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Crash Bandicoot: N.Sane Trilogy |OT| N.Teresting and N.Tertaining N.Fographics With-N

Finished 2 and 3 in two long sessions. Still as great as they used to be.

Not sure if I want to get the optional gems. Maybe sometime later.
 
You know, I could totally do without seeing the intro every time I boot up the game.

Unless there's a way to skip it and I'm dumb enough to miss it.
 
Some more images of the inside and back of the case. Best employee gift ive gotten by far.
Nau8SSh.jpg
 
People who think Crash 1 has the same physics in the original game as it does in N.Sane are selling N.Sane drastically, drastically short... go replay Crash 1 for even a few levels and come back and you'll understand lol
 
Vicarious Visions has smashed it with the N.Sane trilogy. It looks absolutely fantastic on the Pro, and the controls are tight. I feel as if the player has a lot more control over Crash now.

Is it just me or the analog controls feel very off in Crash 1 and 2 but are just fine with Warped?

Fine on my end. I have only played the first so far.
 
The PS1 case was a gift for PS employees for the launch celebration. It was my colleague's idea and we were so excited to surprise everyone with it today. Super glad it came out so well.
 
People who think Crash 1 has the same physics in the original game as it does in N.Sane are selling N.Sane drastically, drastically short... go replay Crash 1 for even a few levels and come back and you'll understand lol

yeah, its improved.

I mean, its hard, but Im having a way better time than I thought I would
 
People who think Crash 1 has the same physics in the original game as it does in N.Sane are selling N.Sane drastically, drastically short... go replay Crash 1 for even a few levels and come back and you'll understand lol

Yeah N.Sane Crash 1 is far easier to control than the PS1 originals.

Had my 99 lives trophy before I hit the 3rd island.
 
Finally off work. Endured a 12 hour day in the rain and sun (im a garbage man) but just picked up my copy! This was the only thing getting me through today lol can't wait to play.
 
Picked up my copy
from GameStop. Forgive me GAF.

Heading straight to my favorite, Crash 2. Still have my old PS1 copy, shiny cover and everything.
 
I've been playing this most of the afternoon and really enjoying it but damn, Crash 1 is really kicking my ass, I forgot how hard the game actually is, it's like the Dark Souls of platforming lol.
 
Nice. Thanks for the reply.

I'll be picking this up after I finish Horizon for sure. Lots of nostalgia for these games from my childhood.

It's the perfect game to alternate wit hHorizon, that's what i'm doing :D

I usually end up adjusting my position on the rope like this:

http://youtu.be/pd4lyH3klb8

Once you get the hang of it - the rope has to be exactly in between Crash's feet - it's a very consistent trick and makes High Road quite easy.


Thanks. I love how the warthog at one point just sit like "Did i just saw that? Is he supposed to do that?" XD
 
So far I'm very impressed by how faithful and polished it is (up to Ripper Roo in Crash 1 and Komodo in Crash 2).

Minor gripes here and there about jump height/holding dynamic and stuff like not being able to crouch instantly after a jump, but those simply need some getting used to.

My real disappointment is, as I suspected before, the soundtrack. Argh. It rarely matches how good the original music tracks were, let alone improves on it (some parts did get improvements!).

I really wish this game had an option for the original soundtrack (and hey while we're dreaming, original graphics switch ala Halo Anniversary would have been so much fun).

But it doesn't matter. Having a blast re experiencing the frustrations, the thrills, the fun, just like when I was 5.

Kudos to animators. What they've done for both Crash and Coco is hilarious.

The Ratchet Remake and this UltraRemaster+++ really are two different ways of giving a modern update to old school legends that I find praiseworthy. I'm hoping to see more efforts like those.

Edit: I read about loading times on GAF and expected a bit of annoyance but it turns out I'm very fond of Stalker Aku Aku just taking a peek through the screen before going back into hiding. Creepy!
 
Played twenty minutes last night... Crash 1 is really hard. I don't remember it being this hard when I was a kid. I can't even remember how to beat the first boss. So I guess I suck now?
 
Yup, identical level layouts [walkable surfaces], movement and physics. The most dramatic difference is that game now supports smother movement with left analogue stick.

It's awesome.

The physics are very similar but not IDENTICAL, just as a minor sticking point. They are REALLY close but definitely some small differences. I've gotten all the plat relics and dev times twice in Crash 3: Warped on PSone, so I'm very familiar with the physics, and there are some things that are different. For example (one change for the "worse" one for the better), there's one part of Orient Express where on the PSone version if you just hold run and fall into a pit you'll hit the spring board and go to the top part, in the remaster you just fall and die. Small change, but I had to relearn my entire dev time strategy, since that level is TIGHT. But a change for the better, on the Egyptian levels like Hang em High if you were moving at all when you jump to grab the ceiling you hang from, you can whiff and not grab it, fall and die. Doesn't happen in the remaster, which is great since I've lost so many plat relic attempts trying to do the last jump on as quickly as possible. But again, it is really close and they've done a great job overall.

Anyway, man I've been having a blast playing this all day today. Loading times are definitely long but I don't mind too much. Overall to me these games hold up just as well as I thought, and are just as fun as I remember.
 
I just remembered, in the originals you could put in codes to unlock demos for Spyro (and vice versa for the Spyro games), has anybody tried these out in the remaster? I doubt they would out a Spyro collection like that, but maybe there's an easter egg of some sort.
 
Nothing left me more confused in Crash 2 than when I jumped over some platforms at the end of one of the bear stages and then got inexplicably teleported to an alternative entrance to an earlier level in the game, I have no idea what the benefit of that was.
Fortunately the second one of these warps I found gave me that firefly level instead, which makes more sense as an unlock.

