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  • 8.8:
    • GameReactor's 6/10 review got a lot of flak for complaining that the collection didn't have enough content despite the fact that it's three full games in one package.
    • 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 never finished any of the games.
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    • GamesRadar's 3.5/5 has gained infamy for comparing the collection's difficulty to Dark Souls, of all things, despite the original Crash trilogy coming out over a decade before any of the Souls games and because of the reviewers' quite faulty memory. Also, because comparing every hard game to Dark Souls is extremely lazy.
    • 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.
  • And You Thought It Would Fail: 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 Horizon Zero Dawn, 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.
  • Anti-Climax Boss:
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    • 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.
    • 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.
  • Author's Saving Throw: The remakes do their best to rectify some of the worst Scrappy Mechanics of the original games:
    • The save system of the first is now less conditional, available through the map screen, and auto-saves by default.
    • Coco was often reviled by critics for her playable appearances, especially in Warped and The Wrath of Cortex, due to essentially acting as a more limited and less fun version of Crash. Here, not only is Coco fully playable in all three games' on-foot levels and able to unlock the same special abilities as Crash in Warped, but developers went out of their way to make her much more cartoony and expressive.note 
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    • Bounce Crates in crate bridges were particularly annoying to deal with in the first two games as they took ten bounces each to break,note  making it difficult to know when they will break unless you're keeping track, which is itself a chore. Here, that is reduced to five bounces, just like in Warped, making it far easier to keep track of when they are about to break.
    • 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 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 (only Crash Bandicoot: The Wrath of Cortex rectified 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.
    • Cold Hard Crash was infamous for many reasons, one of which being a box in the bonus room that was off-screen and easy to miss due to its position above a bounce crate above another bounce crate. In the remaster, the same box above the bounce crate is now visible on-camera, making it easier to notice. The same goes for other previously off-screen crates as well, such as those in Un-Bearable's hidden path.
    • Invisible bridges were completely Guide Dang It! in the original game. Here, on the loading screen for the first level they appear, Aku Aku's hint points you in the right direction.
    • While some were uspet that the N. Sane Trilogy 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.
    • 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  a toggle for Crash's fur (for those who prefer Crash without it), and HDR support (launching the already-gorgeous visuals Up to Eleven). It also brings back some details from the original games that mysteriously vanished in the 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 happily exploits the gimmick for all its worth, especially in its bonus stage.
  • Awesome Music: 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:
  • Best Level Ever: 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 only Naughty Dog knows how to make Crash work. Even with it being a Brutal Bonus Level and difficult as hell, it pushes your abilities and skills to the limit without ever being frustrating or as ridiculously precise as "Stormy Ascent".
  • Breather Boss:
    • 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.
    • While he was That One Boss 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.
  • Breather Level:
    • Up the Creek is a fairly easy top down level that gives you some relief after the insanely unforgiving Native Fortress.
    • Temple Ruins is a much needed change of pace after Ripper Roo and The Lost City and serves as a breath of fresh air before you're thrown into 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.
    • 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.
    • 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 Difficulty Spike. 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.
    • 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.
    • 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.
  • Fridge Logic: Coco apparently wants to travel back in time to help Crash in two of 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 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.
  • Game-Breaker:
    • 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.
    • 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.
  • Good Bad Bugs:
    • 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.
    • In 2, it is possible for Crash to 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.
    • 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.
  • Goddamned Boss: 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 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.
  • Growing the Beard: Vicarious Visions' previous efforts in the Crash franchise were generally considered to be solid, if unremarkable compared to the original trilogy, but their recreation of the original trilogy has been widely praised.
  • He Really Can Act:
    • 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.
    • Jess Harnell's Crash is a much closer replica of Brendan O'Brien's performance 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.
  • Heartwarming in Hindsight:
    • 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...
    • 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 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.
  • Hilarious in Hindsight:
    • Ripper Roo was nearly voiced by someone other than Jess Harnell.
    • 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 It's the Same, Now It Sucks! complaints. The fact that they have received praise for this game is ironic.
    • This fan made April Fools' commerical was made in 2017, saying that the N. Sane Trilogy was going to be released for the Nintendo Switch. Fast forward a year later and the N. Sane Trilogy was actually announced to be released for the Switch.
    • Back when the original Crash came out, the publishers made a commercial where Crash stood outside Nintendo's headquarters while yelling disses into a megaphone. Now, the Switch port of the N. Sane Trilogy is bringing that game to a Nintendo system for the first time. For added irony, the first announcement that the trilogy was going Multi-Platform occurred during a Nintendo Direct.
    • 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.
    • When the original Crash 2 was released, Cortex's remark that there are 13 planets was clearly intended as a joke. By the time the remaster came out, Pluto had lost its planet status...and it along with four other bodies were designated "dwarf planets," so with eight major planets and five dwarf planets, Cortex's count could be considered accurate.
  • Iron Woobie: Crash as usual suffers comically through the gameplay mechanics, though Coco has it almost as bad this time as well.
