, but in this remake, they occasionally bounce a lot higher than they were ever intended. If you try to jump over a Nitro just as it bounces that high, you can end up dying through no fault of your own.
80* SequelDifficultyDrop:
81** ''Overall'':
82*** A downplayed example. The difficulty of the games themselves is unchanged and intact, but the AntiFrustrationFeatures added to them make them much more doable.
83*** This goes double for European players: the PAL versions of the originals made the games harder by altering certain mechanics.[[note]]For example, in ''3'', the Wizard enemies take two hits as opposed to one, and the missile-shooting robots in futuristic levels fire more missiles.[[/note]] In this trilogy, the DifficultyByRegion aspect is gone, making the game slightly easier for European players.
84*** Despite SequelDifficultySpike mentioned below, the Speed Shoes ability found in both ''Crash 2'' and ''Warped'' makes some Gold and even Platinum Time Trials nearly trivial.
85** ''Crash Bandicoot'':
86*** The relatively stiff controls of the original were replaced with handling more akin to its sequels.
87** ''Crash Bandicoot 3: Warped'':
88*** The time trials in Orient Express and Midnight Run are far easier than in the originals, due to Pura's dash speed being much quicker than it used to be.
89*** Some levels had their relic times altered, due to the new physics. Area 51? and Tell No Tales, among the hardest time trials in the original game, are made much easier because of a much more lenient Platinum requirement.
90* SequelDifficultySpike:
91** ''Crash Bandicoot 2: Cortex Strikes Back'':
92*** Traps tend to activate a fraction of a second faster than in the original games.
93*** The ice mechanics have changed slightly, with heavier controls. However, as WebVideo/{{Caddicarus}} pointed out in his review, they're actually less slippery and more manageable than the original.
94*** The bees from the fourth Warp Room levels are faster and more aggressive.
95*** The relic for "Spaced Out" can't be cheesed by taking the colored gem route, as finishing the level that way won't grant you the relic no matter your time.
96** ''Crash Bandicoot 3: Warped'':
97*** Traditional platforming levels retain the same relic times as the original game, yet Crash's movement in the remakes is slower, making once-easy Platinums like Bug Lite much harder.
98*** The motorcycle is extremely difficult to control while retaining a boost, with Hog Ride's platinum — requiring that you keep the wheelie for the whole level — skyrocketing in difficulty as a result.
99*** For American players, the Hot Coco and Eggipus Rex Relics were glitched in the original so that they would take the times of Road Crash and Dino Might!, respectively, and were the two easiest levels to get a Platinum Relic on. Here, [[DifficultyByRegion much like the PAL and Japanese versions of the original]], the times have been corrected so that they're actually a challenge to even get Gold on.
100* 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.
101* ThatOneBoss:
102** N. Brio's first phase is much tougher thanks to the more crowded room and better tracking on Brio's potions, while the blobs that damage him have a narrower hitbox. His second phase is fairly easy in comparison, but it can still possibly result in a death, which is bad news for the longest boss in the first game.
103** Dingodile's boss fight in ''Warped'' is tougher than the originals for three reasons: 1) Dingodile's tracking when shooting bursts is much better, 2) Dingodile will occasionally cut off shooting his ring shots and start the bursts early, catching the player off-guard before they can react, and 3) you need to be at the very edge of the arena when his pack explodes to not get hit instead of anywhere outside the crystal rings.
104* ThatOneLevel:
105** ''Crash Bandicoot'':
106*** Native Fortress, the last level on the first island, as evidenced by being the first major stumbling block for many [=YouTube=] Let's Players. It's considered by many to be the toughest level until Road to Nowhere due to the precise jumps and necessary timing and patience. The time trial is also considered one of the toughest in the game due to how easy it is to fall while rushing through the level.
107*** The Lost City is just pure hell. It's one of the longest levels in the entire game, as well as the first level to contain a colored gem, meaning you have to get through this hellish level [[NoDamageRun without dying even once]]. The margin for error in this level is very high, and it goes beyond just simply dying. Some boxes require a GoombaSpringboard from an enemy to even reach them, and if you mess up the bounce, you just killed the enemy and effectively rendered the box unreachable for the rest of the run. Meaning, you'll have to quit the level and restart it again.
