I can sense the mood in the comments already: "GIT GUD SCRUB!" Let me clarify - Could I have beaten all Crash games if I stuck through it and dedicated a few weeks to them? Of course, it's not impossible. But my point that I should have nailed home more is I quit because it wasn't FUN anymore. Why waste my time trying to beat a game when every step was unenjoyable? So I played The End Is Night instead :) Also please make sure you understand that I'm trying to be as constructive as possible. My purpose of this video wasn't to beat up Crash and how bad it is, but to instead give some thoughts on how it could improve. The blueprint is good and it just needed a few tweaks to be great (which I was disappointed that they didn't include these tweaks, since it was a new remake and all). Please be civil in the comments, thanks!
One more thing before I get a million comments about it - Yes, I accidentally didn't notice that you could see the required times for relics. That was my bad, I concede that point (I still think it should've been displayed immediately, not a toggle you have to activate). But my overall point still stands and isn't really affected by that
crash trilogy released less than 3 months time and we have people already complaining about the gameplay...ok here we go 1:17 the reason we all bought crash bandicoot trilogy... we wanted the old levels... 1:36 the chase levels are a perfect mixture of taking things carefully, while beeing put under pressure, you have just the right time to make a quick decision. 2:04 In that particular video game you have the ability to dash jump which gives you more height. 2:15 Poor conveyance? YOU JUMPED INTO A RED HOT PIPE ON THE SHIP!!! Also don't forget that to get to that level you were already introduced to hot pipes that hurt you when you touch them, so... no poor conveyance. 2:44 I literally had 99 lives by the time I 100% the first crash... even got an achievement for it 2:53 that's simply not true, there are locations in the game where a mask is given to you just before a section with a ton of enemies. Take the Great gate level for example. 3:01 be patient, learn the pattern, take out the boss... like I don't even know what to tell here besides git gud... 3:13 Should Dark Souls have a ton of checkpoints :)? I'm going to stop now with a final statement because this video is getting to me 3:30 The whole point of the game is to bring that experience " A BLAST FROM THE PAST", Kids like me who completed the first crash bandicoot for example. When I reencountered the first bridge level, I shivered ever so slightly, a feeling you get when encountering a long lost rival and he is back to challenge you once more. People have memories from this game and those memories were well preserved. If they made the game any less challenging, trust me that you would have a much larger audience complaining about how they broke crash by making it "millenial friendly". that's all, I apreciate your analysis but you have to take in account that it will be biased on years of Tripple A gaming and such.. (you can also state the same about my nostalgia but the whole point of this remaster is in my opinion, a nostalgia trip.) TLDR: GIT GUD, the game gives you lives and a shadow. use it.
João Sampaio you're saying that the lack of changes from the originals was intentional, for fans. But surely you'd want the small issues in the original fixed, to 'improve' the game, rather than leave it clunky for 'nostalgia'. Also, please don't say get gud, it completely negates your entire point for how ignorant it.
I totally get how you feel and I agree with most of what you said, small nitpick I think the word is game feel not controls Still great video good job!
You're the first guy I've seen complain about the boss difficulty of Crash Bandicoot. If anything, the bosses are far easier than the actual stages themselves.
He didn't complain about the boss difficulty, he complained about how if you died, you'd have to watch the same, repetitive, into/cycle the boss does at the beginning. If you are new to gaming, or just want to step back and learn the boss patterns instead of fighting, you're out of luck.
LazuliGaming It's standard for bosses to have predictable attack patterns. It's also standard to be forced to repeat a boss fight from the very beginning if you die. That being said, the bosses are an absolute joke in comparison to the game itself, especially if you want to 100% the game and collect absolutely everything.
But that doesn't negate the comparion that the bosses still feel like the are wasting your time like this. For the record I have never played any of the Crash games, but I have played many games with pre-programmed boss patterns and one-hit death's and it just doesn't feel good. This is also why the hard modes of the new DKC games are so frustrating, because the bosses take ages, and with no room for error they are way, way harder and more boring than anything else.
You can finish each boss in under 3 minutes. They aren't long really, and not even hard. Crash is a fast paced game, paterns are easily memorizable and readable. Not to mention, Aku Aku, the protective mask that gives Crash one extra hit point he can take before dying, can be collected off of other main levels and then brought into boss fights.
legit thought that to myself the other day...i dont understand it. maybe they just wanted the "boss" fights to be more fun with a challenge then actually hard and leave that to the platforming.
Unfortunately Crash is a "damned if you do, damned if you don't" situation. Look at it from the devs' point of view: You can either choose to make an exact recreation of the original games, all the way down to the hitboxes and physics, and risk alienating everyone who wants a refined experience that improves on the original, or you can build on the originals and drive off all the hardcore fans of the originals. You really can't win.
I think part of the problem, though, is that they didn't do a 100% faithful-to-the-original conversion. Crash has slightly adjust hitbox and weight in the remakes, which actually makes the games very slightly harder than before. But they changed nothing else.
I think it's mostly a risk vs reward situation, if they change something, they risk to make it worse. Prorably Activision told them to not change anything, because the results of previous attempts to improve crash.
ponnek I'm also not sure they did themselves any favors when they went a bit less than even halfway. Changing the physics and nothing else just seems like a complete misstep that disregards both why the series worked in the first place and how it could be improved upon.
I really think they should have redone some of the jumps on the High Road for the new physics, the way the jumping off the turtles works just doesn't work with the amount of distance you have to jump. However in the originals (which I recently completed) this wasn't that much of an issue at all as the turtles are much more forgiving by sending you quite a bit further.
I never played any of the bridge levels on the original Crash. N Sane was the first time for me. I couldn't for the love of god get those jumps right. But after constantly restarting those time trials. Those two levels are easy as pie now. Crazy how that works. The jumps are so easy now, I can't believe I had such a hard time before.
Had a few problems with this video: 1) The comparison between The End is Nigh and Crash doesn't really make sense. The two games' only connection is "hard platformer", and when even just looking at screenshots of the two side-by-side, these aren't very similar. They have different goals in terms of entertaining their audiences, they were developed 20 years apart, TEIN is 2D but Crash is 3D, and most importantly, N-Sane Trilogy wasn't trying to be modern. Vicarious Visions has said in the past that it was meant to be a direct remake; minimal changes were made, only "Quality of Life" improvements that didn't impact the game design. The 2 minute segment about TEIN at the end of the video doesn't really to your argument concerning Crash's controls because the comparison doesn't extend past "these are hard platformers and this one has good controls and this one has bad controls". Although you bring up that point at the end in terms of that it succeeds because of its controls, it left me with questions. Why were tumors good collectibles where Crash failed? Why were the retro levels good collectibles but gems weren't? Controls play into this, but can't be the only reason. The retro levels are only addressed for one sentence, so I don't even know how they're collected and why it works. It doesn't make sense to bring up these elements for the sake of comparison while leaving the viewer to connect the dots in terms of understanding the comparison. 2) Crash's shadow is always below him so you can see where your jump will land; I'm not saying your opinion is "wrong", but from the video, I didn't obtain an understanding of why the depth perception messed you up. 3) Comparing to The End Is Nigh seems unfair considering you've talked about Edmund McMillan's games TONS in the past, but I'm pretty sure this is the first PlayStation platformer youve ever done a game design video on. Obviously you're not picking out its flaws because of that, but it makes your opinion seem bias. 4) At 3:58 you state that you have to "backtrack to the start of the level", despite the you show footage of the first level from the first game, which only needs you to backtrack through the last ~third of the stage, which completely misleads/lies to your audience and delegitimizes your argument. 5) At 2:04 when you state that Crash feels slow, you show footage of him when sliding on tar, which causes him to move slower. Misleads/lies to audience into thinking Crash always moves that slow. 6) After your previous point, you state that despite Crash's slow movement, the vehicle levels control fast. Is this a good thing or a bad thing? You bring it up but never state whether this was a positive or negative, leaving a sentence with no point. 7) I don't quite understand how adding more Aku-Akus would fix the controls. Adding more lives to compensate for taking more hits only makes the problem covered up, not fixed. 8) All of TEIN you can only take one hit (I believe), and although I understand that the levels in that game are much shorter so the deaths aren't as meaningful, you never state that in the video. Players less familiar with McMillan's games (such as Crash fans) won't full understand your point. 9) 3:37 How does being 30fps add input lag? 10) I agree to some extent about The High Road, but you did some things that don't make sense. You slow down the footage when discussing momentum, but the footage shows Crash jumping off a turtle immediately after flipping it, something nearly guaranteed go get you killed. Later in the stage I agree that you should have more room, but there's no excuse here for not building up momentum. 11) At 4:58 you say "none of the deaths feel like your fault" while you show footage of you running into an enemy. There's not any way that this specific instance of death can't be your fault, unless the game glitches, which it didn't in the clip shown. 12) Argument totally wouldve been strengthened had you've connected your points about TEIN back to Crash at the end, but all you say is "this is because of the controls" and then the video pretty much ends. Although I didn't address them here, you made some good points, but there's just some things to consider.
9) what do you mean? if i press a button after a 30/60 seconds it won't register until 31/60 seconds because it's 30fps... right? i really don't see how it could NOT add input lag... wtf?
For 1: since the topic is "importance of good controls", I think this isn't a big issue. He only should've address the goal of the remake more clearly for people to understand the choises of the remake (not sure if Snlwman himself was aware of it). I agree he could've used more similar game, maybe other 3D-platformer as an example, but good game controls is essential to any game, so he really could've chose whatever game with good controls to drive message home, IF he also did fix other issues you mentioned.
+The Reviewer Guy Wow, this was a really good comment, god job. Though, for point 5) I don't think it's fair to say he's misleading the audience; I think it's more of showing footage that best represents his point. He shows plenty of him walking around normally so I don't really think he's hiding it or anything.
Okay so it wasn't just me hella frustrated with the controls. I was like "Have I not played a platformer in that long? I feel like my intuitive tact should kick in here."
Other than the hit boxes, I thought the game played and controlled just fine. Adding more masks is a terrible idea, as it would make the game WAY too easy for most players, essentially giving them invincibility for a majority of the level.
hit boxes are fucking important in a platformer you know? You are basically saying that knowing whether you will land in a platform or not isnt an issue...
Not exactly. This of course sours the overall experience, but you don't have to fix the controls when the hitboxes are the issue. It's still two separate things, both technically and gameplay-wise. As long there's no boxes or enemies or you don't get unlucky with edges, the game _does_ control pretty well.
Not to mention most deaths are from falling, especially Crash 1, so masks don't save you from falling anyway. Those hit boxes are really annoying though, especially for relics in Crash 1 and 2.
I love this series as a kid. Recently, I picked up N Sane Trilogy and I had many of the same complaints. The biggest feeling like crash was slow and unresponsive - which leads to over correction or hit box misses. Overall, it just felt like controller lag and ultimately I put it down because I was tried death after death.
I think if you believe that Crash 3's level design is the best, that might also be a root of the problem. Crash 3's level takes the platforming elements of the first two games and says, "What if we didn't create platforming levels, and just kinda created..... Planes where you walk around". Crash 1 and 2 are incredibly focused on platforming and the challenges that come along with it. Not being able to move your camera isn't a fault, it's the point. It's 2D in a 3D plane, that's the point, and that's why it's good. It's so much more smart than almost any 3D platformer to date, yet I feel that goes unnoticed, especially since the N-Sane trilogy pasted Crash 3's engine into the first two games, which was definitely where the new game went wrong. That being said, if you don't have fun, then of course you shouldn't play the game. Things like adding more Aku masks would break the inherent challenge that the game is trying to convey. It doesn't want to be easy, and it shouldn't have to be. It provides challenge for those seeking it, and actually still does something similar to what you want. If you die a lot, as you generally are supposed to in your first playthroughs, the game adds more Checkpoint boxes where they aren't supposed to be, making it easier for those having trouble, alongside giving you more Aku masks for dying a lot. Also, as for the 2nd game's checkpoint system, I would argue Crash's is still way more lenient than many platformers. There are checkpoints everywhere. As for the jumps that are "hard", the first game has very specific lengths of jumps, and the game teaches you about this. As levels go on, you find that every pit generally requires full jumps, which allows you to know to always hold down the X button to go the full distance, even if it's hard to tell how far you're supposed to go. I don't want to say to get good, as you've enjoyed the Donkey Kong Country series, another set of platformers intended to be difficult, but I really think Crash just might not be for you, and it's not because of "objective bad game design" like it seems you're trying to sell, especially since a lot of how you praise the 2nd game, Crash is doing exactly what you're saying, in my opinion. I hope this doesn't come off too antagonistic, I promise that's not my intention
There is a difference between "this is hard because it requires a lot of skill for me to beat" and "this is hard because the camera is fighting with me at all times, my character is sliding off platforms to his death in a game that demands precision platforming". The Crash games are hard in the first sense, which is rewarding, and in the second sense, which is downright annoying and indefensible. You can't just say "the game teaches you to ignore what your seeing and just full jump everytime." Thats fucking retarded. If your game is hard because it straight up lies to the player then your game is flawed.
Mario has been so omnipresent in 3d platforming since the genre was first created that anyone saying a game like Crash is the smartest 3d platformer out there can't be taken seriously, no matter how good the other things they say might be.
I mean, let's be real here, calling Crash "smarter" than Banjo Kazooie or Mario Oddessy is straight up asinine. It's awfully designed, and while everyone can appreciate a hard-as-nails game, I want a game that's as hard as brand-new, clean nails, not old rusty ones.
BornLosersGaming Naughty Dog creators Andy and Jason listened to reviews and decided to changed level design so it would sell. Personally, that's a bad decision
Calling crash bandicoot fundamentally broken is a bit much. You don't even give evidence for this; fundamentally broken implies that it can't be fixed by good level design, but you continue to bring up problems with level design. Crash has fantastic levels, the bonuses are probably the best parts, and the physics are pretty solid. The levels they repeat are actually pretty fun, and they prey on your ability to remember and react in short bursts.