  • It's the Same, Now It Sucks!: While some fans have criticized some of the changes, being more or less a Shot-for-Shot Remake, others have argue that they didn't change enough, with some complaints including missed opprtunities listed under They Wasted a Perfectly Good Plot 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).
  • Marathon Level: Typically with both long length and high box counts.
    • Native Fortress, Sunset Vista, and Jaws of Darkness from the original, plus Stormy Ascent from the DLC.
    • Snow Biz, Hangin' Out, Diggin' It, Cold Hard Crash (notable for the highest box count in the original trilogy — 155 — and notorious for the necessity of the hard path to complete said box gem), and Bee-Having from 2.
    • Future Frenzy, Gone Tomorrow, and Bug Lite from Warped; now joined by the "Future Tense" DLC.
  • Memetic Mutation:
    • 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.
    • WOAH. Explanation 
    • NOW SHE CAN GET HER OWN DAMN BATTERY! Explanation 
  • Moe: Many have noted how adorable Coco is in this game. The fact she goes through almost as much slapstick abuse and buffoonery as Crash this time punctuates it.
  • Nightmare Fuel:
    • When Crash is being experimented on in the original game's opening cutscene, Crash vocalizes in possible pain as he's shocked by Cortex's machines; the scene is still comical as in the original, but this addition makes it somewhat uncomfortable to watch.
    • The Game Over screen, as per usual, though it's compounded in the first two games as they're the only times that Uka-Uka ever appears in those games.
  • Nightmare Retardant:
    • Generator Room was one of the creepiest levels in the original game and perhaps in the entire series, in large part thanks to the incredibly eerie music. The remastered track, on the other hand, was changed to an Ominous Music Box Tune that sounds almost cheerful in comparison, 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.
    • 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).
    • 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 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.
  • Older Than They Think: 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 pretend that no Crash games besides the Naughty Dog games and these remakes of them were ever made.
  • Polished Port:
    • 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.
    • The Nintendo Switch version did need some downgrades to run on less powerful hardware, 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.
  • Rescued from the Scrappy Heap: 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.
  • Scrappy Mechanic:
    • 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.
    • 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.
    • 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 That One Level examples below (and many others) are difficult in the Time Trials for that precise reason.
    • 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).
    • 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.
  • Special Effects Failure: 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.
  • That One Boss:
    • 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.
    • 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.
  • That One Level:
    • Crash Bandicoot:
      • 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.
      • 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 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 Goomba Springboard 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.
      • 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 Platform Hell. 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 you will either jump over it entirely into a pit 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 
      • You thought getting the box gem in 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 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.
      • Slippery Climb is just as difficult and Platform Hellish as it was in the PS1 version, and since it has a color gem, it means to get the gem, you have to get through the entire level without dying even once.
      • 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 Difficulty Spike in the second half of the level after the split for the Yellow Gem is a good taste of what's to come.
      • 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.
    • Crash Bandicoot 2: Cortex Strikes Back:
      • From 2, the snow levels take a 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.
      • 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.
      • Cold Hard Crash and Piston It Away are still aggravating to many fans for a multitude of reasons. For more details, visit that game's YMMV page, but both are infamous for their Death Routes and their egregious uses of Backtracking.
      • An aversion: due to brightness settings, it is possible to go through parts of Night Fight and Totally Fly without the fireflies, due to the moonlight shining down on the path and making pits and boxes visible.
    • Crash Bandicoot 3: Warped:
      • 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.
      • 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 Checkpoint Starvation, it's close to one of the hardest levels in the third warp room.
      • 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.
      • Rings of Power is a Pass Through the Rings stage that 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.
      • 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 Last Lousy Point since the 145 boxes are hidden everywhere and require some serious searching (and surviving long enough to find the Death Route) to find them all.
  • That One Sidequest:
    • 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 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 Breather Level of the gem levels, given the Yellow Gem path to complete the Purple Box Gem takes place before the level's own Difficulty Spike.
      • 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.
    • 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 1 and 2 were not designed with speedrunning in mind, and 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 after beating the game, 1 does not have this lifeline.
  • They Changed It, Now It Sucks!:
    • Primarily among the speed-runner community. While a number of famous glitches 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 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.
    • 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.
    • 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.
    • 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.
    • 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.
  • They Wasted a Perfectly Good Character: 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 Crash Team Racing: Nitro-Fueled, it seems that Tawna will not be completely forgotten going forward.
  • They Wasted a Perfectly Good Plot: 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.
  • Tough Act to Follow: Generally the remakes are considered well made standalone, though since they represent three titles that have aged incredibly well and are iconic for intricate detail to every polygon, there is dispute over certain changes or lacking details.
  • Ugly Cute:
    • 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.
    • 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.
    • Even Crash himself qualifies, as he's far more emotive and goofy here than before.
  • Uncanny Valley: 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.
  • Win Back the Crowd: Considering how Radical, with Activision's help, derailed Crash to the point that, by Mind Over Mutant, even its most die-hard 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 this.

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