108*** 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 the sheer amount of PlatformHell. And just ''where'' do we begin? From the small hitboxes on the bridges' single boards, the invulnerable boars, 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. Worse yet, you'll die so much it becomes pretty much guaranteed you'll GET Aku Aku masks several times 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 [[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, 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]]
109*** You thought [[NoDamageRun getting the box gem]] in [[MarathonLevel Sunset Vista]] was hard in ''Crash 1''? 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.
110*** Slippery Climb is just as difficult and {{Platform Hell}}ish as it was in the [=PS1=] version, and since it has a color gem, it means to get the gem, [[NoDeathRun you have to get through the entire level without dying even once]].
111*** Fumbling in the Dark retains its fiendish difficulty from the originals. Think Road to Nowhere/The High Road in terms of precision jumping but you're dependent on Aku Aku as a light source, which means you have to go as fast as possible to make it before the light runs out. Its predecessor Lights Out is easier, but the DifficultySpike in the second half of the level after the split for the Yellow Gem is a good taste of what's to come.
112*** Stormy Ascent has been added into the game in its complete form. For an idea of difficulty, Stormy Ascent is to Slippery Climb as Fumbling in the Dark is to Lights Out, with some of the trickiest timing and speed in a game that otherwise almost requires patience. It also has one of the trickiest bonus areas in the game (something the original version lacked, due to not being finished), requiring some ''very'' well-timed jumps to get through with all of the boxes. Its Time Trial also dethrones Sunset Vista for the longest Sapphire Relic time: 7 minutes.
113** ''Crash Bandicoot 2: Cortex Strikes Back'':
114*** From ''2'', the snow levels take a [[DifficultySpike jump in difficulty]] due to the way ice mechanics work: Crash or Coco will immediately slow to a halt if going at normal speed and have to pick up pace again, or sliding will send you flying along. This makes the Red Gem path in Snow Biz and the death route in Cold Hard Crash even worse than the originals.
115*** The enemies in the levels Diggin' It and Bee-Having are ''much'' more aggressive than before. The lumberjacks move quicker, the bees move quicker and require much faster reflexes and slide jumps -- if not forcing you to outright spin -- just to get away from them, the statues predict which direction you're going to go, the spitting plant's seed grenades will damage you if you touch them, and the mines (here and in the boulder levels) have a much longer cooldown time if you hit them leaving you that much more vulnerable.
116*** Cold Hard Crash and Piston It Away are still aggravating to 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}}.
117*** An aversion: due to brightness settings, it's possible to go through parts of Totally Fly without the fireflies, due to the moonlight shining down on the path and making pits and boxes visible.
118** ''Crash Bandicoot 3: Warped'':
119*** The box gem for Dino Might! requires you to backtrack along a certain stretch of tar/water with numerous lava pits. No matter when you do it, the camera does not move back very far, forcing you to slow to a crawl when backtracking through that section just so you can catch the change of lighting when an otherwise hidden lava pit comes up, otherwise Crash gets burned.
120*** Deep Trouble. Swimming mechanics are a little bit more finicky this time around. Coupled with the whirlpools and the complicated route necessary to get both the Box Gem and the Red Gem, plus some CheckpointStarvation, it's close to one of the hardest levels in the third warp room.
121*** Played with: the motorcycle levels require a bit more precision timing to get the crystal, but it's easier to control to get the box gems compared to the original.
122*** Rings of Power is a PassThroughTheRings stage that [[FakeDifficulty may sound simple at first]], but it is also a race against three other airplanes. So not only do you need to pass through all thirty rings, you also must come in first place in order to obtain the level's clear gem. The level is made more difficult by the fact your steering controls become more heavy each time you get a speed boost from the rings, so you need to be very precise with your steering if you hope to get ahead of the curve, and you cannot afford to miss a ring, period. To top it off, you need to complete this level twice. Once for the initial clear gem, and again for the time trial relic. The box gem by comparison is rather easy, since you can just turn around to get any missed boxes without worrying about the race itself.
123*** The new level designed specifically for the game: "Future Tense", accessed through ''Warped''. Taking place in one of the future levels, it makes you take full use of every ability the game gives you to get through its convoluted and seriously packed layout. Everything in the level requires quick reflexes, good timing, and serious luck, ''including the bonus round''. It's based off the original "Waterfall"-style test level from the original game and takes every one of those tricks up to eleven. It may also be a case of LastLousyPoint since the 145 boxes are hidden ''everywhere'' and require some serious searching ([[NoDeathRun and surviving long enough to find the Death Route]]) to find them all.