By being fundamentally broken I think the core of this is actually due to how they decided to reboot the game exactly like the original, keeping its glaring mistakes. As he said himself "when the stages turn into 2D is a little better" therefore accepting that it can be fixed if designed correctly.
The levels ate kinda generic. Crash is that character that followed sonic/mario trying to be as good as but the generic feel doesnt make crash as captivating as the other ones.
You're criticism of N. Sane Trilogy not having enough checkpoints or Aku Aku masks is kind of invalid, when the game actually has a "dynamic difficulty" system that adds extra checkpoints and Aku Aku boxes if you die repeatedly to the same section. You also straight up spawn with free Aku Akus after dying to the same section too, meaning you can more or less end up with free invincibility opportunities that normally wouldn't be there.
Keep in mind that many of these complaints are about first encounters with new enemies and cheap deaths you didn't know were coming. Receving masks after the fact doesn't really solve this.
Deaths aren't cheap in the trilogy. Every hazard and enemy has a pattern, a perfectly easy to read one at that. Also, receiving an Aku Aku mask while also knowing how to tackle the problem that previously killed you will let you have that mask for the next time you make a mistake, and will let you live through it. There is some trial and error, yes, but so is in other games, that's not a valid argument. Can't expect the game to always hold your hand.
Dániel Márk Nagy Yes but the problem with that are the collectibles, You get a special one for not dieing once in a level, this means chances are you will have to play the level again, and in a game like Crash bandicoot, having to repeat levels a second time, isnt fun. But a game should be fun, even if your attempting 100% completion.
because he decided to state that it isn't. Just so everyone know, Crash was made for kids, the first time I've played and finished it at 100% was when I was 5 or 6 years old. And it was fun. (because, at the time and with my skills, it was pretty hard)
For a video that's supposed to be about controls you sure do spend a lot of time talking about stuff other than the controls. Anyway, while the games aren't perfect, a lot of the criticisms in the video seem to be simply personal opinion based on your own tastes and skill and not objective flaws in the game, judging by the examples you presented in your video to showcase your problems with the game. Like your comment on the running-towards-the-screen levels requiring "a lot of trial and error". If you have good reflexes and know how to read the hints built into the levels that tell you what's coming up next, you don't really need trial and error any more than you do on most other levels. When you show yourself dying by running into the lava, you had more than enough time to move to the left to avoid it, but instead you chose to slide into it. Depth perception can be a bit of an issue in some levels, mostly in the ones with floating platforms like in your second cli[, though that's a pretty tame example and I've come across worse ones in Crash 1. In your first example, however, you jumping over over the maneater plant and into the water is wholly your own fault. Crash's shadow lets you see quite clearly where you are relative to the plant, you just overshot your jump. Even in your second example, you died because your jump was too low because you didn't hold down the jump button. When you're talking about how it feels like "sometimes the game will eat your input or not react in time", the gameplay you put as an example doesn't really show what you're talking about. Your death was thoroughly your own fault. You walk off the first platform after landing perfectly on it, then when you land back on another platform you jump to the right and are just about to land on another platform but suddenly you decide to go left instead and just end up falling even further. "Most [gems] either can't be completed in your first try or are too annoying to even attempt" It can be disappointing to play through a level breaking all the boxes only to find that you can't actually break them all yet, but it's not so bad since you can usually tell that this is the case about halfway through a level when you see the outlines of the missing gem, and breaking boxes isn't a completely _fruitless_ activity, y'know? At least you get lives out of it. And if you don't mind replaying levels it's not really an issue. The "too annoying" complaint is, on the other hand, completely subjective. That the hitbox and jump physics were changed but the levels remained the same, even though the levels were built for the original jump physics and hitboxes, is a perfectly valid complaint, but in most cases it simply means that you have to play the game slightly differently than you would the original. If you've never played the originals you wouldn't know that anything's "wrong" in the first place, you would simply take the game as it is. Most jumps are only slightly harder than in the original game, and it only becomes an issue with jumps that were already a huge pain in the ass in the original game. Now, there's nothing wrong with bringing up personal opinion when talking about game design - game design is partially subjective, after all - but talking about personal criticism's as if they were objective flaws (your "fundamentally broken game" comment, for instance) is just bad design analysis.
>When you're talking about how it feels like "sometimes the game will eat your input or not react in time", the gameplay you put as an example doesn't really show what you're talking about. Your death was thoroughly your own fault. You walk off the first platform after landing perfectly on it, then when you land back on another platform you jump to the right and are just about to land on another platform but suddenly you decide to go left instead and just end up falling even further. i don't think you understand what "eating inputs" means. The game runs at 30fps and that means occasionally your control will not be registered in time. The reason it looked like he just walked off the platform is because the game didn't register a jump. You should maybe understand what he was talking about before you address his point.
"The reason it looked like he just walked off the platform is because the game didn't register a jump." Were you there when he was playing that part of the game? Do you know for a fact that he pressed the jump button? Even if he did press the jump button, there was simply no reason to walk so far to the left after he landed perfectly on the platform, and there was no reason to jump at all yet because the moving platform you're supposed to jump onto in that part was all the way on the opposite end of the screen. The guy's own mistaked played more of a role in his death than eating his jump input did (if it did in fact happen, that is).
Before playing N'Sane Trilogy I tried playing the first Crash on a keyboard through emulation. I ran through the first half of the game without dying. In the remake I was so thrown off I had several deaths by Native fortress.
Liam Dœs Stuff it’s an unfinished, buggy game. However though, I would still say I have a better time controlling Crash in that game than I ever did playing N.Sane Trilogy.
NO M8 YOU JUST NEED TO GET BETTER AT THE GAME HURHURHURHUR No, but seriously, I agree with almost all of this. While I wouldn't call the controls outright bad, they need fixing. People who day the heavier jump arc and rounded hitboxes "artificially insert difficulty into a game that was too easy to begin with" are just being silly and defending the N. Sane Trilogy because it's Crash Bandicoot. And I know, because I got a whole bunch of comments related to this on one of my videos. All I did was briefly mention that the hitboxes were a little wonky, and just like that, a bunch of people were quick to correct me and tell me I need to get gud. Getting "gud" does not excuse poor controls, no matter the game. Just because you got good at a game with subjectively bad controls doesn't mean it has good controls; it just means you worked around them. Even though I really like the N Sane Trilogy, it was nice to see some constructive criticism. Good video, man.
Lmao your videos barely have any views. I doubt you received a bunch of comments. And there are no such thing as bad or good control, rather controls that feel more intuitive. When people say get good they mean use the resources you have and apply it to the game world. Literally children do it all the time. So get gud noob
Senap Smith Why does it matter if I don't get as many views? I still get comments, anyway. Also, "get good and work around the wonky hitboxes and poor collision detection" is not a viable excuse.
Well after seeing crash finally make a good comeback after being dead for so long, it's pretty annoying to still see people heavily nitpick and find ways to downplay this game when it's actually doing well. People are making the minor issues in this remake a lot bigger than they actually are. For example, the slightly changed physics in this game does not ruin the whole game just because you had a hard time with a few levels in Crash 1 which were designed to be hard anyway.
Doom (2016) has such great controls, the movement is fast and tight, jumping feels so precise, especially double-jumping, and switching and using weapons and glory kills is so responsive and satisfying. That game definitely earned its challenge through these controls
Indeed. It just turns the hard parts from "git gud" into "just tank". Games should be using health/lives systems as a safety net for foreseeable mistakes, not as an excuse to sucker punch the player.
I'm glad someone else realizes what changing the physics did to the first two crash games; they're probably my favorite games ever, and with the physics not matching up with the environments anymore, I can barely play them on PS4, and what's more nobody on the internet except now for you seemed to share this sentiment, so thanks for that.
Eh. The first two Crash games on PS1 don't feel the best to play. Crash 1 is loose and a bit on the heavy side, and Crash 2 is clunky with some noticeable programming jank.
the problem is exactly what you pointed, the physics of the Nsane trilogy are the problem. The levels were not originally designed with these new physics in mind. The problem with this video however is that he talks a lot about problems that the game dont have(like: too few aku akus? hard bosses? really?) but dont point out the real problem the game has:bad physics
That's the wrong takeaway. He's saying that The End is Nigh has the right feel & physics for the type of game it is, whereas N. Sane Crash doesn't control as good as he could/should.
Ratchet and Clank Going Commando and Up Your Arsenal have the BEST controls of all the Ratchet games if you ask me. You could get the hang of it fairly quickly and they made perfect sense.
I remember playing Crash as a kid and watching my brother play it was one of the best games of my childhood I love it so much despite how many times I died playing this it. My only annoyance is that my parents wouldn't buy the Crash games for me like they bought them for my brother. I wish I had the opportunity to play these whenever I wanted growing up. My brother still has the original games and cases, and he says he won't be getting the Trilogy. He doesn't like the updates they added
No. It's like comparing an incredible old fruit with a fresh, new one. The point is, the old crash games were good back in the day, where you didn't know on how to create good, challenging levels or clean controls. Today however, you can make levels' hard without them being unfair or because the jumping doesn't feel right.
Well aged fruit makes excellent wine, so I guess that ain't so bad? Pretty sure "devs didn't know how to create good levels and controls" isn't exclusive to just old games, just as how you can still make crappy games in the 21st century. The Crash games were never unfair, you can read every enemy and hazard pattern really well. Ever played Crash games? The original or the remaster trilogy?
Got me there :) No, I never played a Crash game. I did not want to say that they were bad and no one could have fun with it . But it is the same with almost every old game. Compared to new ones they seem to be lacking in some way. Which is why a series always seems to get better. At the same time however old games also have a lot more charm being challenging in its own way. But maybe all of my comments were pretty supid and I should just play a Crash game. Any recommendations?
The trilogy of course, either the PS1 versions made by Naughty Dog (if you know that name, you know you cant go wrong with them), or the original trilogy's remastered version on the PS4. Crash Bandicoot 1 is quite difficult compared to the second and third, but it's the first game in the series and usually tend to be unpolished. You don't have to 100% that one for the canon ending though. Second and third gives you more freedom in what levels you want to play in what order (there are 5-6 warp rooms, opened once you complete the previous one, each with 5 levels to play in any order, then a boss unlocked before you can advance), and gives more room for errors. The second and third are said to be the best ones in the series, but you do have to 100% those for the good ending. Overall, they're all solid and challenging platformers, with charming characters and detailed environments (even the PS1 games, they're very detailed for their age, ND knows how to make the most of whatever console they develop games for), and there are also the occasional levels where instead of platforming, you get to drive vehicles or ride animals. Mind you, these games will not hold your hand, they will test your reflexes and skills, but is not an unfair game. You are always given the opportunity to catch your breath and look at what's up ahead, to plan out your timing and jumping (except in specific levels where your reflexes are tested and how well you can make good decisions in split seconds, but those levels also have less hazards and enemies to compensate. Talking about the chase levels, where you have to run towards the screen while something is chasing you) If you do give Crash a try and you don't like it, it's fine, maybe it's just not for you, and you won't be hated for that, just don't go around bitching about it and calling it a bad game when you don't even try to "git gud" at it, like the snoman guy (in his video for example, he is impatient, doesn't pay attention to the traps and surroundings, misjudges his jumps, and that's the cause of his many deaths). TL;DR: Sorry for the wall of text though, but hope you will get at least some fun out of the Crash games. I'd say, for the story (Cause there is one, just not very detailed), start with the first Crash game, simply titled "Crash Bandicoot", it is the most challenging one. Crash 2-3 are better finetuned, and gives more space for errors. Alternatively, if you like kart racers, there's Crash Team Racing, for the PS1 aswell.
In most of the 3D Mario games starting with Galaxy, you can see Mario's aligned shadow on platforms he's about to land on, making most platforming sections easier to complete.
I feel like your problem is just that you kinda suck at the game. You keep jumping right into things that will kill you and attempting to ride the rope on the bridge instead of platforming across it like you are meant to. The controls are fine,you don't need to spend weeks getting good. You just aren't naturally good at platformers
Well, They are both hard, they are both platformers, they both have collectables and secrets, they are both centered around precision. they both are 2D plataformers (at least somewhat) these are not that many similarities, sure, but I'd say its a fair enough comparison in my eyes. can't really say much about whether he is right or not anyways, haven't played the game and likely won't anytime soon (too little mula)
This video encapsulates everything that’s wrong with modern critique of older games. If a game can’t be entirely learned in the first few minutes then people will call it “archaic”, “badly designed” or other buzzwords. Instead of blaming the game how about you analyze what you did wrong in the challenge and correct your mistake the next time? Crash 1 showers you with lives, you’re expected to learn by dying and that’s not a bad thing.
While I love Crash Bandicoot, and I'd been having a blast with the N. Sane Trilogy, I have to agree that the controls have their issues (it really shows during The High Road). I don't want to sound like those guys in the internet that likes to point out everything (I'm sorry), but you can actually see the required times for each relic by accessing the Leaderboard of each stage. Great video, by the way.
"I don't want to sound like those guys in the internet that likes to point out everything (I'm sorry)" you're replying to a review that dissects a game, there's nothing wrong with dissecting the video
Sailor Swifty Well, you can use the ropes, but the "real" way to beat the level is by using the turtles... and it's a pain :c and also, standing in the ropes is scary, you'll never know if you're going to fall.
Dead Stock Paradise I just didn't wanted to sound like the "OMG, you're wrong about that! Even I knew how to do the thing" kind of person, that was not my intention at all.
