Saturday, August 30, 2014

Review #145: Crash Twinsanity

 Crash's beginning of the end.
 Over 6 Crash games, which followed two kinds of formulas: The platforming one and the racing one, so for this entry Traveller's Tales chose to somewhat reboot Crash, and thus Twinsanity was born.

 Three years after The Wrath of Cortex, N. Cortex returns and plots vengeance against the bandicoot... except that two seemingly alien parakeets quickly come into the picture, and now Cortex, Crash, Aku-Aku and Uka-Uka must team up in order to stop this new threat. The script is easily the game's strongest asset, unlike the last game, the story is hilarious. Cortex is now a more exaggerated version of his previous self, and he steals the show(Partly due to the fact that Crash is a mute, and most of his humor comes from actions, while Cortex gets both to speak and act). The rest of Crash's enemies have gotten make overs, and for the most part, they look pretty good, even if some only get a few seconds of screen time.
 Gameplay received an almost complete overhaul, instead of getting a hub World from which you chose which stage to tackle, you are now left in some more open ended areas, with all stages seamlessly connected with each other. There's a total of 16 stages, divided in 4 different "Areas", and each of the sixteen stages has 6 hidden gems, however, you no longer need to destroy all creates, now you need just find them, and usually solve a puzzle to get it. Honestly, I liked this new approach, and if the rest of the game worked properly, it would've made for a fun experience, if only...

 Here's the thing, in this game you'll be playing as Crash, Cortex, Crash and Cortex and a rather short, but enjoyable, stage with Nina Cortex. Crash plays just like he did in previous games, without the bonus abilities he'd earn from bosses. Cortex trades Crash's spins for a gun, and loses the double jump. When Crash and Cortex team up, you play primarily as Crash, and can spin around Cortex or use him as a hammer, plus, throw him away to have him hit switches or attack faraway enemies. As for Nina, she doesn't have a double jump, but she can spin attack, and gets a hand that doubles as a grappling hook.
 So far, so good, but the more you play, the more the game starts to frustrate. The largest problem, by far, is the fact that Crash doesn't project a shadow over crates. The game will demand a ton of jumps over crates floating over bottomless pits, but there's no way to tell where you are going to fall. Even worse, most of the hidden gems are locate over floating crates platforms, which will cost you a ton of lives if you aren't lucky. Something slightly less aggravating, is that they changed the bouncing physics, bouncing off crates doesn't feel as good and doesn't give you as much air time as before to plan your fall, coupled with the lack of shadows quickly grows vexing. Another issue are the "pushing" controls, in order to push something you must run against it and then continue to run, stop running and Crash stops pushing. It's as dumb, impractical and imprecise as it sounds, this makes the level in which Cortex spends his time trapped in a barrel incredibly hard, for all the wrong reasons. Oh, and once Cortex got stuck during an automated scene(He travels from pipe to pipe) forcing me to kill myself. At least you don't lose a life when Cortex falls, but you must restart back from the last checkpoint. Speaking of checkpoints, they are poorly spread out, and makes you wonder why they let you save your game anywhere if it will only save up to the last "hard" checkpoint(These are golden crates instead of the usual "C" crates). These two flaws, the lack of shadows over crates and the terrible pushing mechanics, are impossible to ignore, you'll be doing a lot of these actions during the game, which is why they affect the game so much.

  The game can be quite fun when it's not frustrating. The very last stage features a ton of very tight platforming sections(Over platforms on which Crash does project his shadow!), these are the most challenging sections of the game(which isn't saying much), but they were very well designed and were fun to get through, if only the rest of the game was this fun. Oh, and after this fantastic section... you are greeted with a pushing puzzle which quickly reminds you of how bad the game can get. And that's another issue, when the game is at its finest, the first stages, Nina's stage and the last stage, it's really good, but when it's not, it's pretty dull and frustrating. The game offers plenty of interesting ideas, like when Cortex is running away from enemies and Crash must open up a path for him, or when they fight over a crystal and you must move them together as if they were a sphere, but the game conspires against itself. Another issue is that you can't skip most cut-scenes, if you die during a boss, you will have to watch the entire pre-battle cutscene again.
 On a happier note, the game looks beautiful. The character redesigns are fairly good, the cutscenes are funny and well made, in-game models animate fairly well and look really good, and the environments are colorful and appealing. Soundtrack is very quirky and unlike anything else you've heard in a Crash game, and in my opinion, it's fantastic, but I'm sure it's gonna be hit or miss between different players. Voice acting is absolutely perfect, particularly Cortex, although the fact that N.Brio didn't get a voice actor is painfully obvious, he doesn't even moan during his transformation.

