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

The factory is pretty easy outside of the Cortex Power gem. The game is giving you a break before throwing things like The High Road and Slippery Climb at you.



Was it Jaws of Darkness? There's a box in the blue gem path that is hidden off screen.

Nah, Upstream.

It's probably super obvious and I was probably sloppy after spending the previous 4 hours trying to gem much harder levels, but it did make me laugh. Could have sworn I'd got them all but NOPE.
 
Yea so I need one more gold relic for the plat in Crash 1, but its on "The High Road". Feel like all my previous work was done for nothing. I cant even get the sapphire on this level the few times I actually beat it

It took me an entire afternoon to make it, i have no idea of how many tries. I remember the first time i made it to the end: "well, i will not get the platinum but i think i have the gol... Zapphire?? WHAT THE HELLWHATISTHETIMEFORTHEGOLFSHGKFGNJKFG". My hands hurt. Who decided the time for that level? Sunset vista is like a joke in comparison.
 
Crash 2 has jetpack stages and they're fine. Crash 3 has jet ski stages, plane stages, motorcycle stages, and the underwater stages have submarine sections. There are also the animal riding stages that are present in all three games.

They are all fun aside from the motorcycle stages IMO.

Okay, nice. I always had fun especially with plane and motorcycle stages. Underwater not so much, but I'll see.
 
Lights Out Gem get. Slippery Slope is the only one left, and then I can go for the Clear Gems and Relics I have yet to obtain. Do I really wanna attempt Slippery Slope though?
Edit: Slippery Climb is the name... not Slope.
 
Lights Out Gem get. Slippery Slope is the only one left, and then I can go for the Clear Gems and Relics I have yet to obtain. Do I really wanna attempt Slippery Slope though?
Edit: Slippery Climb is the name... not Slope.

I don't think Slippery Climb is sooo bad. Lost City + the bridges levels are worse.
 
Super challenging is a vast understatement lol! I have to give props VV on this. Without doubt its the most polished remake/remaster ive seen. Production vales are supremely good! Absolutely faultless...
 
There we go, 26 platinums, Crash 1 complete :D

No margin for error on The Lab, plat time on that level is ridiculous. I'm going to upload videos of High Road and The Lab for anyone struggling on those.
 
I don't think Slippery Climb is sooo bad. Lost City + the bridges levels are worse.

Lost City is bad in a really cheap way. It's not that hard to actually navigate, but it's an absolute shit for catching the edge of a ledge or jumping on a lizard just wrong enough to result in death rather than progress.
 
I was already desperate trying to get the Gold Relic in the very first level of Crash 2 and just found out that after beating Cortex you get
the speed boots, so Time Trials are gonna wait for now
 
Lights Out Gem get. Slippery Slope is the only one left, and then I can go for the Clear Gems and Relics I have yet to obtain. Do I really wanna attempt Slippery Slope though?
Edit: Slippery Climb is the name... not Slope.

I suggest you start with High Road for the relics, because if you want the platinum, it's better to start on the harder one and if you see that you can't make it, at least you won't waste time on all the other relics.

I almost gave up.
 
The first game is exceptionally hard, there's going to be so many casual gamers that are going to give up on it and it's a shame given how much has been put into production.

Enjoying it but can't help thinking this should of been rebalanced somewhat as it's not like Dark Souls where the enjoyment is in its difficulty.
 
I've been raging all morning from native fortress. I now just got to road to nowhere.. is it best that I take a break before I continue? 😂
 
Enjoying it but can't help thinking this should of been rebalanced somewhat as it's not like Dark Souls where the enjoyment is in its difficulty.

It's not? The difficulty (of Crash 1, especially) is one of the main reasons I like it. Nailing tough jumps is really satisfying, simple as it is. Crash doesn't have the complexity of mechanics, story, or characters to prop up leisurely platforming.
 
Just beat my first Crash game!

Not going for %100 until I finish the trilogy at least. So glad to know the other 2 aren't as hard as Crash 1.

My God Crash 1 was stressful.
 