That's why it's his favorite game of all time. He seems to really like speed orientated games. Although for me, Tropical Freeze is better by a TINY bit.
snowmaN Gaming "But my point that I should have nailed home more is I quit because it wasn't FUN anymore". Hmm... 0:45 "Don't get me wrong, is the N.sane Trilogy still FUN to play? Sure." So what is it? Did you lie on the video so you wouldn't get Crash fans too angry or did you lie on the comments because you couldn't beat the game? Also, don't get salty because people are telling you to "git gud". All the exemples you used on deaths to prove that the game has bad controls were your fault. 0:35 Jumped too early, 1:20 Jump too long, 1:25 Jump too short, 1:45 Released the spin button too early, 2:00 You saw that the platforms submerged after being stepped on, should have jumped quicker. 3:25 Jump too long 4:20 Jump too short again. There are more, but you can see my point. 2:14 "Poor conveyance of what exactly can hurt you" As you jump on the enemy with the glowing orange ship. 2:35 "Fundamentally broken game" Dude. Superman 64 is a broken game. Ride to Hell Retribution is a broken game. Crash N.sane Trilogy received a great reception from both reviewers and gamers, so how is it broken? 2:40 Adding more masks would any of the games too easy. But if you die too much on a level, the game automatically gives you a mask. By the way, bosses kill Crash in one hit but come on... are they that hard in the first place? 3:40 Dropped inputs? Lol. 3:50 The point of not being able to get everything on the first run is to get back after you are better, so you wouldn't have too much trouble. 3:58 "Backtracking all the way to the start to break a couple of boxes" Isn't that the first level where you need to backtrack a little to get the boxes on the pit activated by a ! box? It isn't all the way to the start man, don't lie man, come on. 4:13 "Display target time". Pay attention. 4:45 Wait for turtle to get to the edge, jump on it, get momentum, jump the gap. By the way, Crash's shadow can be used to see where you are going to land, to make things easier. 4:52 It could also be that you would rather blame controls, level design, inputs or whatever instead of yourself. And judging by the points you made at 5:17, that's probably the case. The way I see it, it seems like you didn't like the game or was not skilled enough to play it, and ended up getting distracted by the other game and that's okay. People are allowed to like and play whatever they want. But claiming that Crash is "fundamentally broken", as you put it, and making a whole video about that, it sounds like something that Egoraptor would do... you know, being so self-centered that you would actually believe that your opinion is a fact and that all the people that enjoyed the game are just too stupid to see that the game is not what they experienced, but is actually "broken".
BLIGHTTOWN IN DARK SOULS. Ugh what a nightmare. Took me like 5 hours of grinding to get from the middle bonfire down to the swamp bonfire because I kept getting lost and falling down
I never played crash until about an hour ago this is the first video that shows up when you search “are crash bandicoot control supposed to suck?” Good to know it’s not just me I felt N’Sane for questioning a beloved classic.
Completely agree, except with the adding more Aku Akus. Aku Aku is rarely the fix when you get stuck because the problem is something else entirely (e.g. High Road/Road to Nowhere)
Biggest error to the trilogy was it's akward physics specially *Jumping* Even the VV admited the game was harder then the originals when it comes to controls, and everyone giving The analog a pass i thought it was terribly designed to move crash since he's model was meant for Direction buttons and Dude, Press R1 it will display target time, double checking wont hurt ;) And comparing Crash to 2d Games that camera needs only to move 4 directions is Very bad way to express your view, What about *Super Mario 3d World* ?, They both have same designed 2.5D levels and i can say SM3DW was more pulish with controls the level were bland at halfway throuhh, original devs (Naughty Dog) did state that the first crash game is badly designed for today gamers since the development was a MESS and they cancelled some levels to meet launch date, i disagree with some things but cant blame them i enjoyed the video snow, but there i things needed to be said
Try using the Game Mode setting if your TV has one. Whenever I play games with Game Mode enabled, the controls become much tighter and more responsive.
Perfect analysis, I have played both games this summer and I have dropped Crash while almost got the 100% from End Is Nigh for the same exact reasons. I have subscribed the channel, it's a very good and professional one.
"You can precisely adjust your trajectory or height by holding the jump button longer or moving the joystick ever so slightly" ...you can literally do that in the N-Sane trilogy. Did you think it was one of those games that locks you into a jump arc?
I played all 3 PS1 Crash games 100%, all platinum trophies and enjoyed every bit of those games doing multiple playthroughs (Sometimes getting through a lot of the game without dying once). But I can't for the life of me get through even the most basic levels in the N. Sane Trilogy and it's really annoying because I want to play through the game but Everything 'feels' wrong with it. Visually it looks great and the updated parts look good (Well what saw before I gave up), but the controls just don't work for me. I even loaded up Crash 2 on my PS1, the game I played the most of and it all felt 'right' to me and I got through a fair few levels without a single issue but back on N. Sane I just can't do it... T_T
I had felt like something was off all the way through my playthrough of the trilogy. I thought I was just sucking it up. I'd love for some improvements on the movement of crash.
Not needed for the first crash as you didn't unlock items later on, such as the double jump. Other than getting the coloured gems, you could get all clear gems in order of level progression
I'm kinda l8, but whatever. The slide jump is what naughty dog expected you to do and master, it was NEEDED for some jumps and yeah, it wasn't in the first game but........ *WE DON'T TALK ABOUT THE FIRST GAME* The slide spin jump is an engine exploit. It's overpowered in the dingodile boss fight but *B O I* mastering this skill is so fun and saves you a lot.
@@Cellyestial A year late, but no, that's not a glitch jump. That is an intended mechanic as some of the jumps in Crash 2's bonus stages require this and even teach you how to do it.
Bad controls are one of the very few things that keep the Crash games from being as good the Mario, DK, and the first Banjo Kazooie game. The enemies in the crash games had insane hit boxes.
Now, i LOVE Crash Bandicoot through and through, but given the points you brought up, I honestly have to agree with you. It really is sometimes frustrating, even though I consider myself quite good at the game. I dont get why there are so many dislikes.
Hollow Knight is a game in which I immensely enjoyed its controls. It starts out pretty standard, but whenever you get more moves, you become more agile and zipping around the world is a tone of fun. Because of this, backtracking in Hollow Knight hardly bothered me.
but Crash really isnt hard at all, I mean the gold/platinum relics certainly can be it never reaches super meat boy levels of "spend hours doing this single jump until you get it pixel perfect"
Yeah, I keep seeing people say it's hard, which isn't the case. My friend and I have never played the originals, and are having a really easy time with everything we've done so far (including the bridge, which was tougher, but nothing excruciating).
That is because it doesn't feel as though it is actually your fault. Something that has been praised to death regarding super meat boy is that every mistake is ALWAYS your fault, you have no one else to blame. With crash you often find yourself calling bullshit, mostly because it doesn't have the best controls and the level design varies from awful to ok.
I know this comment is a little late -- but the devs said they wanted to stick to the original -- even if it meant shipping over the 30fps on the original trilogy. Quite an odd feature to leave in -- ill forgive them wanting to keep the same difficulty and such, but 60fps only helps a platformer.
Reads more as if they're justifying their incompetence or lack of time and budget. After all, somebody out there DID change jump distances and timings and neglected to adjust the levels - if they were such adherents of the original game design, they would have made sure all the jumps connect exactly like they did in the old games.
Jak 2 has some serious control issues and punishing outcomes, while Jak 3 is ultimately the same controls, but different environment that the controls were more suited for. Case and point: Haven City. More importantly the guards. In Jak 2, if you so much as touch them with a vehicle, you had to spend minutes in escaping, making you waste time in the only mode of transportation that can get you across the city, if you could watch for guards on the minimap, and then on your screen, at the same time. Plus, there were so many of them at once, at least four at any given moment, and usually one of them being in a flying vehicle that'll shoot yours down, then kill you if you don't get another speeder to outrun. Slower vehicles that can't outrun will get gunned down quickly, even with their health, and faster ones blow up by crashing two or three times, and with how crowded the city was, you crashed on nearly every turn. However, Jak 3 did something g different. It made the city safer by making it more dangerous. The guards gave no shit about you. You could kill one, and only those nearby would go after you, and then you can outrun them on foot. They don't have vehicles, which are a rare thing in the city. You need to be in certain areas to find them. (They are plentiful in those areas, I know). Then, not only do you have that, but the desert. The unique vehicles are an absolute joy to play around with, and they can take quite the beating, as marauders try to gun you down, but you can fight back with your vehicle (save for the first one, but you only need it once and for a race without guns). They all have unique weapons and armor, and not all are unlocked unless you collect the collectables, in which they are ultimately more badass vehicles than the ones you already love, being faster, stronger, and deadlier. However, they feel ultimately the same as the vehicles of Haven City, just without guns, and stuck to the ground. Plus, Haven City being in ruins locked away much of the city, so more was used in smaller spaces rather than having giant dashes across the entire map. In fact, the Jak and Daxter series would be a good series for good game design. The progression through them feels natural and the story is simple, told in exposition dumps, but the characters are amazing and grow not just across the single game, but entire series. Jak is a mute to begin with, and the first thing we hear him say is in the second game, which you know is a completely different game than the first by the dialog alone. "I'm going to KILL Barron Praxis!" he yells, while Daxter acts like he's never heard Jak talk. I could write your own script here if I go on, so I'll leave it here. Those games were my introduction to gaming in general.
As someone who grew up playing Crash 2 and 3 quite a bit as a kid, and only played Crash 1 as an adult, I went into the trilogy expecting a clunky and messy experience that my nostalgia may have simply blocked out in reality. However, completely opposite of how you ended up feeling, I was blown away by just how great the game actually felt. It wasn't just rose-colored glasses making me remember the game playing well, it really was that good. Not perfect, and certainly dated, but it REALLY holds up. That being said, I'm having trouble seeing why you had such a bad time. Not to jump on the bandwagon and say it's a lack of skill, but judging by the video footage of missing simple jumps and dying to obvious hazards, it's hard to argue otherwise. Even with the minor depth issue, the deaths I saw didn't look like a seasoned gamer was playing. In other words, it really does come down to you needing practice. I mean dude... You died at Ripper Roo in Crash 2. That should basically be imlossible with how telegraphed that fight it. At this point I've 100% all 3 games (within the week of launch) and was awe struck at just how easy it actually was. I hate to say this, but objectively it's more you than it is the game since most people don't have these issues.
I had the opposite experience. Played Crash 3 a lot, barely/never played 1 or 2. Played the N Sane Trilogy and during my first play session came to the conclusion that the controls have changed are less responsive. Even booted Crash 1 on the emulator just to check and my suspicions were confirmed. More responsive there than on the N Sane Trilogy
Yeah, this. A buddy and I are playing this (he's never touched the originals and I haven't touched 2 and 3 in around a decade), and everything has been really easy for both of us. It's been really cool for me, because thanks to the fixed controls in CB1 (which I played on my PSP some years ago and HATED), the game is much, MUCH better than I recall. Like you said, the games simply hold up very well, which I sadly can't say about most 5th gen stuff, including collectathons.
Norspark I haven't played any of them since childhood. If controls are clunky and don't hold up, no amount of nostalgia is going to masquerade that as an adult. And again, I played through them all 100%, whereas the originals I simply finished the stories and never went for boxes. This was a brand new experience for me and the excellent level design and controls made it really feel ahead of its time. If I could manage to do every time trial perfectly, having never played through Crash 1 fully, then it can't be too bad.
4:10 "They don't even show you the required times for the different tiers" They do if you press R1 to bring up target time or L1 to bring up leaderboards, as it says on the bottom of the screen. EDIT ok, you already addressed that, good
Crash is supposed to be a challenging, old school platformer. If they had made the remake easier, sure you'd be happy, but old time fans like myself would be mad that they took the challenge away. If the game is easy to complete, what's the fun in beating it? Each level should take work and effort because that's what makes it fun. As someone who has played lots of Crash, you really just need to play it more and get used to his particular controls and level design. It's not like most other platforms and certainly not like most 2D games, but that doesn't mean it's worse. I think you did yourself a disservice by playing a completely different platformer at the same time. It only made it harder for you to adjust and invited a comparison that served to hamper the enjoyment you might get from Crash if you were playing it alone and better able to focus on it.
The originals were fun without having shitty physics. You can have awesome controls/physics and still create a challenging experience if you're actually good at designing a platformer game.
Being honest, while I did really enjoy the N. Sane trilogy, playing through it did get really frustrating at times, especially since the games lacked several critical platforming features, including a ledge grab system. Having this, I feel, would've nullified a lot of the issues inherent in the platforming aspects of the entire trilogy, including the lackluster camera, and possibly added new depth to the game's challenge factor. For instance, if you just barely miss a ledge or small platform, Crash would reach out and try to grab it and pull himself up before an enemy or some other, possibly environmental obstacle, makes him lose his grip and fall to his death. Also, in addition to being able to swim in deep water with full SCUBA gear on, wouldn't it be cool if he could swim in just a few feet of hazard-infested water, too?
I'd reckon that the DKC games have excellent controls. Every time you make a mistake, it's your fault, not the games'. They also do a pretty good job with conveyance, too. Honestly, I get the feeling that Crash was trying to be a 3D DKC, but I'm not sure if it entirely succeeded.
Literally the only thing i can agree with you on in this video, is the turtles on The High Road. I find this game extremely easy compared to the originals and had no issues with the controls or jumping.