---

I'm still not sure how I feel about Crash 2, on paper it's making a number of improvements over the original but perhaps the physics of 1 being improved here have shrunken the gap in a way that Crash 2 isn't sticking out to me as improved as I recalled it being.
In my memory the series tended to stick out to me as something of an evade game, and going back through 2 I can see why.
The nitro crates effectively bring in one of my least favourite platforming tropes usually appearing in 2D form as spike clusters, which is to say the insta death by mere toe touch obstacles just scattered around in bunches to make really basic hazard stretches. Where the nuances of the TNT crates are interesting, Nitro not so much.
Gets odder still when you consider they appear in bonus rooms and are tracked in the bonus crate counter yet you wont actually be breaking them until the end of the stage.

I suppose this isn't helped by one of the last things I did being the green gem platform path in Ruination which has a platforming section almost entirely designed to highlight the shortcomings of Crash's unclear depth perception platforming moments.
I'm also left wondering about some of these secrets, my rule of thumb is some subtle signposting is the way forward and the game adheres to this mostly, but if it weren't for the loading hint for say the giant bear stage I can't imagine myself having found its hidden section otherwise since it's tantamount to "lemme just throw myself into this abyss".
All things considered it's an easier game than the first (I have substantially more optional gems already), just beat N.Gin and the bosses in general are a varied bunch, even if the latter inserts a random as heck new mechanic out of nowhere.
 
I just remembered, in the originals you could put in codes to unlock demos for Spyro (and vice versa for the Spyro games), has anybody tried these out in the remaster? I doubt they would out a Spyro collection like that, but maybe there's an easter egg of some sort.

if you input the Spyro demo code while highlighting Crash 3 on the main menu makes the cursor disappears. That's all it does though.
 
Played twenty minutes last night... Crash 1 is really hard. I don't remember it being this hard when I was a kid. I can't even remember how to beat the first boss. So I guess I suck now?

It took me longer than I care to admit to even realize that I need to step on his head to damage him :s
 
Is it just me or the analog controls feel very off in Crash 1 and 2 but are just fine with Warped?

Warped was literally the only one of these games developed with analogue in mind. It was much more noticeable when you played the Platinum version of Crash 2, which only retroactively added analogue support and it felt pretty bad for most stages.
 
Yeah, got to that second bridge level. Went from 30 lives to 0.

Yeah, done with Crash 1. I get it. Beat a majority of it, but fuck the rest of this game. On to Crash 2.
 
Man, I really don't like lives systems. I get it, you hardcore crash fans would go crazy if it was taken away but nowadays it's just frustrating for games to have them. Finished playing tonight because I had to restart an entire level after losing my last life to it... it's not fun.
 
Just lost 30 lives in road to nowhere. The level makes zero sense, how do you know which boards are gonna break instantly when you jump on them? Some break some don't.
 
Started the game over my lunch break.

Me: "Oh boy this is not as hard as i remember the series being, pretty easy even!"

Hog Wild:

tumblr_inline_odzimnqh191qfowuu_540.png
 
That feel when you miss one box
 
Just lost 30 lives in road to nowhere. The level makes zero sense, how do you know which boards are gonna break instantly when you jump on them? Some break some don't.

Yellow ones are solid, blue are ice (slippery), red will break eventually, and red with a hole will break immediately.
 
The PS1 case was a gift for PS employees for the launch celebration. It was my colleague's idea and we were so excited to surprise everyone with it today. Super glad it came out so well.

Incredible! Thanks!

I still remember playing through all of these as a kid with my dad on ps1, having this is like a nostalgia trip. A+
 
Just lost 30 lives in road to nowhere. The level makes zero sense, how do you know which boards are gonna break instantly when you jump on them? Some break some don't.

Light brown wood are solid, dark brown wood fall after a second or 2 and broken dark wood ones are instant death.

It's very hard, gotta be very precise with your jumps, it's a bastard of a level.
 
Started the game over my lunch break.

Me: "Oh boy this is not as hard as i remember the series being, pretty easy even!"

Hog Wild:

tumblr_inline_odzimnqh191qfowuu_540.png

No kidding. Has me wishing they scrapped lives. Save that shit for arcades, I'm glad it's dead nowadays.
 
Finally started playing the game, just finished Boulders.

The biggest sticking point for me is these load times...it's a bit disappointing. Otherwise I'm enjoying the game and animation. Wasn't a fan of the Crash model at first but playing it now he looks pretty good. Probably helps that the game is tickling my nostalgia receptors
 
Nothing left me more confused in Crash 2 than when I jumped over some platforms at the end of one of the bear stages and then got inexplicably teleported to an alternative entrance to an earlier level in the game, I have no idea what the benefit of that was.
Fortunately the second one of these warps I found gave me that firefly level instead, which makes more sense as an unlock.
If that's the one that leads to
Air Crash (river level), I believe that's how you acces the crates you need for the clear gem. There are other secret level entrances that give you access to gems, as well as that bonus level.
 
For those who don't know: The reason CB2 is noticably more comfortable is because Mark Cerny brought in outside players over and over and had them play through all the levels at various stages. They made rudimentary heat-maps of were players had problems and adjusted accordingly. This approach was very successful and it got copied by the whole gaming industry and was for years nicknamed the 'Cerny Method'. Today it's practically unthinkable not to take these steps in any serious project and devs utilize very advanced analytics tools in making these things a science.

Here's a younger Mark explaining the approach: https://youtu.be/QOAW9ioWAvE
 
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