I was worried because some people here said native fortress is super hard. But I actually finished the level without losing a single life, lol.
I think some people just got a little rusty :p
 
If you want to get easy lives without colored gems (not as good but still decent), The Lost City right at the beginning has 3 lives. Grab em, quit. Load autosave back up, repeat.


That's not bad at all. It took around 20 minutes for me to get to 99 using this.
Appreciate it.
 
I was worried because some people here said native fortress is super hard. But actually finished the level without losing a single life, lol.
I think some people just got a little rusty :p

It's really not that bad, but you need platforming intuition to pull stuff off like jumping just before a fire recedes to get ahead of the cycle. It's probably hell for players who don't play many platformers, though I appreciate it as an early game "git gud" test. Up the Stream is easy for a reason...it's similar to how RE4 spikes early with the village fight, then the area that follows is considerably easier.
 
It's not? The difficulty (of Crash 1, especially) is one of the main reasons I like it. Nailing tough jumps is really satisfying, simple as it is.

I'm not sure, I'm getting towards the end but have died hundreds of times. Other platformers like Mario or Banjo Kazooie were really enjoyable without been excessively hard IMO. Considering this is virtually a remake over a remaster it seems like a missed opportunity.

Perhaps a difficulty mode would have been a good compromise. Don't forget were all very experience gamers here on gaf, and even we are struggling. :)
 
>spend 30 minutes last night trying to get the colored gem in The Lab to no avail

>get it on the first try today and get the Slippery Climb gem on the second try as well

vxzcnd.png
 
I'm not sure, I'm getting towards the end but have died hundreds of times. Other platformers like Mario or Banjo Kazooie were really enjoyable without been excessively hard IMO. Considering this is virtually a remake over a remaster it seems like a missed opportunity.

Perhaps a difficulty mode would have been a good compromise. Don't forget were all very experience gamers here on gaf, and even we are struggling. :)

So? Kirby is okay too, but that doesn't mean that Super Meat Boy should adapt its difficulty. Different game designs.
 
I'm not sure, I'm getting towards the end but have died hundreds of times. Other platformers like Mario or Banjo Kazooie were really enjoyable without been excessively hard IMO. Considering this is virtually a remake over a remaster it seems like a missed opportunity.

Perhaps a difficulty mode would have been a good compromise. Don't forget were all very experience gamers here on gaf, and even we are struggling. :)

Mario and Banjo have way more going on with their gameplay mechanics with either exploration, power-ups or advanced movement (Mario 3 P-meter, etc). Crash is absurdly simple - just move (one speed), jump (either short hop or full jump), and attack with one straightforward move. All through extremely linear levels. So without the challenge you'd just have a very basic platformer with no difficulty. Crash 2 adds a bit with the slide, but it's still very straightforward.

That said, I would have been okay with VV removing the lives system.


Good job. Go straight ahead.
 
It's really not that bad, but you need platforming intuition to pull stuff off like jumping just before a fire recedes to get ahead of the cycle. It's probably hell for players who don't play many platformers, though I appreciate it as an early game "git gud" test. Up the Stream is easy for a reason...it's similar to how RE4 spikes early with the village fight, then the area that follows is considerably easier.

True. My girlfriend has way more problems in this game. She does not get the perfect timing, or has problems to estimate the distance of jumps. When I play it's no problem to me. I just "feel" everything.
 
I have all the coloured gems in Crash 1, I think...I think I can go for this plat.
So joyful I was upon getting The Lab's gem that I went and immediately time attack'd it afterwards and got the platinum relic the relic that looks platinum but may actually be smelly cobalt because life is cruel which I'm surprised by because I had to dither for that second to last hazard where the electric field and shifting floor do their absolute best to have the worst pair of timings possible while you endlessly spin a door switch.

Edit: AND OF COURSE THE GUY BELOW SHOWS THE SUPER CHEESE SCOOPS FOR SAID ROOM!
bravo splinter
(After realising that my relic was not platinum I stumbled back and eventually got the gold with that trick)

You can forget High Road, Road to Nowhere and Native Fortress.