Offended Big D Even though your saying that the controls are good, and anyone who thinks that is false, as proof in the other comments? Your name is true, I'll give you that much
Game designer weighing in here. I usually do not post on videos unless I have something that is outright positive to say, but as this video has a LOT of misinformation in it, I feel the need to refute most of the claims made in this video. I will just go through the inaccuracies point by point. 1. Crash feels sluggish, and floaty- This is the whole impetus behind the video it seems. Now I have heard this complaint quite a few times, but 9/10 times, the players making this complaint are using the thumbstick as the primary input method. I would be willing to bet money that you played using the thumbstick the majority of the time, if not all of the time (you can tell by the way movement differs between input methods). Not one of these three games was designed with an analog stick in mind. The deadzones for the thumbsticks are essential to prevent accidental inputs and "twitching" issues with the controller, but unfortunately, they also result in a slower AND less accurate platforming experience. as a result of the dead zones, each directional input takes a fraction of a second longer to input, which is compounded when rapidly changing directions. These "floaty" or unresponsive controls can be almost completely eliminated by using the D-pad (which was the original intended input method). You can also play the originals to see what I mean. 2. Checkpoints are placed haphazardly- This is completely inaccurate, as the situation is in fact the exact opposite. generally speaking, each section of each level has a specific pattern. The area just after a checkpoint is virtually always the easiest part of a section, where the part just before you are going to reach a checkpoint is the hardest. This is the give the player a sense of relief and gratification with each and every checkpoint. There is nothing random about it, it is all meticulously designed, and to call them haphazard is a total slap in the face to the original designers of the games. 3. Adding more masks, and more checkpoints seems "obvious" - This would absolutely ruin the meticulous design of the levels that you did not happen to notice. 4. There is no way to see target time for a relic - yes, there is. 5. Bosses need checkpoints - Bosses have very clear visual and animation patterns that are meant to telegraph to the player the process for beating the boss. They are not meant to be done on the first try, hence "boss", but even still, boss fights are widely considered to be the easiest part of each game by a WIDE margin. 6. The remake only runs at 30fps - Yes, the originals ALSO ran at only 30fps. The issue with losing inputs would have far more to do with using the analog stick than the game actually dropping them. 7. Game cannot be completed first try, and challenges are too difficult - This game was designed for replay value in a time when the market was not anywhere near as saturated as it currently is. Whether you enjoy this or not is entirely subjective, but more players than not seem to find this as a value add, rather than a negative. I am not trying to be a jerk here, I generally really like your videos, but this is not a "git gud scrub" issue. It is a matter of not doing the most basic research, and spreading fallacy as fact. This hurts the game, as it gives players who have not tried it themselves the wrong idea of what to expect, and may very well put them off a game, but it also hurts the industry as a whole. You are totally within your rights to slam a game you dont like, and talk about why you dont like it, but when you say a game has bad controls, and talk about how other systems dont work, people have a reasonable expectation that you took the time to make sure you know what youre talking about on that specific subject. Sorry for ranting, please dont let me put you off, I am not saying my videos are any better than yours by any stretch. Just trying to impress upon you the importance of being thorough, and being sure the information you are spreading is accurate. Thanks.
I'm sure that I'm gonna get flack for this, but honestly the controls in Shadow of the Colossus kept the game from being great for me. I understand that there's an attempt to get you immersed as a normal guy fighting titans, but the devs just made everything so slow. Up to two seconds to jump, two seconds to run, and controlling the horse was god awful every time I needed to use him to fight.
Evan Sachs Same, for a game about taking down mammoth sized creatures it could get boring/frustrating pretty fast. Not to mention it could really kill the mood, but I haven't finished it so who am I to judge.😕
A game is not bad if you can not understand the controls. If you can't enjoy playing the game then watch someone play the game. the games main focus was on story. the controls merely attempted to make you feel the burden of your character to further engross you in the story more. the game was never meant to be played repetitively and then forgotten when the sequel came out. It is meant to stay with you forever, hell I have even played The Last Guardian and I still loved SoTC more. It is a possibility you just were not into the game itself. you can not fault a game because of controls. I myself hate the Monster Hunter series because of how annoying the controls are but I don't fault the game itself for that. I understand the feel of gear grinding in a game you can play with your friends. I have been playing WoW for years so I understand that feeling more then most people. so I don't think MH games are bad at all... there just not my thing. It never should be an issue of "bad" or "good" when it comes to talking about game controls. if you are not able to grasp the controls of a game that's simply who you are as a person. it has nothing to do with the game. you can imagine I'm here because I always hate game reviews that judge a title based on controls... simply put I'm tired of everyone saying this game is "unplayable".
Jason Allcreator A game IS bad if the controls suck. If I want to see something just for its story, then I'd read a book. Shadow wasn't even about the story until the end, it was just you murdering giant beasts.
Team Ico's controls don't suck, though. They might feel "slow," but then again, so is everything else in their games. There's nothing that clashes with the design of the character's movement, and most of the time mobility is secondary to analyzing the environment to figure out a puzzle.
Normally with something like this, I'd say something along the line of I disagree with you, but this time I just think you're wrong. The game you chose to compare with wasn't great either. Though you try do draw the comparisons, The End is Nigh is a fundamentally different game from Crash, so what you're trying to compare doesn't really work.
Welllllllllllllllll Both are platformers, with a base in hard design, both have collectibles (but you dont get much from Crash's collectibles). You know they sound similar to me.
It does not need a comparison either. Crash move set feels really awkward, rigid and imprecise even in the remastered trilogy. This is further aggravated by platforming in depth instead of the classical side-scrolling. It was an original point-of-view change from well-stablished platformers but unfortunately for bad. Characters, music, world-themes, aesthetics are all fine, but gameplay mechanics are a pain in the ass, and I am sorry.
I shall respectfully disagree with... all your points. It really does boil down to you not being good enough. You couldn't beat any of these games? Crash 1 I can accept but 2 and 3? These games were actually harder when they first came out. The checkpoint system in crash 1 has been improved and the controls across all 3 games are better. Some of us LIKE this sort of challenge and you can't blame people for being angry in the comments when you're so dismissive of it. -Depth perception hasn't been an issue with these games since I was a kid. -It DOES show you the required times for relics if you check the leaderboards or if you press R1. -The game gives you more checkpoints if you die a lot. -It also gives you free Aku Aku masks if you die a lot. -What hurts you and what doesn't couldn't be made more obvious (seriously, these games were designed for kids) -Extreme precision is something some of us want. Look at Stormy Ascent. -The changes in jump physics only apply to Crash 1 and most of the levels actually BENEFIT from them. In the original game I tended to overshoot jumps a lot but here it felt perfect (aside from the High Road level which I will concede needs fixing) No wonder some people compare these games to Dark Souls. It's still dumb but I get it now. It never occured to me that they were this frustrating for people. Overall, quite a terrible video. You blame the game for your own shortcomings.
I just finished the original Crash 1 and I also get the comparison with Dark Souls now (even thou it's stupid to say that Crash is the Dark Souls of platformers). The game requires focus, patience and precision, or else you die. Felt good to play a game again that actually demand something from me. :)
One thing I learned through experimentation with the N. Sane Trilogy is that your airborne control and speed depend on whether or not the directional pad is in action at the time Crash/Coco's feet leave the ground via jumping/bouncing.
Thank you! I'm someone who started with the N-sane trilogy when it came out on Switch, and it's one of the few games that I've ever regretted buying. Several deaths felt unearned, where I would do the exact same thing between lives and succeed once and die the other twelve times. I also felt like the platforming was more of a problem than the enemies, as I would frequently slip off of ledges into pits due to what I assume is the physics engine. The game stopped being fun after a while, so I gave up on it. I really wish I had found this video before I bought the game because everyone else praised the game without properly referring to anything else, either due to nostalgia or being willing to overlook those things because Crash is back.
@@tessbolick6605 you should, much better than the n sane trilogy as a whole, only the riding sections have weird controls but they're just a few unlike Crash 3
@@PieroMinayaRojas you might be right, but I'm in no rush to buy another full price game after getting burned this badly, eheh. Maybe if I had any feelings for the series other than vague dread I'd try it out? As it stands I'd rather play Mega Man if I want a somewhat challenging platformer
TF2's controls are fuckin sweet. Airstrafing is the most fun movement mechanic I've ever played with in a game, and combined with things like rocket jumping, sticky jumping, and even simple things like the scout's double-jump makes the game feel so precise. The Force-a-Nature also is super fun.
"The boss fights are specially frustrating".....god, the boss fights are one of the easiest boss fights in any platformer game ever, are you sure you 100'ed The End? (because that game is the very definition of frustration)
Yeah the slippy jumping and physics in the remake kind of drive me crazy. I definitely think there are things they could have adjusted, but I wouldn't criticize the originals too harshly. They took honestly probably genius-level designing and coding to get them to look and function as well as they do (it's well-documented, there are some great videos on it).
Ugh. Same mistake Top Hat Gaming Man made when he listed the problems. The game doesn't have "depth perception," the player does. The game conveys and the player perceives, so the game has bad depth conveyance. Not defending Crash here, just trying to stop "depth perception" from becoming a commonly misapplied buzz-word.
I enjoy the Crash games quite a bit, but I could not agree more with your criticism. It can feel pretty frustrating for the wrong reasons. I've never heard of the End is Nigh, but I'm going to give it a try, as I'm a huge Super Meat Boy fan.
Strangely enough, all death's presented in this video seens like it's Your falt and you just blaming The game for Your lack of skill with this game in particular, and you pointed in the vídeo that you don't liked The original Trilogy anyway what made The point of The vídeo fall flat on his ass
He said he didn't really play them enough to have a strong opinion about it from the start. What you are basically saying is ''since you aren't a nostalgia blinded fanboy you can't say anything about crash'' give me a fucking break.
haven't played the remakes, but crash 2 and 3 has some of the best level design I've ever experienced. The lack of depth perception creates an in the moment experience, and rewards patience. The running towards camera levels feel intense and scary, and satisfying when you complete the sections. It's a challenging game and it's definitely worth it to complete 100% the challenge level is near perfect imo. Also as others have said the bosses are pretty damn easy so I guess you just suck at crash or something lol.
Isn't the whole Dark Souls preference thing about controls? People said two had worse controls... but it just changed and some people didn't like it. How about Shovel Knight the controls are basically what makes the characters and games.
I can sense the mood in the comments already: "GIT GUD SCRUB!" Let me clarify - Could I have beaten all Crash games if I stuck through it and dedicated a few weeks to them? Of course, it's not impossible. But my point that I should have nailed home more is I quit because it wasn't FUN anymore. Why waste my time trying to beat a game when every step was unenjoyable? So I played The End Is Night instead :)
Also please make sure you understand that I'm trying to be as constructive as possible. My purpose of this video wasn't to beat up Crash and how bad it is, but to instead give some thoughts on how it could improve. The blueprint is good and it just needed a few tweaks to be great (which I was disappointed that they didn't include these tweaks, since it was a new remake and all). Please be civil in the comments, thanks!
GIT GUD SCUB!!!
JK
One more thing before I get a million comments about it - Yes, I accidentally didn't notice that you could see the required times for relics. That was my bad, I concede that point (I still think it should've been displayed immediately, not a toggle you have to activate). But my overall point still stands and isn't really affected by that
crash trilogy released less than 3 months time and we have people already complaining about the gameplay...ok here we go
1:17 the reason we all bought crash bandicoot trilogy... we wanted the old levels...
1:36 the chase levels are a perfect mixture of taking things carefully, while beeing put under pressure, you have just the right time to make a quick decision.
2:04 In that particular video game you have the ability to dash jump which gives you more height.
2:15 Poor conveyance? YOU JUMPED INTO A RED HOT PIPE ON THE SHIP!!! Also don't forget that to get to that level you were already introduced to hot pipes that hurt you when you touch them, so... no poor conveyance.
2:44 I literally had 99 lives by the time I 100% the first crash... even got an achievement for it
2:53 that's simply not true, there are locations in the game where a mask is given to you just before a section with a ton of enemies. Take the Great gate level for example.
3:01 be patient, learn the pattern, take out the boss... like I don't even know what to tell here besides git gud...
3:13 Should Dark Souls have a ton of checkpoints :)?
I'm going to stop now with a final statement because this video is getting to me
3:30 The whole point of the game is to bring that experience " A BLAST FROM THE PAST", Kids like me who completed the first crash bandicoot for example. When I reencountered the first bridge level, I shivered ever so slightly, a feeling you get when encountering a long lost rival and he is back to challenge you once more. People have memories from this game and those memories were well preserved. If they made the game any less challenging, trust me that you would have a much larger audience complaining about how they broke crash by making it "millenial friendly". that's all, I apreciate your analysis but you have to take in account that it will be biased on years of Tripple A gaming and such.. (you can also state the same about my nostalgia but the whole point of this remaster is in my opinion, a nostalgia trip.)
TLDR: GIT GUD, the game gives you lives and a shadow. use it.
João Sampaio you're saying that the lack of changes from the originals was intentional, for fans. But surely you'd want the small issues in the original fixed, to 'improve' the game, rather than leave it clunky for 'nostalgia'.
Also, please don't say get gud, it completely negates your entire point for how ignorant it.
I totally get how you feel and I agree with most of what you said, small nitpick I think the word is game feel not controls
Still great video good job!
I agree with most all of what you said about crash bandicoot except at 4:13 it clearly says at the bottom "R1: display target time"
Okay, that was my bad!
It only displays the next time you have to beat, though. Not all of them at once.
CrimsonColossus You can view the required times for all 3 relics by viewing the leaderboard.
It still could of shown one of your time targets on screen. I didn't realize it had that feature till island 3 myself. lol
Thats clever vicarious visions and also crash bandicoot nsame trilogy is BEST.
You're the first guy I've seen complain about the boss difficulty of Crash Bandicoot. If anything, the bosses are far easier than the actual stages themselves.
He didn't complain about the boss difficulty, he complained about how if you died, you'd have to watch the same, repetitive, into/cycle the boss does at the beginning. If you are new to gaming, or just want to step back and learn the boss patterns instead of fighting, you're out of luck.
LazuliGaming It's standard for bosses to have predictable attack patterns. It's also standard to be forced to repeat a boss fight from the very beginning if you die. That being said, the bosses are an absolute joke in comparison to the game itself, especially if you want to 100% the game and collect absolutely everything.
But that doesn't negate the comparion that the bosses still feel like the are wasting your time like this.
For the record I have never played any of the Crash games, but I have played many games with pre-programmed boss patterns and one-hit death's and it just doesn't feel good.
This is also why the hard modes of the new DKC games are so frustrating, because the bosses take ages, and with no room for error they are way, way harder and more boring than anything else.