 Crash Twinsanity makes me kinda sad. There's so much untapped potential, so many good ideas, which I admit felt were gimmicky when I read about them, but after playing with them in the context of the game, they are fairly decent, but for every good thing the game does, it has a couple of catastrophic flaws that make it needlessly frustrating. It also started off so good, the first world is very entertaining, but as it goes along, it gets worse and worse...
 6.5 out of 10

Friday, August 29, 2014

Now Playing: Crash Twinsanity

 Surprisingly good.
 Look at the cover. Whenever I wasn't staring at the terribleness that they tried to pass as a cover, I was reading about controlling them together and those hijinks, and thinking to myself: "This game looks terrible, and plans to ride on a terrible, terrible idea". I just cleared the first four stages, and holy smokes, I'm liking it a lot. Sure, it has some flaws, like unskippable cutscenes, or Crash not having a shadow over crates(Which makes platforming over crates a real nightmare!), oh, and the physics have changed so you have to get used to that, but despite all that... it's really good. For starters, unlike the last game, it's really funny. It looks gorgeous, and the soundtrack is phenomenal(Although it's probably gonna be hit or miss), controls work well, and the gameplay is fun.

 All in all, a pleasant surprise, I'm looking forwards to this one.

Review #144: Crash Nitro Kart

 In which Crash tries to turn into a Saturday Morning Cartoon.
 You know how Crash Bandicoot: The Wrath of Cortex tried to emulate previous Crash games? Well, Nitro Kart tries to emulate Team Racing, and by emulate, I mean become a carbon copy of its predecessor, just not as good.

 The story is pretty much the same as in Team Racing, an Alien being kidnaps Crash, Cortex and the rest and has them race in order to save the earth, simple stuff. This time, the game is told through beautiful cutscenes, they really do look good. They also try to be funny, but I found myself cringing, I guess kids should find it funny, which is surprising since most Crash fans would've been a bit older by now.
 As far as gameplay is concerned, it's almost the same game. First of all, Adventure mode returns, and it behaves just as it did in CTR. You go through 4 Hubs, with 3 stages each and a boss battle, and beating a World's boss unlocks the dull, and sometimes annoying, Crystal collecting race. In order to unlock everything, once again, it will require at least, and I'm being generous, three playthroughs through each track. First you need to earn first place, to continue with the game, then get the C, N and K letters(And also finish first. In a game were one item attack can cost you the whole race. Fun. And no, it can't be done on your first run through the stage, that'd be too convenient.) and then beat the time trials. It feels like padding, and it's the only way to unlock the rest of the racers, no cheats in this one. Oh, and in this one, you need to finish adventure mode with both Crash and Cortex team in order to unlock the last character. If you are into racing games, it's probably gonna last you a while, if you don't like racing games, like me, it's gonna be a chore. Then you also get the obligatory 1 player racing modes, time trials and cups, with a multiplayer mode with up to four players to race against, or do battle in the battle modes.

 As I mentioned before getting sidetrack, gameplay remains relatively unchanged. You race around tracks, and try to get crates which either hold Wumpa fruit, which raise your max speed and once you collect 10 your items become Super Juiced(Stronger), or the items themselves which you use to gain advantage on your opponents. Almost every item from CTR returns, with the flasks getting swapped for electric and ice mines and the energy ball with a Tornado, and they never feel as strong as their Mario Kart counterparts which is, in my opinion, a good thing. The fantastic drifting system returns, in which you must tap the opposing shoulder button as you drift, while timing it with a gauge that appears next to your racer, in order to get up to three boosts, it's more strategic and involved that other mascot racer's drifting mechanics. A new feature is driving on ceilings and sides, Crash Nitro Kart did it before Mario Kart 8!, but it feels mostly aesthetic. Regardless, the game feels quite slower than CTR, which makes it a bit less fun, and the physics feel a bit awkward, sometimes even bugged(Like falling under the track for no reason!).
 If there's one good thing to say about the game, is that it looks really, really good. Racers feel a bit lazy, as the sixteen characters were divided in four teams of four, and every character in a team share the same cart with each other, I think they could've given each character an exclusive cart, but no biggie. Tracks look beautiful, even though they don't really borrow from Crash's previous games, something that CTR did and made it feel much more cohesive in the Crash universe. Music is... well, it's there. It's not bad, but it's nothing special. The voice acting, however, is pretty impressive and compliments the fantastic cutscenes quite nicely.

 Crash Nitro Kart is a game that tries too hard to be like its counterpart, but since it doesn't manage to be as good as the other one was, it feels like a pale imitation. At least the cutscenes look really good.
 6.5 out of 10.