The REAL worst feeling in Crash 1 is getting to the end of a level, even after all bonus stages and the gem route, and having 1 box left.

WHERE ARE YOU, BOX?!?

This happened to me in Lost City and Native Fortress, the first of which I'm still unsure what I missed because my replay where I got them all felt exactly the same.
 
For anyone struggling with relics:


High Road: https://youtu.be/nvxiS1_Qm0Y

This route uses the ropes as little as possible, just three quick jumps (and the third might not have been necessary).

The turtle you flip and then bounce off is a lot easier if you do a small bounce first, then just hold up/x as soon as you're in mid air.

Some of the jumps were I don't use the turtle have to be pretty much frame perfect. I found these easier if I spin just before, not sure if that actually makes a difference. You might prefer to use the ropes instead (especially the bridge right after Aku Aku).


The Lab: https://youtu.be/8gW0nGMXydI

Probably only useful if you want the platinum time, although it does show how to cheese the second to last room.

The twitchy movements I do at the beginning are to slow me down enough to pass through the first set of lasers, this sets up the timing for the whole level.

Most of the enemies I kill I'm hitting forward to destroy specific objects further in the level.

The last room might be faster to use the sides instead of the TNT boxes, not sure.

This run was only 0.5 seconds clear of platinum, it's a really tight time to beat.


I didn't save any others ¯\_(ツ)_/¯ but these were the hardest. Generator Room is also quite tight with its platinum time. Sunset isn't so hard it's just fucking long, and Native Fortress is the RNG bullshit run.
 
So? Kirby is okay too, but that doesn't mean that Super Meat Boy should adapt its difficulty. Different game designs.

Nothing wrong with opening up a game up to more people, especially if it's optional.

Not saying make it a walk in the park say on "Normal" difficulty etc but if the average Joe can only play 40% of the game they bought it's a shame. Only referencing Crash 1 here, haven't played the others.
 
True. My girlfriend has way more problems in this game. She does not get the perfect timing, or has problems to estimate the distance of jumps. When I play it's no problem to me. I just "feel" everything.

It's probably a difficult thing for developers to deal with. Like, say you have a scenario with a tight cycle of appearing/disappearing platforms. The average player will jump to the platform after it appears, but this might leave them too far behind in the cycle to make it. Meanwhile, a seasoned platformer vet will automatically know to jump when the platform is gone, but time it just right so it appears soon enough to land on it, thus putting them in good shape for the cycle. But how do you communicate that to a novice player? idk
 
Holy shit y'all complaining about Crash 1 difficulty are crazy. Crash 2 100% is a complete nightmare in comparison.

Sure there's a few annoyances (Cold Hard Crash and Piston it Away spring to mind) but getting all of the gems in it is a breeze in comparison to 1. I can;t speak on the platinum relics yet though. I'm waiting to get the running shoes before attempting them in 2.

It's probably a difficult thing for developers to deal with. Like, say you have a scenario with a tight cycle of appearing/disappearing platforms. The average player will jump to the platform after it appears, but this might leave them too far behind in the cycle to make it. Meanwhile, a seasoned platformer vet will automatically know to jump when the platform is gone, but time it just right so it appears soon enough to land on it, thus putting them in good shape for the cycle. But how do you communicate that to a novice player? idk

You would ideally have a stage early on that focuses almost exclusively on these types of platforming challenges. By the end of it the player should have the knowledge necessary to tackle any timing challenges later in the game.
 
It's probably a difficult thing for developers to deal with. Like, say you have a scenario with a tight cycle of appearing/disappearing platforms. The average player will jump to the platform after it appears, but this might leave them too far behind in the cycle to make it. Meanwhile, a seasoned platformer vet will automatically know to jump when the platform is gone, but time it just right so it appears soon enough to land on it, thus putting them in good shape for the cycle. But how do you communicate that to a novice player? idk

Do it in an area where there's not a bottomless pit I guess?

Or you learn the hard/stupid way, Wing Fortress Sonic 2 style.
 
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