You can finish each boss in under 3 minutes. They aren't long really, and not even hard. Crash is a fast paced game, paterns are easily memorizable and readable. Not to mention, Aku Aku, the protective mask that gives Crash one extra hit point he can take before dying, can be collected off of other main levels and then brought into boss fights.
legit thought that to myself the other day...i dont understand it. maybe they just wanted the "boss" fights to be more fun with a challenge then actually hard and leave that to the platforming.
Unfortunately Crash is a "damned if you do, damned if you don't" situation.
Look at it from the devs' point of view: You can either choose to make an exact recreation of the original games, all the way down to the hitboxes and physics, and risk alienating everyone who wants a refined experience that improves on the original, or you can build on the originals and drive off all the hardcore fans of the originals.
You really can't win.
I think part of the problem, though, is that they didn't do a 100% faithful-to-the-original conversion. Crash has slightly adjust hitbox and weight in the remakes, which actually makes the games very slightly harder than before. But they changed nothing else.
and risk alienating everyone who wants a refined experience that improves on the original,
but insted of refine it they made it worse
I think it's mostly a risk vs reward situation, if they change something, they risk to make it worse. Prorably Activision told them to not change anything, because the results of previous attempts to improve crash.
The only way to win is if you use a difficulty option so players can choose how they want to play. I don't see any harm in that.
ponnek I'm also not sure they did themselves any favors when they went a bit less than even halfway. Changing the physics and nothing else just seems like a complete misstep that disregards both why the series worked in the first place and how it could be improved upon.
I really think they should have redone some of the jumps on the High Road for the new physics, the way the jumping off the turtles works just doesn't work with the amount of distance you have to jump.
However in the originals (which I recently completed) this wasn't that much of an issue at all as the turtles are much more forgiving by sending you quite a bit further.
and because you could run instead of jumping if the platforms were close enough,
the high road wasnt that hard on the original game by a long shot.
Maybe because you were used to the original game's physics. What about when you first played the originals on high road?
cmsunite you could still run through close platforms instead of jumping, and also the hit boxes weren't a lottery
I never played any of the bridge levels on the original Crash. N Sane was the first time for me. I couldn't for the love of god get those jumps right. But after constantly restarting those time trials. Those two levels are easy as pie now. Crazy how that works. The jumps are so easy now, I can't believe I had such a hard time before.
It's because you're getting used to the jumping mechanics.
Getting Over it. I know you can get good at it, but the whole time I'm just thinking, "I could be having fun right now..."
4:29 Platforming? I just went all the way to the end of the level running on the ropes
Had a few problems with this video:
1) The comparison between The End is Nigh and Crash doesn't really make sense. The two games' only connection is "hard platformer", and when even just looking at screenshots of the two side-by-side, these aren't very similar. They have different goals in terms of entertaining their audiences, they were developed 20 years apart, TEIN is 2D but Crash is 3D, and most importantly, N-Sane Trilogy wasn't trying to be modern. Vicarious Visions has said in the past that it was meant to be a direct remake; minimal changes were made, only "Quality of Life" improvements that didn't impact the game design. The 2 minute segment about TEIN at the end of the video doesn't really to your argument concerning Crash's controls because the comparison doesn't extend past "these are hard platformers and this one has good controls and this one has bad controls". Although you bring up that point at the end in terms of that it succeeds because of its controls, it left me with questions. Why were tumors good collectibles where Crash failed? Why were the retro levels good collectibles but gems weren't? Controls play into this, but can't be the only reason. The retro levels are only addressed for one sentence, so I don't even know how they're collected and why it works. It doesn't make sense to bring up these elements for the sake of comparison while leaving the viewer to connect the dots in terms of understanding the comparison.
2) Crash's shadow is always below him so you can see where your jump will land; I'm not saying your opinion is "wrong", but from the video, I didn't obtain an understanding of why the depth perception messed you up.
3) Comparing to The End Is Nigh seems unfair considering you've talked about Edmund McMillan's games TONS in the past, but I'm pretty sure this is the first PlayStation platformer youve ever done a game design video on. Obviously you're not picking out its flaws because of that, but it makes your opinion seem bias.
4) At 3:58 you state that you have to "backtrack to the start of the level", despite the you show footage of the first level from the first game, which only needs you to backtrack through the last ~third of the stage, which completely misleads/lies to your audience and delegitimizes your argument.
5) At 2:04 when you state that Crash feels slow, you show footage of him when sliding on tar, which causes him to move slower. Misleads/lies to audience into thinking Crash always moves that slow.
6) After your previous point, you state that despite Crash's slow movement, the vehicle levels control fast. Is this a good thing or a bad thing? You bring it up but never state whether this was a positive or negative, leaving a sentence with no point.
7) I don't quite understand how adding more Aku-Akus would fix the controls. Adding more lives to compensate for taking more hits only makes the problem covered up, not fixed.
8) All of TEIN you can only take one hit (I believe), and although I understand that the levels in that game are much shorter so the deaths aren't as meaningful, you never state that in the video. Players less familiar with McMillan's games (such as Crash fans) won't full understand your point.
9) 3:37 How does being 30fps add input lag?
10) I agree to some extent about The High Road, but you did some things that don't make sense. You slow down the footage when discussing momentum, but the footage shows Crash jumping off a turtle immediately after flipping it, something nearly guaranteed go get you killed. Later in the stage I agree that you should have more room, but there's no excuse here for not building up momentum.
11) At 4:58 you say "none of the deaths feel like your fault" while you show footage of you running into an enemy. There's not any way that this specific instance of death can't be your fault, unless the game glitches, which it didn't in the clip shown.
12) Argument totally wouldve been strengthened had you've connected your points about TEIN back to Crash at the end, but all you say is "this is because of the controls" and then the video pretty much ends.
Although I didn't address them here, you made some good points, but there's just some things to consider.
9) what do you mean? if i press a button after a 30/60 seconds it won't register until 31/60 seconds because it's 30fps... right? i really don't see how it could NOT add input lag... wtf?
meh Yeah lol I don't know much about how that works, that's why I was asking.
This is the best critic in this comment section
For 1: since the topic is "importance of good controls", I think this isn't a big issue. He only should've address the goal of the remake more clearly for people to understand the choises of the remake (not sure if Snlwman himself was aware of it). I agree he could've used more similar game, maybe other 3D-platformer as an example, but good game controls is essential to any game, so he really could've chose whatever game with good controls to drive message home, IF he also did fix other issues you mentioned.
+The Reviewer Guy
Wow, this was a really good comment, god job.
Though, for point 5) I don't think it's fair to say he's misleading the audience; I think it's more of showing footage that best represents his point. He shows plenty of him walking around normally so I don't really think he's hiding it or anything.
Okay so it wasn't just me hella frustrated with the controls. I was like "Have I not played a platformer in that long? I feel like my intuitive tact should kick in here."
VV confirmed Crash's new hitbox is pill shaped which is why you constantly slide off the edge of platforms, "Git Gud" isn't even an option.
just, why?!
Yeah, I am a monster at the original Crash games and can beat them in my sleep but N.Sane Trilogy makes my blood boil.
The controls in crash 1 in particular is akward, but the other two games are mostly fine (minus jet ski controls in crash 3)
I think knack has pretty good controls as well
Wisse Wizz ITS KNACK BABY! KNACK IS BACK!
HERE COMES THE MONAAAAAAAAAYYYY
Wisse Wizz knack the future baby
knack 3 when?
Hi there. Nice profile pic, sir.
Rayman Origins is a game that feels amazing to play.
Other than the hit boxes, I thought the game played and controlled just fine. Adding more masks is a terrible idea, as it would make the game WAY too easy for most players, essentially giving them invincibility for a majority of the level.
hit boxes are fucking important in a platformer you know?
You are basically saying that knowing whether you will land in a platform or not isnt an issue...
Not exactly. This of course sours the overall experience, but you don't have to fix the controls when the hitboxes are the issue. It's still two separate things, both technically and gameplay-wise. As long there's no boxes or enemies or you don't get unlucky with edges, the game _does_ control pretty well.
They even give you pity masks if you die enough. The High Road and Stormy Ascent wouldn't have been possible for me without those masks.
WellSaid!
Not to mention most deaths are from falling, especially Crash 1, so masks don't save you from falling anyway. Those hit boxes are really annoying though, especially for relics in Crash 1 and 2.
I love this series as a kid. Recently, I picked up N Sane Trilogy and I had many of the same complaints. The biggest feeling like crash was slow and unresponsive - which leads to over correction or hit box misses. Overall, it just felt like controller lag and ultimately I put it down because I was tried death after death.
How bout with _Crash_ 4..... ???
☠️ 💀 ☠️
🤣 🤙
I think if you believe that Crash 3's level design is the best, that might also be a root of the problem. Crash 3's level takes the platforming elements of the first two games and says, "What if we didn't create platforming levels, and just kinda created..... Planes where you walk around".
Crash 1 and 2 are incredibly focused on platforming and the challenges that come along with it. Not being able to move your camera isn't a fault, it's the point. It's 2D in a 3D plane, that's the point, and that's why it's good. It's so much more smart than almost any 3D platformer to date, yet I feel that goes unnoticed, especially since the N-Sane trilogy pasted Crash 3's engine into the first two games, which was definitely where the new game went wrong.
That being said, if you don't have fun, then of course you shouldn't play the game. Things like adding more Aku masks would break the inherent challenge that the game is trying to convey. It doesn't want to be easy, and it shouldn't have to be. It provides challenge for those seeking it, and actually still does something similar to what you want. If you die a lot, as you generally are supposed to in your first playthroughs, the game adds more Checkpoint boxes where they aren't supposed to be, making it easier for those having trouble, alongside giving you more Aku masks for dying a lot. Also, as for the 2nd game's checkpoint system, I would argue Crash's is still way more lenient than many platformers. There are checkpoints everywhere.
As for the jumps that are "hard", the first game has very specific lengths of jumps, and the game teaches you about this. As levels go on, you find that every pit generally requires full jumps, which allows you to know to always hold down the X button to go the full distance, even if it's hard to tell how far you're supposed to go.
I don't want to say to get good, as you've enjoyed the Donkey Kong Country series, another set of platformers intended to be difficult, but I really think Crash just might not be for you, and it's not because of "objective bad game design" like it seems you're trying to sell, especially since a lot of how you praise the 2nd game, Crash is doing exactly what you're saying, in my opinion.
I hope this doesn't come off too antagonistic, I promise that's not my intention
i love the oldschool crash games and they were super skill based. the new physics look pretty awful...
There is a difference between "this is hard because it requires a lot of skill for me to beat" and "this is hard because the camera is fighting with me at all times, my character is sliding off platforms to his death in a game that demands precision platforming". The Crash games are hard in the first sense, which is rewarding, and in the second sense, which is downright annoying and indefensible. You can't just say "the game teaches you to ignore what your seeing and just full jump everytime." Thats fucking retarded. If your game is hard because it straight up lies to the player then your game is flawed.
Mario has been so omnipresent in 3d platforming since the genre was first created that anyone saying a game like Crash is the smartest 3d platformer out there can't be taken seriously, no matter how good the other things they say might be.
I mean, let's be real here, calling Crash "smarter" than Banjo Kazooie or Mario Oddessy is straight up asinine. It's awfully designed, and while everyone can appreciate a hard-as-nails game, I want a game that's as hard as brand-new, clean nails, not old rusty ones.
BornLosersGaming Naughty Dog creators Andy and Jason listened to reviews and decided to changed level design so it would sell. Personally, that's a bad decision
Calling crash bandicoot fundamentally broken is a bit much. You don't even give evidence for this; fundamentally broken implies that it can't be fixed by good level design, but you continue to bring up problems with level design. Crash has fantastic levels, the bonuses are probably the best parts, and the physics are pretty solid. The levels they repeat are actually pretty fun, and they prey on your ability to remember and react in short bursts.
This. It isn't the best platformer ever made, but it's still pretty good.
The whole game is evdience
By being fundamentally broken I think the core of this is actually due to how they decided to reboot the game exactly like the original, keeping its glaring mistakes. As he said himself "when the stages turn into 2D is a little better" therefore accepting that it can be fixed if designed correctly.
The levels ate kinda generic. Crash is that character that followed sonic/mario trying to be as good as but the generic feel doesnt make crash as captivating as the other ones.
You're criticism of N. Sane Trilogy not having enough checkpoints or Aku Aku masks is kind of invalid, when the game actually has a "dynamic difficulty" system that adds extra checkpoints and Aku Aku boxes if you die repeatedly to the same section. You also straight up spawn with free Aku Akus after dying to the same section too, meaning you can more or less end up with free invincibility opportunities that normally wouldn't be there.
Keep in mind that many of these complaints are about first encounters with new enemies and cheap deaths you didn't know were coming. Receving masks after the fact doesn't really solve this.
Deaths aren't cheap in the trilogy. Every hazard and enemy has a pattern, a perfectly easy to read one at that. Also, receiving an Aku Aku mask while also knowing how to tackle the problem that previously killed you will let you have that mask for the next time you make a mistake, and will let you live through it.
There is some trial and error, yes, but so is in other games, that's not a valid argument. Can't expect the game to always hold your hand.
Dániel Márk Nagy Yes but the problem with that are the collectibles,
You get a special one for not dieing once in a level, this means chances are you will have to play the level again, and in a game like Crash bandicoot, having to repeat levels a second time, isnt fun. But a game should be fun, even if your attempting 100% completion.
What is and isn't fun is purely subjective. I am here to listen to your reasoning why Crash isn't a fun game to repeat for 100%?
because he decided to state that it isn't. Just so everyone know, Crash was made for kids, the first time I've played and finished it at 100% was when I was 5 or 6 years old. And it was fun. (because, at the time and with my skills, it was pretty hard)
For a video that's supposed to be about controls you sure do spend a lot of time talking about stuff other than the controls.
