![]() Give it up lmaoĭiggin It: The first out of two "underground," type levels in Crash 2. ![]() The trailers for Crash 4 have 35+ Million views. Notice how the goal posts all moved to "WELL THEY ONLY SOLD WELL BECAUSE THEYRE REMAKES bubut the REAL TEST will be an ORIGINAL TITLE" I suspect it's just salt from the monstrous sales of the remakes proving a lot of people on here wrong. ![]() I get if these games just aren't your thing, but the ravenous desire to trash it and dismiss the enjoyment fans have for it are on another level with Crash. Really says a lot about the strength of their "arguments". It's the same pattern every time with these posters, shitposting with no substance and no followup. Notice how Roliq never followed up with his driveby when challenged with a response. But when you're posting shit like "it's just nostalgia lol", that's when these threads really deteriorate. In Crash Bandicoot a jungle level always has the same enemies and obstacles.Ĭlick to shrink.I mean, (and I say this as a huge fan), people are allowed to critique the series like any other and to the OP's credit he has thoughtfully written out his opinions versus the standard drive-by (and hopefully he'll follow up with other points that have posters have rebuked). However, one has phantom vines, the other one is a huge abyss you have to traverse as a spider and the last one has wind blows that push the player backwards or foward. Mario, Rayman and DKC have several levels for each theme, but every one of them has unique hazards and mechanics that makes them to individually stand out as a different experience.įor example, DKC2 has 3 forest levels. Of course that a lot of platformers recycle level themes, the thing is that Crash recycles level themes and obstacles tied to those themes, so all the levels feel like the same. With the reveal of Crash Bandicoot 4 I was hoping that this problem had been noticed by developers and that they were going to solve it prioritizing variety over quantity, but now that there are rumours about the game having more than 100 levels I'm not holding my breath anymore.Įdit: A lot of people is opining without reading the full text. I think this is what makes Crash games so flat when compared to other platformers as Mario, Donkey Kong or Rayman, franchises where all the levels have their own unique ideas that allow the player to remember each stage individually. These levels add nothing to the experience and makes the games repetitive, boring and insubstantial for most of the time, except when you discover a new level theme you haven't played before. For instance, in Crash Bandicoot 3 you have four egypt levels (Tomb time, Sphynxinator, Tomb Wader and Bug Lite) and most of them feel like exactly the same. In these games there are several levels for each theme (sometimes there are even four stages with the same ambience), most of them sharing the same obstacles and without a noticeable difficulty spike that gives sense to all of them, not like in Crash 1. ![]() The problem comes with Crash Bandicoot 2 and Crash Bandicoot 3. Take, for example, Road to nowhere and The High Road: both are levels that share the bridge theme, but the first one is an easy area that works as a tutorial of the bridge thematic obstacles, and the other is a hard level that takes advantage of it to build a really challenging stage. In Crash Bandicoot 1 the problem is not a serious concern, since there are only two levels for each theme: one that introduces the core mechanics of that ambience and one that expands the idea with a harder layout. People always bring the topic of the games collisions, physics and gimmicky levels as a point of criticism when comparing the franchise with other platformers however, I don't see that there is enough talk about what, in my opinion, is the true problem with the series: the r ecycling of level ideas, obstacles and ambiences several times in the same game. A lot has been said about Crash Bandicoot games in the last days, now that Crash Bandicoot 4 has been announced.
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