Motorbike and plane stages bring this game down so much
2>1>3
Great retrospective, OP!
If I can advise one thing about the crash ones, would it be possible to include all of the neat extras that the Japanese releases get in lieu of waiting a bit longer?
For example, Crash 2 had Dual Shock support and that crazy hidden version while Crash 3 had Pocketstation support, etc.
Didn't get a chance to edit your information into the OP yet, so will be doing that later today. Looking for work and filling out a lot of applications takes quite a bit of time .
But I agree; WoC isn't a bad game at all and for a title that Travelers Tales had to rush out in under a year, it was a very solid attempt at making a Crash title.
Didn't know about that....okay, will edit the Crash 1 and 2 threads later today with information about the JP releases and update this OP in the Development history portion for the JP version.
I think they started before Crash Bash released, it's a pretty complete game, I think they didn't give themselves time to optimize it though, but nowhere as incomplete as Twinsanity, which still did a really good job otherwise.
Like I said I think WoC reveals the issues with Crash 3.
Wait Crash 2 had duel shock support in the U.S. in alter copies.
However the japanese version does have some uh, questionable additions like this playing after defeating Tiny Tiger :https://www.youtube.com/watch?v=VnP-lMWs4XA
Trying to remember because I played it once, the two headed guys in the later village level only have one head. Crash and COCO make annoying sounds after doing actions similar to Megaman X4, Aku Aku crates give hints which I think is a bit insulting unless japanese players really find it that hard, and quite a few things are removed. Enemies are missing, pits are missing, some icons look like place holders, and you get a cheat code after beating the game.
Pal one is interesting as well, such as the underwater levels turning all Aku AKu crates into regular boxes if you have 2 masks. I think they did that because you can't get 3 in those but the reason still is a bit odd. Also Pal version fucked up the Bazooka controls.
Thank you for the information! Would you mind if I put this about the JP version in the OP?
After 5 easy payments of $9.95 sure!
...I suppose I'll give you the first one free lol.
Wait Crash 2 had duel shock support in the U.S. in alter copies.
However the japanese version does have some uh, questionable additions like this playing after defeating Tiny Tiger :https://www.youtube.com/watch?v=VnP-lMWs4XA
Trying to remember because I played it once, the two headed guys in the later village level only have one head. Crash and COCO make annoying sounds after doing actions similar to Megaman X4, Aku Aku crates give hints which I think is a bit insulting unless japanese players really find it that hard, and quite a few things are removed. Enemies are missing, pits are missing, some icons look like place holders, and you get a cheat code after beating the game.
Pal one is interesting as well, such as the underwater levels turning all Aku AKu crates into regular boxes if you have 2 masks. I think they did that because you can't get 3 in those but the reason still is a bit odd. Also Pal version fucked up the Bazooka controls.
Didn't know about that....okay, will edit the Crash 1 and 2 threads later today with information about the JP releases and update this OP in the Development history portion for the JP version.
Really? I know all the US versions had analog support, but thought only the JPN one had vibration. Do you know which revision had full DS support? Thanks
If it helps, try these guys for more info...
https://tcrf.net/Crash_Bandicoot#Japan-Exclusive_Music
Really? I know all the US versions had analog support, but thought only the JPN one had vibration. Do you know which revision had full DS support? Thanks
Thanks man . You rock .
Can't wait to see Wrath of Cortex, I actually like that game.
Me too .
I think that game is a lot better then most give it credit. It does a lot right and continues the foundation that Crash 3 established.
Same here. I never got why it gets so much flack. Although I did have the Xbox version of the game so maybe I just missed out on the most glaring issues like load times.
Same here. I never got why it gets so much flack. Although I did have the Xbox version of the game so maybe I just missed out on the most glaring issues like load times.
I think most complaints (aside from the original PS2 version's load times) are that it plays too safe and ends up feeling like an expansion pack.
While that's not a bad thing today with games like Shovel Knight, New Super Mario Bros U, or Ratchet and Clank (2016) being un-innovative in almost every sense of the word but having some refined game design and polish, this was back in 2001 or so. Games like Jak and Daxter, and Sonic Adventure 2 were hitting the scene with things that were basically impossible to do on previous gen hardware, so people maybe expected more out of WoC and were let down by it.
Those load times were insane. Like Sonic 06 level of badness.
I haven't played the game since it was released, but I hated it as a kid. I loved the original trilogy so much, that by the time 4 came around I was just about willing to love anything with the Crash name. Wasn't the case. IIRC, there are some really bad difficulty spikes, and the level design isn't up to par with the previous games.
Wrath of Cortex and Sonic Heroes might be the two games that have disappointed me the most.
Not only that, but just *look* at it.
It just looks and feels wrong. Something about the entire aesthetic of the game felt creepily off model and overly grey and gloomy. It felt like someone took Crash's skin and wore it over their body. Luckily Traveler's Tales really knocked it out of the park with Twinsanity's look:
Not only that, but just *look* at it.
It just looks and feels wrong. Something about the entire aesthetic of the game felt creepily off model and overly grey and gloomy. It felt like someone took Crash's skin and wore it over their body. Luckily Traveler's Tales really knocked it out of the park with Twinsanity's look:
Those load times were insane. Like Sonic 06 level of badness.
I haven't played the game since it was released, but I hated it as a kid. I loved the original trilogy so much, that by the time 4 came around I was just about willing to love anything with the Crash name. Wasn't the case. IIRC, there are some really bad difficulty spikes, and the level design isn't up to par with the previous games.
Wrath of Cortex and Sonic Heroes might be the two games that have disappointed me the most.
I think most complaints (aside from the original PS2 version's load times) are that it plays too safe and ends up feeling like an expansion pack.
While that's not a bad thing today with games like Shovel Knight, New Super Mario Bros U, or Ratchet and Clank (2016) being un-innovative in almost every sense of the word but having some refined game design and polish, this was back in 2001 or so. Games like Jak and Daxter, and Sonic Adventure 2 were hitting the scene with things that were basically impossible to do on previous gen hardware, so people maybe expected more out of WoC and were let down by it.
The bottom screenshot at least, is from the Xbox version. They added the extra fur layer for that port and some other effects, on top of greatly improved loading times. Doesn't change the fact that it felt like I expected:No the game looks fine, you're looking at the PS2 version look at the Xbox version.
The bottom screenshot at least, is from the Xbox version. They added the extra fur layer for that port and some other effects, on top of greatly improved loading times. Doesn't change the fact that it felt like I expected:
an instead I got:
I totally get that it's a victim of being an early PS2 title, where the tendency was to crank up the geometry for little-to-no thought to the art direction. As a result, a lot of the character models suffered from overly rounded surfaces, which the shading and lighting did no favors in the appeal department.Just saying they are quite different, look at gameplay videos of each.
As for the gray and gloomy, which is fixed quite a bit in many areas but still there in the XBox version, can be explained.
Ir's an early PS2 game, the low contrast and the shadowing allow the game models and objects/backgrounds to look better and hid poly count. Add in the fact that they were trying to go a more realistic route in a game that was trying to be an early PS2 game (likely they worked with the PS1 and then enhanced everything later) that leads to things like that opening cutscene, the very obvious early attempt at a higher level CG. Now technically the CG of that table of bad guys and crash are "better" than the ones in warped. However it's basically the equal of early PSX Cg near the PSX launch.
I think the realistic like approach tot he levels and designs was also for a mistake for an early PS2 game that is supposed to be cartoonish.