Anyway, while the games aren't perfect, a lot of the criticisms in the video seem to be simply personal opinion based on your own tastes and skill and not objective flaws in the game, judging by the examples you presented in your video to showcase your problems with the game.
Like your comment on the running-towards-the-screen levels requiring "a lot of trial and error". If you have good reflexes and know how to read the hints built into the levels that tell you what's coming up next, you don't really need trial and error any more than you do on most other levels. When you show yourself dying by running into the lava, you had more than enough time to move to the left to avoid it, but instead you chose to slide into it.
Depth perception can be a bit of an issue in some levels, mostly in the ones with floating platforms like in your second cli[, though that's a pretty tame example and I've come across worse ones in Crash 1. In your first example, however, you jumping over over the maneater plant and into the water is wholly your own fault. Crash's shadow lets you see quite clearly where you are relative to the plant, you just overshot your jump. Even in your second example, you died because your jump was too low because you didn't hold down the jump button.
When you're talking about how it feels like "sometimes the game will eat your input or not react in time", the gameplay you put as an example doesn't really show what you're talking about. Your death was thoroughly your own fault. You walk off the first platform after landing perfectly on it, then when you land back on another platform you jump to the right and are just about to land on another platform but suddenly you decide to go left instead and just end up falling even further.
"Most [gems] either can't be completed in your first try or are too annoying to even attempt"
It can be disappointing to play through a level breaking all the boxes only to find that you can't actually break them all yet, but it's not so bad since you can usually tell that this is the case about halfway through a level when you see the outlines of the missing gem, and breaking boxes isn't a completely _fruitless_ activity, y'know? At least you get lives out of it. And if you don't mind replaying levels it's not really an issue. The "too annoying" complaint is, on the other hand, completely subjective.
That the hitbox and jump physics were changed but the levels remained the same, even though the levels were built for the original jump physics and hitboxes, is a perfectly valid complaint, but in most cases it simply means that you have to play the game slightly differently than you would the original. If you've never played the originals you wouldn't know that anything's "wrong" in the first place, you would simply take the game as it is. Most jumps are only slightly harder than in the original game, and it only becomes an issue with jumps that were already a huge pain in the ass in the original game.
Now, there's nothing wrong with bringing up personal opinion when talking about game design - game design is partially subjective, after all - but talking about personal criticism's as if they were objective flaws (your "fundamentally broken game" comment, for instance) is just bad design analysis.
>When you're talking about how it feels like "sometimes the game will eat your input or not react in time", the gameplay you put as an example doesn't really show what you're talking about. Your death was thoroughly your own fault. You walk off the first platform after landing perfectly on it, then when you land back on another platform you jump to the right and are just about to land on another platform but suddenly you decide to go left instead and just end up falling even further.
i don't think you understand what "eating inputs" means. The game runs at 30fps and that means occasionally your control will not be registered in time. The reason it looked like he just walked off the platform is because the game didn't register a jump. You should maybe understand what he was talking about before you address his point.
"The reason it looked like he just walked off the platform is because the game didn't register a jump."
Were you there when he was playing that part of the game? Do you know for a fact that he pressed the jump button? Even if he did press the jump button, there was simply no reason to walk so far to the left after he landed perfectly on the platform, and there was no reason to jump at all yet because the moving platform you're supposed to jump onto in that part was all the way on the opposite end of the screen. The guy's own mistaked played more of a role in his death than eating his jump input did (if it did in fact happen, that is).
Stephen Weir It was obvious that he was going to fail that jump tho
Before playing N'Sane Trilogy I tried playing the first Crash on a keyboard through emulation. I ran through the first half of the game without dying. In the remake I was so thrown off I had several deaths by Native fortress.
if you're calling the N Sane trilogy fundamentally broken, you've never played Twinsanity..
The game is not even finished...
STOP REMINDING ME!
I never played Twinsanity, what's wrong with it?
Liam Dœs Stuff it’s an unfinished, buggy game. However though, I would still say I have a better time controlling Crash in that game than I ever did playing N.Sane Trilogy.
Twinsanity still has some damn good charm to it
Glad to know I'm not the only one who think crash trilogy has frustrating controls and physics . The ps1 versions are way better in my opinion .
I know this comment is 3 years old, but yeah, you're not at all alone. I've felt this way since day one.
I only feel the first game has the control issue.
NO M8 YOU JUST NEED TO GET BETTER AT THE GAME HURHURHURHUR
No, but seriously, I agree with almost all of this. While I wouldn't call the controls outright bad, they need fixing. People who day the heavier jump arc and rounded hitboxes "artificially insert difficulty into a game that was too easy to begin with" are just being silly and defending the N. Sane Trilogy because it's Crash Bandicoot.
And I know, because I got a whole bunch of comments related to this on one of my videos. All I did was briefly mention that the hitboxes were a little wonky, and just like that, a bunch of people were quick to correct me and tell me I need to get gud.
Getting "gud" does not excuse poor controls, no matter the game. Just because you got good at a game with subjectively bad controls doesn't mean it has good controls; it just means you worked around them.
Even though I really like the N Sane Trilogy, it was nice to see some constructive criticism. Good video, man.
Lmao your videos barely have any views. I doubt you received a bunch of comments. And there are no such thing as bad or good control, rather controls that feel more intuitive. When people say get good they mean use the resources you have and apply it to the game world. Literally children do it all the time. So get gud noob
Senap Smith Why does it matter if I don't get as many views? I still get comments, anyway. Also, "get good and work around the wonky hitboxes and poor collision detection" is not a viable excuse.
Senap Smith Also, "no such thing as good or bad controls?" Mate.
Bubsy 3D.
Offended Big D Why do people have to get so defensive when someone dislikes a game? The game is still good. Jesus Christ.
Well after seeing crash finally make a good comeback after being dead for so long, it's pretty annoying to still see people heavily nitpick and find ways to downplay this game when it's actually doing well. People are making the minor issues in this remake a lot bigger than they actually are. For example, the slightly changed physics in this game does not ruin the whole game just because you had a hard time with a few levels in Crash 1 which were designed to be hard anyway.
Doom (2016) has such great controls, the movement is fast and tight, jumping feels so precise, especially double-jumping, and switching and using weapons and glory kills is so responsive and satisfying. That game definitely earned its challenge through these controls
"Just add more Aku masks" sounds like... the worst solution I can think of.
Indeed. It just turns the hard parts from "git gud" into "just tank". Games should be using health/lives systems as a safety net for foreseeable mistakes, not as an excuse to sucker punch the player.
I'm glad someone else realizes what changing the physics did to the first two crash games; they're probably my favorite games ever, and with the physics not matching up with the environments anymore, I can barely play them on PS4, and what's more nobody on the internet except now for you seemed to share this sentiment, so thanks for that.
Eh. The first two Crash games on PS1 don't feel the best to play. Crash 1 is loose and a bit on the heavy side, and Crash 2 is clunky with some noticeable programming jank.
the problem is exactly what you pointed, the physics of the Nsane trilogy are the problem.
The levels were not originally designed with these new physics in mind.
The problem with this video however is that he talks a lot about problems that the game dont have(like: too few aku akus? hard bosses? really?) but dont point out the real problem the game has:bad physics
The thing is if Vicarious Visions changed how the levels are they would get hate for not making the levels like they where in the original
That is an unfortunate thing. Please one crowd and you'll make the other made.
Or they could just not change the controls or hitboxes.
Its good that they kept the original level design. No need to make the games easier.
Michael D Jedi A remake that changes nothing is not a remake. It's just a modern version with better graphics
Why not making the game more fair but keeping the difficulty curve? Yeah, that would be actually hard in terms of design & development.
You seem to be conveying the misconception that two difficult platformers need exactly the same control feel. That's wrong.
That's the wrong takeaway. He's saying that The End is Nigh has the right feel & physics for the type of game it is, whereas N. Sane Crash doesn't control as good as he could/should.
Ratchet and Clank Going Commando and Up Your Arsenal have the BEST controls of all the Ratchet games if you ask me. You could get the hang of it fairly quickly and they made perfect sense.
I remember playing Crash as a kid and watching my brother play it was one of the best games of my childhood I love it so much despite how many times I died playing this it. My only annoyance is that my parents wouldn't buy the Crash games for me like they bought them for my brother. I wish I had the opportunity to play these whenever I wanted growing up. My brother still has the original games and cases, and he says he won't be getting the Trilogy. He doesn't like the updates they added
I feel like this is kind of an apples to oranges comparison.
No. It's like comparing an incredible old fruit with a fresh, new one.
The point is, the old crash games were good back in the day, where you didn't know on how to create good, challenging levels or clean controls.
Today however, you can make levels' hard without them being unfair or because the jumping doesn't feel right.
Well aged fruit makes excellent wine, so I guess that ain't so bad?
Pretty sure "devs didn't know how to create good levels and controls" isn't exclusive to just old games, just as how you can still make crappy games in the 21st century.
The Crash games were never unfair, you can read every enemy and hazard pattern really well. Ever played Crash games? The original or the remaster trilogy?
Got me there :)
No, I never played a Crash game. I did not want to say that they were bad and no one could have fun with it . But it is the same with almost every old game. Compared to new ones they seem to be lacking in some way. Which is why a series always seems to get better.
At the same time however old games also have a lot more charm being challenging in its own way.
But maybe all of my comments were pretty supid and I should just play a Crash game.
Any recommendations?
The trilogy of course, either the PS1 versions made by Naughty Dog (if you know that name, you know you cant go wrong with them), or the original trilogy's remastered version on the PS4. Crash Bandicoot 1 is quite difficult compared to the second and third, but it's the first game in the series and usually tend to be unpolished. You don't have to 100% that one for the canon ending though. Second and third gives you more freedom in what levels you want to play in what order (there are 5-6 warp rooms, opened once you complete the previous one, each with 5 levels to play in any order, then a boss unlocked before you can advance), and gives more room for errors. The second and third are said to be the best ones in the series, but you do have to 100% those for the good ending.
Overall, they're all solid and challenging platformers, with charming characters and detailed environments (even the PS1 games, they're very detailed for their age, ND knows how to make the most of whatever console they develop games for), and there are also the occasional levels where instead of platforming, you get to drive vehicles or ride animals.
Mind you, these games will not hold your hand, they will test your reflexes and skills, but is not an unfair game. You are always given the opportunity to catch your breath and look at what's up ahead, to plan out your timing and jumping (except in specific levels where your reflexes are tested and how well you can make good decisions in split seconds, but those levels also have less hazards and enemies to compensate. Talking about the chase levels, where you have to run towards the screen while something is chasing you)
If you do give Crash a try and you don't like it, it's fine, maybe it's just not for you, and you won't be hated for that, just don't go around bitching about it and calling it a bad game when you don't even try to "git gud" at it, like the snoman guy (in his video for example, he is impatient, doesn't pay attention to the traps and surroundings, misjudges his jumps, and that's the cause of his many deaths).
TL;DR: Sorry for the wall of text though, but hope you will get at least some fun out of the Crash games. I'd say, for the story (Cause there is one, just not very detailed), start with the first Crash game, simply titled "Crash Bandicoot", it is the most challenging one. Crash 2-3 are better finetuned, and gives more space for errors. Alternatively, if you like kart racers, there's Crash Team Racing, for the PS1 aswell.
Thank you for the information and I`ll definitely give it a try.
Who knows, maybe I`ll be waiting for a new Crash game, too, after playing them.
In most of the 3D Mario games starting with Galaxy, you can see Mario's aligned shadow on platforms he's about to land on, making most platforming sections easier to complete.
that started in Mario 64
I feel like your problem is just that you kinda suck at the game. You keep jumping right into things that will kill you and attempting to ride the rope on the bridge instead of platforming across it like you are meant to. The controls are fine,you don't need to spend weeks getting good. You just aren't naturally good at platformers
"you can adjust your jump movement in End Is Nigh" ....which you can also do in the crash remake. You're comparing apples or oranges.
You could adjust jumps in the original as well. it's been a major feature of Crash since day 1.
I never thought you could ever have a bad take, but DAMN, you missed hard on this one
Is it really fair to compare one 2D side scroller plarformer with one "jack of all trades" platformer. Its like comparing a sandwich with a bento box
Well, They are both hard, they are both platformers, they both have collectables and secrets, they are both centered around precision. they both are 2D plataformers (at least somewhat)
these are not that many similarities, sure, but I'd say its a fair enough comparison in my eyes.
can't really say much about whether he is right or not anyways, haven't played the game and likely won't anytime soon (too little mula)
@@fernandosalas1581 But they're still both VERY different games at their core. This isn't like a mario bros/dk country comparison.
This video encapsulates everything that’s wrong with modern critique of older games. If a game can’t be entirely learned in the first few minutes then people will call it “archaic”, “badly designed” or other buzzwords. Instead of blaming the game how about you analyze what you did wrong in the challenge and correct your mistake the next time? Crash 1 showers you with lives, you’re expected to learn by dying and that’s not a bad thing.
Donkeykong 64 = Bad controls Donkeykong Country Tropical Freeze = one of the best i have ever played
Pretty much.
While I love Crash Bandicoot, and I'd been having a blast with the N. Sane Trilogy, I have to agree that the controls have their issues (it really shows during The High Road).
I don't want to sound like those guys in the internet that likes to point out everything (I'm sorry), but you can actually see the required times for each relic by accessing the Leaderboard of each stage.
Great video, by the way.
I just used the ropes on the bridge levels XD
"I don't want to sound like those guys in the internet that likes to point out everything (I'm sorry)" you're replying to a review that dissects a game, there's nothing wrong with dissecting the video
Sailor Swifty Well, you can use the ropes, but the "real" way to beat the level is by using the turtles... and it's a pain :c
and also, standing in the ropes is scary, you'll never know if you're going to fall.
Dead Stock Paradise I just didn't wanted to sound like the "OMG, you're wrong about that! Even I knew how to do the thing" kind of person, that was not my intention at all.
