Friday, 9 August 2019

Backlog Beatdown: Crashing in to Bandicoots with Crash Bandicoot


Crash Bandicoot was an unusual acquisition for me. When I moved in with my girlfriend last year, she had a PlayStation 4 and Crash Bandicoot: N-Sane Trilogy was one of the games she had for it. I’d played Crash before, of course; when you’ve grown up in the 90s when everyone and their cat had a PlayStation, it was almost impossible not to. But I’d never really enjoyed it enough to make it a worthwhile purchase, even when I had a PlayStation. But having come to the end of two quite heavy games, I decided to give it a go. Please note, therefore, that these notes refer to the HD remake for the PlayStation 4 – not the original game.
More or less what I looked like after clearing the game.
You play as the titular Crash Bandicoot, who has been mutated into a sentient being by Doctor Neo Cortex, and having escaped, now must make his way across the Wumpa islands to rescue his girlfriend Tawna. Along the way, you jump platforms, dodge traps, spin-attack enemies and defeat bosses. It was a video game typical of its time, with the exception that this was still in an age where mascot platformers sold systems, and there’s an argument to be made for the idea that Crash would do this for their PlayStation. It was also one of the first times that a platform game had been made in 3D – though in practice, the levels were rather linear, and most of the time you were moving up into the environment rather than across it, which was more typical of 2D platformers.
Crash was made at a very special time of video game design where – for the first time – consoles could run 3D software, and a lot of games were made to accommodate that. Some were better than others, and often the technology would run away the design which would fall flat on its face. Crash Bandicoot is not without its issues, but it manages to strike a balance between the creative necessity of the time and being well-designed enough to prevent these teething problems from alienating its fan base. 3D platforming is always a tricky business, because you require a certain amount of depth perception in order to correctly make the jumps. I died a lot in Crash Bandicoot, but that was mostly because I’d misjudged a jump, got caught in a trap or fallen down a pit – the enemies were the least of my problems!
Achieving invulnerability is always fun...
With that being said, it was a lot of fun. The levels are short and snappy, and reasonably well-designed. The controls are tight enough, although the design of the environment lends itself better to the directional pad rather than the thumb stick as your principle method of movement. The lives system is left over from previous-generation games, but since the only penalty for losing all of them is that you have to start from the beginning of a level rather than the last checkpoint, it doesn’t get in the way of the enjoyment of the game. The graphics have received an overhaul for the HD remake, and they look fine; they’re as good as they need to be. There was no need to aim for hyper-realism in a game about a mutant bandicoot! The sounds are wonderful; 5th-generation consoles were able to play CD-quality audio for the first time and developers lost no time in taking advantage of that fact. It’s frustrating in places, but the frustration never gets so bad as to stop you from playing if you’re determined to clear the game. The save menu could have done with an overhaul – under no circumstances is it acceptable to be able to save and load your game on the same screen in this day and age – but that’s the only thing that ought to have been changed for the remake.
Having got to the end of the game I’m now faced with the task of unlocking all the paths, gems, ankhs and boxes, and while this is fine for post-game content, it’s not something I’m particularly interested in doing. All in all, Crash Bandicoot is a good game that anyone could enjoy – but the old-school design means that some people will enjoy it more than others.

Final Score: 4/5: Great game.

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