Thursday, August 28, 2014

Now Playing: Crash Nitro Racing

 It ain't terrible.
 Before playing it, I had read how superior CTR was to this one, and, so far, I would agree, but Nitro Kart isn't bad by any means. I've gone through the first three tracks, they were fairly good, mechanics wise, it plays just like CTR, albeit a bit slower. Oh, and the "Have to play each track at least three times" returns, except that there are no cheat codes.... oh boy.

 The cutscenes look great though.

Wednesday, August 27, 2014

Review #143: Crash Bandicoot - The Wrath of Cortex

 Just about what one would've expected of a then-next gen Crash game.
 By this point in time, Naughty Dog was done with the series, so Universal Interactive Studios got a new developer to create the next Crash game on next generation consoles, Traveler Tales.

 Y'know the drill, Crash Bandicoot: The Wrath of Cortex takes place right after the last game, with Cortex and Uka-Uka defeated. So Uka-Uka decides to hold a meeting between all of Crash's enemies(Actually, the ones featured in 3) in order to come up with a way to destroy Crash, turns out Cortex has another genetically engineered bandicoot under his control, Crush Bandicoot, plus, they wake up four elemental masks in order to aid them. Now it's up to Crash, Aku-Aku and Coco to thwart their plans. Crash Bandicoot 4 saw a huge number of character redesigns, from small ones, like N.Gin's face, to bigger ones like Aku-Aku and Uka-Uka's shapes. All in all, the redesigns weren't needed, but they didn't ruin the characters in any way, and the story is very typical of Crash Bandicoot.
 Gameplay is almost exactly the same as in Crash 3. Large HUB, divided in five sections with five levels each(Plus 5 unlockable levels). Each level houses a Crystal, one to two gems and a time trial ankh. And just as in Crash 3, defeating a boss grants Crash a new skill... except that this time you are basically earning your moves back, except the Super Ground Slam which was changed with the sneaking ability. Sneaking is downright worthless, you are only expected to use it on some Bonus sections of the levels, and it allows you to walk over Nitro Crates, but it does have a fundamental flaw... if you walk over a Nitro box while possessing an Aku-Aku mask, it will trigger the Nitro boxes, costing you the Aku Aku mask. Oh, and loading times are a bit on the long side, making replaying levels(Or exiting-returning if you wanted to trigger a Skull platform) a bit more annoying than on previous games.

 Levels are now wider and larger, which makes evading enemies incredibly easy. About two thirds of the levels possess enemies that have Crash Bandicoot 3-like range in their attacks, which means you can simply walk by their side and evade anything they throw at you. The levels themselves are also the easiest they've been in a Crash game yet, but they aren't as tightly designed as before, with a couple of stages that have obstacles that are impossible to avoid unless you know they are coming, the stages in which you pilot the robot being particularly bland in this regard. This game also features some of the worst underwater levels I have ever played, with bombs falling all over the place, most which you can't avoid unless you have very fast reflexes, and have to remember that underwater movement always works against the player, and know that they are coming. Definitely some of the most unfun moments I had with the game. On the bright side, the game does have a couple of interesting ideas, like having vehicle sections during a platforming level, which sometimes works against it, different vehicles have different controls which can confuse you and cost you a life, sometimes X will accelerate, while others it will make you jump and so on. Other standout ideas being the levels in which Crash must roll around inside a sphere, or the new mine cart levels, one being a 3-lap race against Crush, with different routes, and you must take all at least once if you want to break all crates!
 The game boasts about having Coco playable on foot for the first time, and it's a neat idea, on paper. Coco plays just like her brother Crash, but with a widely limited moveset. She doesn't get the double jump, instead of crawling or sliding she gets a sweep that takes ages to go off, and instead of spinning, she gets a spin kick(Which looks much cooler, but is less useful). This makes playing as Coco a bit disappointing, since she doesn't have any unique qualities to herself or advantages over Crash, although she does get to drive different vehicles, if that's your thing. Lastly, there's five bosses in the game... except that all five of them are against Crush Bandicoot. True, the fights are different, but having the older bosses reduced to obstacles or racers on racing stages feels a bit of a waste, Crush isn't so charismatic as to deserve five fights against him.

 Presentation is one aspect where the game shines. Character models do look fairly dated, no in small part to some animations feeling a bit off. However, this game has the most visually appealing stages in a Crash game yet, they all look gorgeous and there's a wide variety of them, it's a shame some of its platforming sequences aren't on par with the older games. Music is as good as ever, with very fitting tunes. It looks and sounds like a Crash game.