THE STAGE HAS THE ISSUE NOT THE CONTROLS
I've beaten all of them and I agree. The controls are not as good as everyone else makes them out to be
are you kidding me? the bosses in Crash are easy. smh
I know, right? XD
SNC2319 this dude is shit and can't handle difficult games
butthurt...
YEEES
I KNOW RIGHT
Woot, The End is Nigh is awesome! That was my first published review on Opencritic so I feel pretty proud of it. 9.1/10
Boomstick Gaming I had A Blast Playing that game!
Until i Finished Making my friend And it startred take my lives.
Donkey Kong Country 2: Diddy's Kong Quest has femomenal controls that make the game so much fun to play.
That's why it's his favorite game of all time. He seems to really like speed orientated games. Although for me, Tropical Freeze is better by a TINY bit.
snowmaN Gaming "But my point that I should have nailed home more is I quit because it wasn't FUN anymore". Hmm... 0:45 "Don't get me wrong, is the N.sane Trilogy still FUN to play? Sure." So what is it? Did you lie on the video so you wouldn't get Crash fans too angry or did you lie on the comments because you couldn't beat the game?
Also, don't get salty because people are telling you to "git gud". All the exemples you used on deaths to prove that the game has bad controls were your fault. 0:35 Jumped too early, 1:20 Jump too long, 1:25 Jump too short, 1:45 Released the spin button too early, 2:00 You saw that the platforms submerged after being stepped on, should have jumped quicker. 3:25 Jump too long 4:20 Jump too short again. There are more, but you can see my point.
2:14 "Poor conveyance of what exactly can hurt you" As you jump on the enemy with the glowing orange ship.
2:35 "Fundamentally broken game" Dude. Superman 64 is a broken game. Ride to Hell Retribution is a broken game. Crash N.sane Trilogy received a great reception from both reviewers and gamers, so how is it broken?
2:40 Adding more masks would any of the games too easy. But if you die too much on a level, the game automatically gives you a mask. By the way, bosses kill Crash in one hit but come on... are they that hard in the first place?
3:40 Dropped inputs? Lol.
3:50 The point of not being able to get everything on the first run is to get back after you are better, so you wouldn't have too much trouble.
3:58 "Backtracking all the way to the start to break a couple of boxes" Isn't that the first level where you need to backtrack a little to get the boxes on the pit activated by a ! box? It isn't all the way to the start man, don't lie man, come on.
4:13 "Display target time". Pay attention.
4:45 Wait for turtle to get to the edge, jump on it, get momentum, jump the gap. By the way, Crash's shadow can be used to see where you are going to land, to make things easier.
4:52 It could also be that you would rather blame controls, level design, inputs or whatever instead of yourself. And judging by the points you made at 5:17, that's probably the case.
The way I see it, it seems like you didn't like the game or was not skilled enough to play it, and ended up getting distracted by the other game and that's okay. People are allowed to like and play whatever they want. But claiming that Crash is "fundamentally broken", as you put it, and making a whole video about that, it sounds like something that Egoraptor would do... you know, being so self-centered that you would actually believe that your opinion is a fact and that all the people that enjoyed the game are just too stupid to see that the game is not what they experienced, but is actually "broken".
Bruh, this comment sums up my thoughts of this video pretty nicely. This deserves more likes!
BLIGHTTOWN IN DARK SOULS. Ugh what a nightmare. Took me like 5 hours of grinding to get from the middle bonfire down to the swamp bonfire because I kept getting lost and falling down
Don't tell anybody but i know where a super secret Mega Tumor is hidden
In the depths of the Rick & Morty fandom
A grand part of this comment section does as well, in the depths of boomer logic.
Lmao. Great game, as well.
I never played crash until about an hour ago this is the first video that shows up when you search “are crash bandicoot control supposed to suck?” Good to know it’s not just me I felt N’Sane for questioning a beloved classic.
Shovel Knight had some of the most solid controls I've seen in a long time. Every mistake was your own, it seemed fair and hard at the same time.
Completely agree, except with the adding more Aku Akus. Aku Aku is rarely the fix when you get stuck because the problem is something else entirely (e.g. High Road/Road to Nowhere)
Biggest error to the trilogy was it's akward physics specially *Jumping* Even the VV admited the game was harder then the originals when it comes to controls, and everyone giving The analog a pass i thought it was terribly designed to move crash since he's model was meant for Direction buttons
and Dude, Press R1 it will display target time, double checking wont hurt ;)
And comparing Crash to 2d Games that camera needs only to move 4 directions is Very bad way to express your view, What about *Super Mario 3d World* ?, They both have same designed 2.5D levels and i can say SM3DW was more pulish with controls the level were bland at halfway throuhh, original devs (Naughty Dog) did state that the first crash game is badly designed for today gamers since the development was a MESS and they cancelled some levels to meet launch date, i disagree with some things but cant blame them
i enjoyed the video snow, but there i things needed to be said
I’d compare it to ratchet and clank. That has excellent platform if controls and camera
Try using the Game Mode setting if your TV has one. Whenever I play games with Game Mode enabled, the controls become much tighter and more responsive.
Zero punctuation also noticed Crash's rounded out hit box that slips off of things.
This video comes off more as "I really do not like Crash Bandicoot, so lemme whine about it", than anything else.
Controls need to “git good”
It’s not even the same game. Abysmal.
Perfect analysis, I have played both games this summer and I have dropped Crash while almost got the 100% from End Is Nigh for the same exact reasons. I have subscribed the channel, it's a very good and professional one.
THANK YOU. Finally someone that gets why I was never able to get into the Cash games
"You can precisely adjust your trajectory or height by holding the jump button longer or moving the joystick ever so slightly"
...you can literally do that in the N-Sane trilogy.
Did you think it was one of those games that locks you into a jump arc?
I played all 3 PS1 Crash games 100%, all platinum trophies and enjoyed every bit of those games doing multiple playthroughs (Sometimes getting through a lot of the game without dying once).
But I can't for the life of me get through even the most basic levels in the N. Sane Trilogy and it's really annoying because I want to play through the game but Everything 'feels' wrong with it. Visually it looks great and the updated parts look good (Well what saw before I gave up), but the controls just don't work for me. I even loaded up Crash 2 on my PS1, the game I played the most of and it all felt 'right' to me and I got through a fair few levels without a single issue but back on N. Sane I just can't do it... T_T
I had felt like something was off all the way through my playthrough of the trilogy. I thought I was just sucking it up. I'd love for some improvements on the movement of crash.
The required tiers were there if you click square. And to make the further jumps, you slide, jump and spin instantly to jump further in the air
I didn't think you could do that in the first Crash game?
Not needed for the first crash as you didn't unlock items later on, such as the double jump. Other than getting the coloured gems, you could get all clear gems in order of level progression
I'm kinda l8, but whatever. The slide jump is what naughty dog expected you to do and master, it was NEEDED for some jumps and yeah, it wasn't in the first game but........
*WE DON'T TALK ABOUT THE FIRST GAME*
The slide spin jump is an engine exploit. It's overpowered in the dingodile boss fight but *B O I* mastering this skill is so fun and saves you a lot.
Lol that's a glitch jump and obviously not required to play the game normally
@@Cellyestial A year late, but no, that's not a glitch jump. That is an intended mechanic as some of the jumps in Crash 2's bonus stages require this and even teach you how to do it.
Bad controls are one of the very few things that keep the Crash games from being as good the Mario, DK, and the first Banjo Kazooie game. The enemies in the crash games had insane hit boxes.
This felt more like a review of the end is nigh
Now, i LOVE Crash Bandicoot through and through, but given the points you brought up, I honestly have to agree with you. It really is sometimes frustrating, even though I consider myself quite good at the game. I dont get why there are so many dislikes.
Hollow Knight is a game in which I immensely enjoyed its controls. It starts out pretty standard, but whenever you get more moves, you become more agile and zipping around the world is a tone of fun. Because of this, backtracking in Hollow Knight hardly bothered me.
but Crash really isnt hard at all, I mean the gold/platinum relics certainly can be it never reaches super meat boy levels of "spend hours doing this single jump until you get it pixel perfect"
Yeah, I keep seeing people say it's hard, which isn't the case. My friend and I have never played the originals, and are having a really easy time with everything we've done so far (including the bridge, which was tougher, but nothing excruciating).
YESSSS
That is because it doesn't feel as though it is actually your fault.
Something that has been praised to death regarding super meat boy is that every mistake is ALWAYS your fault, you have no one else to blame.
With crash you often find yourself calling bullshit, mostly because it doesn't have the best controls and the level design varies from awful to ok.
@@jackgarcia5926 The level design is mostly good in the 2nd and 3rd game.
(i have not played crash) WHAT crash runs at 30 fps! Just when i thought PS4 had a good looking game with 60fps.
certainly didn't feel like it though
Guilty Gear Xrd, Street fighter V, ratchet and clank. 1080p 60 fps
Crash is TRASH
I know this comment is a little late -- but the devs said they wanted to stick to the original -- even if it meant shipping over the 30fps on the original trilogy. Quite an odd feature to leave in -- ill forgive them wanting to keep the same difficulty and such, but 60fps only helps a platformer.
Reads more as if they're justifying their incompetence or lack of time and budget. After all, somebody out there DID change jump distances and timings and neglected to adjust the levels - if they were such adherents of the original game design, they would have made sure all the jumps connect exactly like they did in the old games.
Jak 2 has some serious control issues and punishing outcomes, while Jak 3 is ultimately the same controls, but different environment that the controls were more suited for. Case and point: Haven City. More importantly the guards. In Jak 2, if you so much as touch them with a vehicle, you had to spend minutes in escaping, making you waste time in the only mode of transportation that can get you across the city, if you could watch for guards on the minimap, and then on your screen, at the same time. Plus, there were so many of them at once, at least four at any given moment, and usually one of them being in a flying vehicle that'll shoot yours down, then kill you if you don't get another speeder to outrun. Slower vehicles that can't outrun will get gunned down quickly, even with their health, and faster ones blow up by crashing two or three times, and with how crowded the city was, you crashed on nearly every turn.
However, Jak 3 did something g different. It made the city safer by making it more dangerous. The guards gave no shit about you. You could kill one, and only those nearby would go after you, and then you can outrun them on foot. They don't have vehicles, which are a rare thing in the city. You need to be in certain areas to find them. (They are plentiful in those areas, I know). Then, not only do you have that, but the desert. The unique vehicles are an absolute joy to play around with, and they can take quite the beating, as marauders try to gun you down, but you can fight back with your vehicle (save for the first one, but you only need it once and for a race without guns). They all have unique weapons and armor, and not all are unlocked unless you collect the collectables, in which they are ultimately more badass vehicles than the ones you already love, being faster, stronger, and deadlier. However, they feel ultimately the same as the vehicles of Haven City, just without guns, and stuck to the ground. Plus, Haven City being in ruins locked away much of the city, so more was used in smaller spaces rather than having giant dashes across the entire map. In fact, the Jak and Daxter series would be a good series for good game design. The progression through them feels natural and the story is simple, told in exposition dumps, but the characters are amazing and grow not just across the single game, but entire series. Jak is a mute to begin with, and the first thing we hear him say is in the second game, which you know is a completely different game than the first by the dialog alone. "I'm going to KILL Barron Praxis!" he yells, while Daxter acts like he's never heard Jak talk. I could write your own script here if I go on, so I'll leave it here.
Those games were my introduction to gaming in general.
As someone who grew up playing Crash 2 and 3 quite a bit as a kid, and only played Crash 1 as an adult, I went into the trilogy expecting a clunky and messy experience that my nostalgia may have simply blocked out in reality. However, completely opposite of how you ended up feeling, I was blown away by just how great the game actually felt. It wasn't just rose-colored glasses making me remember the game playing well, it really was that good. Not perfect, and certainly dated, but it REALLY holds up.
That being said, I'm having trouble seeing why you had such a bad time. Not to jump on the bandwagon and say it's a lack of skill, but judging by the video footage of missing simple jumps and dying to obvious hazards, it's hard to argue otherwise. Even with the minor depth issue, the deaths I saw didn't look like a seasoned gamer was playing. In other words, it really does come down to you needing practice. I mean dude... You died at Ripper Roo in Crash 2. That should basically be imlossible with how telegraphed that fight it. At this point I've 100% all 3 games (within the week of launch) and was awe struck at just how easy it actually was.
I hate to say this, but objectively it's more you than it is the game since most people don't have these issues.
I had the opposite experience. Played Crash 3 a lot, barely/never played 1 or 2. Played the N Sane Trilogy and during my first play session came to the conclusion that the controls have changed are less responsive. Even booted Crash 1 on the emulator just to check and my suspicions were confirmed. More responsive there than on the N Sane Trilogy
Yeah, this. A buddy and I are playing this (he's never touched the originals and I haven't touched 2 and 3 in around a decade), and everything has been really easy for both of us. It's been really cool for me, because thanks to the fixed controls in CB1 (which I played on my PSP some years ago and HATED), the game is much, MUCH better than I recall. Like you said, the games simply hold up very well, which I sadly can't say about most 5th gen stuff, including collectathons.
Even though I found the controls less responsive I got used to them and N Sane Trilogy is still a great game, don't get me wrong
This literally sounds like your nostalgia. Most people who played the games at an early age got used to the controls.
Norspark I haven't played any of them since childhood. If controls are clunky and don't hold up, no amount of nostalgia is going to masquerade that as an adult. And again, I played through them all 100%, whereas the originals I simply finished the stories and never went for boxes. This was a brand new experience for me and the excellent level design and controls made it really feel ahead of its time. If I could manage to do every time trial perfectly, having never played through Crash 1 fully, then it can't be too bad.
4:10
"They don't even show you the required times for the different tiers"
They do if you press R1 to bring up target time or L1 to bring up leaderboards, as it says on the bottom of the screen.
EDIT
ok, you already addressed that, good
Crash is supposed to be a challenging, old school platformer. If they had made the remake easier, sure you'd be happy, but old time fans like myself would be mad that they took the challenge away.