124* ThatOneSidequest:
125** Colored Gem challenges in ''1''. Much like the original game, levels with Colored Gems require you to break open all of the boxes in a level without dying. The problem, almost all of the levels with Colored Gems are some of the [[ThatOneLevel hardest levels in the game]] and the altered jumping controls can lead to many accidental deaths. It's especially bad when Lights Out can be considered the BreatherLevel of the gem levels, given the Yellow Gem path to complete the Purple Box Gem takes place before the level's own DifficultySpike.
126*** It also doesn't help that, since Bonus Rounds can be returned to, their boxes are required for the Gems just like in 2 and 3, even the Brio and Cortex ones. While you ''can'' try them as many times as you like (and they won't even spoil a coloured Gem run), the Bonus Rounds were never designed for this, making several of them ''much'' more difficult than intended.
127** Time Trial Relics being added to the first and second games are a classic example of good on paper, bad in practice. The stages of ''3'' were built with speedrunning in mind, and ''2'''s stages were retrofitted for it due to unlocking the Speed Shoes after beating the game. The stages of ''1'', on the other hand, received neither treatment; they don't get the Speed Shoes and their obstacle cycles are randomized, often forcing you to stand still and wait for things to line up, which on a TimedMission is the last thing you want to do.
128* TheyChangedItNowItSucks:
129** Primarily among the speed-runner community. While a number of famous glitches [[AscendedGlitch have been left in from the original games]], numerous smaller ones often integral for speedrunning have been removed. Needless to say, speedrunners are less than pleased with this. In addition, a few physics have been tweaked to where [[DamnYouMuscleMemory they're similar enough to the original trilogy to be familiar but also different enough to trip physics abusers up]]. This is another thing that caused speedrunners to view the remake as inferior to the original games.
130** A common point of contention is how the warp rooms are handled in ''2''. In the original, when Cortex, Coco, or Brio contacted you, the lights dimmed, and added an unsettling atmosphere. Now the lights don't, and it's significantly less so. Surprisingly, the Nintendo Switch version changed that back to how it worked in the original game.
131** The cutscenes as a whole are divisive with older fans due to being completely reanimated with the dialogue rerecorded with new actors, the redesigned HD models plus the occasionally very different delivery can change the experience and tone of the story completely.
132** The jetski levels in ''Warped'' had the physics tweaked so that you turn a lot harder and slower than in the original version of the game, making box smashing a lot more tedious to do.
133** 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.
134** Some fans dislike the new art direction, which lacks the ''Looney Tunes'' feel of the original, particularly in regards to the character models. This criticism has become more prevalent in recent years as fans look back at the remakes, and with the release of ''Crash 4'' you’ll often find them arguing over whether ''NST’s'' more traditional takes of arguable overall quality or ''4’s'' better-produced but less faithful redesigns are better.
135** Some were not pleased with Tawna's appearance being changed to be more kid friendly.
136* 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. It wouldn't be until ''VideoGame/CrashTeamRacingNitroFueled'' brought her back to confirm Tawna wouldn't be completely forgotten going forward.
137* 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.
138* UglyCute:
139** Ripper Roo, to an extent. His personality is as psychotic as ever, but he also has more cutesy eyes and doesn't look as crazy in 1.
140** 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.
141** Even Crash himself qualifies, as he's far more emotive and goofy here than before.
142* UnintentionalUncannyValley: Despite the cartoony animation, a lot of the characters' designs have a slightly grotesque amount of detail and autonomy added to them compared to before. N. Tropy and N. Gin qualify in particular.
143* WinBackTheCrowd:
144** Considering how [[Creator/RadicalEntertainment Radical]], with Creator/{{Activision}}'s help, derailed Crash to the point that, by ''[[VideoGame/CrashMindOverMutant Mind Over Mutant]]'', [[FranchiseKiller even its most diehard fans had abandoned the franchise]], many fans are seeing the deliberate return to Crash's roots and the handover to a developer with a track record of doing ''Crash'' games right as Activision's attempt at this. It's been noted the development team actually {{invoked|Trope}} [[WeDontSuckAnymore this]].
145** Vicarious Visions was frequently accused of trying too hard to be like Naughty Dog with their past ''Crash'' games rather than trying their own thing, which ignited ItsTheSameNowItSucks complaints. When the ''N. Sane Trilogy'' was released, they received acclaim from critics and fans.

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