 Crash Bandicoot: The Wrath of Cortex is exactly what one would've expected of Crash's jump into the next generation. It follows the formula to a T, and while it doesn't really add much to it, it does have some original ideas that spice it up, even if just a tiny little bit. Crash Bandicoot fans can do no wrong with The Wrath of Cortex.
 8.0 out of 10

Monday, August 25, 2014

Review #142: Crash Team Racing

 Crash and burn!
 Naughty Dog had three platforming Crash Bandicoot games under they belt, so it was time for Playstation's then pseudo-mascot to get his own Kart Racing Spin off. Just as with the Crash Bandicoot taking a little bit of other platformers, but having its own spin, CTR borrows a lot from Mario Kart(Particularly the SNES version), but still manages to feel very different.

 The game offers a surprisingly decent amount of modes. Adventure, Arcade, Time Trial, VS and Battle Mode. Adventure features a very silly story where a new enemy, Nitros Oxide threatens the earth, so now Crash, Coco and their enemies must join together in multiple races. The game is set up in a hub world, not unlike Crash 2 or 3's, where you must eventually go through 16 tracks and 5 boss races. In theory, it's a great idea, but in practice you have to beat each stage at least three times. The first time you must finish in first place, the next one you have to beat a certain time record and the third one you must collect three letters(CTR) and finish in first place(And no, you can't do this on your first time throught). I guess if you like racing games, the repetition won't bother you to much, but for me it was too much. There's also the four unlockable Crystal Collecting missions which were, on someone like me, way too challenging. The game does allow for cheat codes to unlock all the unlockables, but if you want 100% save file, you gonna have to work.
 Arcade Mode allows up to two players to play single races or full 4-track cups, Time Trial is pretty much self explanatory, VS mode is for up to four players and functions like Arcade Mode but removes all other CPU racers and Battle Mode takes place in special arenas in which you must make the most points or take all the other racer's lives away(You can choose the rules). The game has over 20 tracks, and they are all very, very creative and fun to race through, with not a single dud among them.

 The gameplay is just as with any other mascot Kart Racing game, you go through a track, usually 3 laps around it, and if you collect boxes, they grant you an item(Usually a weapon) which you can use to attack your enemies. Weapons are fairly varied and aren't as strong as Mario Kart's counterparts, which means skill matters a little more than luck, but just a little. Borrowing from Mario Kart SNES, you can collect Wumpa fruits(up to 10) to raise your max speed, plus, having 10 Wumpa Fruit will "super charge" your item, making it much stronger, however, getting hit or falling off the track will cost you some fruit. Lastly, the game has drifting in the form of "Power Sliding", which is done by pressing R1 or L1 when turning the wheel. What's more, holding the slide for a while will make the exhaust pipes' gas will turn black, pressing the opposite shoulder button will grant you a little boost, for up to three boosts in a row. Unlike Mario Kart, you have to earn your boost, and they end up being much better as they can make you zip through the track. Be warned that if you miss your window you lose a boost, and holding a slide for too long will make you spin out.
 The game looks beautiful, slightly better than Crash Bandicoot 3 I believe. Characters are taken all throughout the Crash series(With guest "Trash Bandicoot"), and while being in a kart means they don't have a ton of animations, they do have their unique celebrations or lamentations when on the podium. The real stars of the show are the stages and the amount of detail they pack, couple with the speeds at which the game moves! Music feels very "Crash Bandicoot", besides the returning tunes, which is a plus as Crash tends to have great music.

 Overall, I liked Crash Team Racing. The racing feels very good, the power sliding mechanics seem overwhelming at first, but after you get the hang of them, they become a very fun mechanic, and tracks feature some unique pieces that I haven't borrowed by other games. My one complaint, but a big one in my book, is just how much the game expects you to replay each stage, maybe it's because I don't particularly like the Racing Genre, since I had no problem with the Crash Bandicoot games, but at least three times to get 100% is a bit too much, at least there's cheat codes!
 8.0 out of 10.

Sunday, August 24, 2014

Now Playing: Crash Bandicoot - The Wrath of Cortex

 BECAUSE THE CRASH TRAIN AIN'T STOPPING ANY TIME SOON!
 Here's the skinny: It feels, really, really good. Graphically, it has that early PS2 vibe, with awkwardish animations and simple graphics, but that aside, moving Crash around feels really good. His jumps are a bit floatier, but moving on ground feels much tighter. You can really tell that Traveller Tales were fans of Crash, as it feels like a Crash game. HOWEVER, the new stages are much larger and wider, but enemies have the same patterns they used to have... which means they are very easy to avoid by simple moving to the sides, they are basically harmless. I'm by World 3, and already have over 40 lives. Oh, and I can see a pattern, Crush will be the boss in every world, that's not cool.

 Overall, I can't see why people dislike it so much. Sure, loading times are kinda long and level design isn't as good as Crash 2 or even 3, but it's fairly good and feels like a Crash game.