If the game is easy to complete, what's the fun in beating it? Each level should take work and effort because that's what makes it fun. As someone who has played lots of Crash, you really just need to play it more and get used to his particular controls and level design. It's not like most other platforms and certainly not like most 2D games, but that doesn't mean it's worse.
I think you did yourself a disservice by playing a completely different platformer at the same time. It only made it harder for you to adjust and invited a comparison that served to hamper the enjoyment you might get from Crash if you were playing it alone and better able to focus on it.
The originals were fun without having shitty physics. You can have awesome controls/physics and still create a challenging experience if you're actually good at designing a platformer game.
Being honest, while I did really enjoy the N. Sane trilogy, playing through it did get really frustrating at times, especially since the games lacked several critical platforming features, including a ledge grab system. Having this, I feel, would've nullified a lot of the issues inherent in the platforming aspects of the entire trilogy, including the lackluster camera, and possibly added new depth to the game's challenge factor. For instance, if you just barely miss a ledge or small platform, Crash would reach out and try to grab it and pull himself up before an enemy or some other, possibly environmental obstacle, makes him lose his grip and fall to his death.
Also, in addition to being able to swim in deep water with full SCUBA gear on, wouldn't it be cool if he could swim in just a few feet of hazard-infested water, too?
I'd reckon that the DKC games have excellent controls. Every time you make a mistake, it's your fault, not the games'. They also do a pretty good job with conveyance, too. Honestly, I get the feeling that Crash was trying to be a 3D DKC, but I'm not sure if it entirely succeeded.
Shovel Knight is a flawless example of what good controls can do for a game.
Literally the only thing i can agree with you on in this video, is the turtles on The High Road. I find this game extremely easy compared to the originals and had no issues with the controls or jumping.
Except there IS a input lag due to it running at 30 frames soooo...no. it's in the game and it causes problems next time pay better attention
I do not think the Crash has bad controls, just bad deep deception. Which was a issue in the ps1 days.
It does show the target time..
Yup, my bad! Didn't see that. But my overall point is much more important than that
Offended Big D Type is a tone? All he did was admit his mistake...
Offended Big D Even though your saying that the controls are good, and anyone who thinks that is false, as proof in the other comments? Your name is true, I'll give you that much
You're reading too far in to it/interpreting it how you WANT to interpret it
Seeing grown men struggle to complete games I 100% when I was a teenager warms my heart.
Hey love the videos snomaN, but this one feels a bit apples to oranges to me.
Game designer weighing in here. I usually do not post on videos unless I have something that is outright positive to say, but as this video has a LOT of misinformation in it, I feel the need to refute most of the claims made in this video. I will just go through the inaccuracies point by point.
1. Crash feels sluggish, and floaty- This is the whole impetus behind the video it seems. Now I have heard this complaint quite a few times, but 9/10 times, the players making this complaint are using the thumbstick as the primary input method. I would be willing to bet money that you played using the thumbstick the majority of the time, if not all of the time (you can tell by the way movement differs between input methods). Not one of these three games was designed with an analog stick in mind. The deadzones for the thumbsticks are essential to prevent accidental inputs and "twitching" issues with the controller, but unfortunately, they also result in a slower AND less accurate platforming experience. as a result of the dead zones, each directional input takes a fraction of a second longer to input, which is compounded when rapidly changing directions. These "floaty" or unresponsive controls can be almost completely eliminated by using the D-pad (which was the original intended input method). You can also play the originals to see what I mean.
2. Checkpoints are placed haphazardly- This is completely inaccurate, as the situation is in fact the exact opposite. generally speaking, each section of each level has a specific pattern. The area just after a checkpoint is virtually always the easiest part of a section, where the part just before you are going to reach a checkpoint is the hardest. This is the give the player a sense of relief and gratification with each and every checkpoint. There is nothing random about it, it is all meticulously designed, and to call them haphazard is a total slap in the face to the original designers of the games.
3. Adding more masks, and more checkpoints seems "obvious" - This would absolutely ruin the meticulous design of the levels that you did not happen to notice.
4. There is no way to see target time for a relic - yes, there is.
5. Bosses need checkpoints - Bosses have very clear visual and animation patterns that are meant to telegraph to the player the process for beating the boss. They are not meant to be done on the first try, hence "boss", but even still, boss fights are widely considered to be the easiest part of each game by a WIDE margin.
6. The remake only runs at 30fps - Yes, the originals ALSO ran at only 30fps. The issue with losing inputs would have far more to do with using the analog stick than the game actually dropping them.
7. Game cannot be completed first try, and challenges are too difficult - This game was designed for replay value in a time when the market was not anywhere near as saturated as it currently is. Whether you enjoy this or not is entirely subjective, but more players than not seem to find this as a value add, rather than a negative.
I am not trying to be a jerk here, I generally really like your videos, but this is not a "git gud scrub" issue. It is a matter of not doing the most basic research, and spreading fallacy as fact. This hurts the game, as it gives players who have not tried it themselves the wrong idea of what to expect, and may very well put them off a game, but it also hurts the industry as a whole. You are totally within your rights to slam a game you dont like, and talk about why you dont like it, but when you say a game has bad controls, and talk about how other systems dont work, people have a reasonable expectation that you took the time to make sure you know what youre talking about on that specific subject. Sorry for ranting, please dont let me put you off, I am not saying my videos are any better than yours by any stretch. Just trying to impress upon you the importance of being thorough, and being sure the information you are spreading is accurate.
Thanks.
I'm sure that I'm gonna get flack for this, but honestly the controls in Shadow of the Colossus kept the game from being great for me. I understand that there's an attempt to get you immersed as a normal guy fighting titans, but the devs just made everything so slow. Up to two seconds to jump, two seconds to run, and controlling the horse was god awful every time I needed to use him to fight.
Evan Sachs all of team ico's games have bad controls/frame rate problems. We just need to wait for better emulators to fix the problems
Evan Sachs Same, for a game about taking down mammoth sized creatures it could get boring/frustrating pretty fast. Not to mention it could really kill the mood, but I haven't finished it so who am I to judge.😕
A game is not bad if you can not understand the controls. If you can't enjoy playing the game then watch someone play the game. the games main focus was on story. the controls merely attempted to make you feel the burden of your character to further engross you in the story more. the game was never meant to be played repetitively and then forgotten when the sequel came out. It is meant to stay with you forever, hell I have even played The Last Guardian and I still loved SoTC more. It is a possibility you just were not into the game itself. you can not fault a game because of controls.
I myself hate the Monster Hunter series because of how annoying the controls are but I don't fault the game itself for that. I understand the feel of gear grinding in a game you can play with your friends. I have been playing WoW for years so I understand that feeling more then most people. so I don't think MH games are bad at all... there just not my thing.
It never should be an issue of "bad" or "good" when it comes to talking about game controls. if you are not able to grasp the controls of a game that's simply who you are as a person. it has nothing to do with the game. you can imagine I'm here because I always hate game reviews that judge a title based on controls... simply put I'm tired of everyone saying this game is "unplayable".
Jason Allcreator A game IS bad if the controls suck. If I want to see something just for its story, then I'd read a book. Shadow wasn't even about the story until the end, it was just you murdering giant beasts.
Team Ico's controls don't suck, though. They might feel "slow," but then again, so is everything else in their games. There's nothing that clashes with the design of the character's movement, and most of the time mobility is secondary to analyzing the environment to figure out a puzzle.
Normally with something like this, I'd say something along the line of I disagree with you, but this time I just think you're wrong.
The game you chose to compare with wasn't great either. Though you try do draw the comparisons, The End is Nigh is a fundamentally different game from Crash, so what you're trying to compare doesn't really work.
Welllllllllllllllll
Both are platformers, with a base in hard design, both have collectibles (but you dont get much from Crash's collectibles). You know they sound similar to me.
It does not need a comparison either. Crash move set feels really awkward, rigid and imprecise even in the remastered trilogy. This is further aggravated by platforming in depth instead of the classical side-scrolling. It was an original point-of-view change from well-stablished platformers but unfortunately for bad. Characters, music, world-themes, aesthetics are all fine, but gameplay mechanics are a pain in the ass, and I am sorry.
I shall respectfully disagree with... all your points. It really does boil down to you not being good enough. You couldn't beat any of these games? Crash 1 I can accept but 2 and 3? These games were actually harder when they first came out. The checkpoint system in crash 1 has been improved and the controls across all 3 games are better. Some of us LIKE this sort of challenge and you can't blame people for being angry in the comments when you're so dismissive of it.
-Depth perception hasn't been an issue with these games since I was a kid.
-It DOES show you the required times for relics if you check the leaderboards or if you press R1.
-The game gives you more checkpoints if you die a lot.
-It also gives you free Aku Aku masks if you die a lot.
-What hurts you and what doesn't couldn't be made more obvious (seriously, these games were designed for kids)
-Extreme precision is something some of us want. Look at Stormy Ascent.
-The changes in jump physics only apply to Crash 1 and most of the levels actually BENEFIT from them. In the original game I tended to overshoot jumps a lot but here it felt perfect (aside from the High Road level which I will concede needs fixing)
No wonder some people compare these games to Dark Souls. It's still dumb but I get it now. It never occured to me that they were this frustrating for people.
Overall, quite a terrible video. You blame the game for your own shortcomings.
They are in Crash 2, but I'd be lying if I said they made it hard for me to play. Definitely different, but not bad.
I totally agree.
I just finished the original Crash 1 and I also get the comparison with Dark Souls now (even thou it's stupid to say that Crash is the Dark Souls of platformers). The game requires focus, patience and precision, or else you die.
Felt good to play a game again that actually demand something from me. :)
Absolutely correct statements
One thing I learned through experimentation with the N. Sane Trilogy is that your airborne control and speed depend on whether or not the directional pad is in action at the time Crash/Coco's feet leave the ground via jumping/bouncing.
Thank you! I'm someone who started with the N-sane trilogy when it came out on Switch, and it's one of the few games that I've ever regretted buying. Several deaths felt unearned, where I would do the exact same thing between lives and succeed once and die the other twelve times. I also felt like the platforming was more of a problem than the enemies, as I would frequently slip off of ledges into pits due to what I assume is the physics engine. The game stopped being fun after a while, so I gave up on it. I really wish I had found this video before I bought the game because everyone else praised the game without properly referring to anything else, either due to nostalgia or being willing to overlook those things because Crash is back.
This collection was my first Crash game and I never had many issues with the controls.
Did you ever get Crash 4?
@@PieroMinayaRojas I did not. Why do you ask?
@@tessbolick6605 you should, much better than the n sane trilogy as a whole, only the riding sections have weird controls but they're just a few unlike Crash 3
@@PieroMinayaRojas you might be right, but I'm in no rush to buy another full price game after getting burned this badly, eheh. Maybe if I had any feelings for the series other than vague dread I'd try it out? As it stands I'd rather play Mega Man if I want a somewhat challenging platformer
TF2's controls are fuckin sweet. Airstrafing is the most fun movement mechanic I've ever played with in a game, and combined with things like rocket jumping, sticky jumping, and even simple things like the scout's double-jump makes the game feel so precise. The Force-a-Nature also is super fun.
"The boss fights are specially frustrating".....god, the boss fights are one of the easiest boss fights in any platformer game ever, are you sure you 100'ed The End? (because that game is the very definition of frustration)
Yeah the slippy jumping and physics in the remake kind of drive me crazy. I definitely think there are things they could have adjusted, but I wouldn't criticize the originals too harshly. They took honestly probably genius-level designing and coding to get them to look and function as well as they do (it's well-documented, there are some great videos on it).
Ugh. Same mistake Top Hat Gaming Man made when he listed the problems. The game doesn't have "depth perception," the player does. The game conveys and the player perceives, so the game has bad depth conveyance. Not defending Crash here, just trying to stop "depth perception" from becoming a commonly misapplied buzz-word.
*_HEAR YE HEAR YE!_*
Why do I suddenly see so many crash bandicoot stuff
Oh wait i forgot youtube has this thing called "recommended"
I enjoy the Crash games quite a bit, but I could not agree more with your criticism. It can feel pretty frustrating for the wrong reasons.
I've never heard of the End is Nigh, but I'm going to give it a try, as I'm a huge Super Meat Boy fan.
I practically gripped my controller in half when I played the High Road, it’s just so god damn hard because Crash keeps slipping all over the place
Rayman origins and legends have golden controls
You can see how quickly you need to get through a level to get a relic, press R1
"I had a bad time at "high road", let me make a video about it!"
Playing on switch on a tv with drifting joycons is a great experience. A great experience to die.
You can just use the d-pad instead
Strangely enough, all death's presented in this video seens like it's Your falt and you just blaming The game for Your lack of skill with this game in particular, and you pointed in the vídeo that you don't liked The original Trilogy anyway what made The point of The vídeo fall flat on his ass
He said he didn't really play them enough to have a strong opinion about it from the start.
What you are basically saying is ''since you aren't a nostalgia blinded fanboy you can't say anything about crash''
give me a fucking break.
r/ihadastroke
The controls in Crash take about 10 minutes to get used to. I think this is a serious case of just being bad.
haven't played the remakes, but crash 2 and 3 has some of the best level design I've ever experienced. The lack of depth perception creates an in the moment experience, and rewards patience. The running towards camera levels feel intense and scary, and satisfying when you complete the sections. It's a challenging game and it's definitely worth it to complete 100% the challenge level is near perfect imo.
Also as others have said the bosses are pretty damn easy so I guess you just suck at crash or something lol.
Isn't the whole Dark Souls preference thing about controls? People said two had worse controls... but it just changed and some people didn't like it.
How about Shovel Knight the controls are basically what makes the characters and games.
I loved the floaty movement from Rayman Origins and Legeds
Death has no consequences in Super meatboy's spiritual succesot tho. Its massive trial and errorm and yet you fault crash for such a thing