Let’s start this article off with ALL of us being open and honest. We’re all friends, right? Ok. So here we go. How many times did you want to take the disc, break it, and blend it into a smoothie? Only twice? Nice.
Anyways! Fans have questioned some of the changes made to the Crash Bandicoot N. Sane Trilogy and the Developers, Vicarious Visions, have finally answered some of them!! Take a look!
When asked about changes made to the jump mechanics, the truth is out there: they used the jump for Crash Bandicoot 3 to unify controls for all three games.
Many fans have picked up on the fact that Crash’s jump isn’t quite the same as it was, particularly in the first game, Crash Bandicoot™. We carefully considered the choice to unify the design of these games, for example, how save and bonus rounds work, so that players could have a cohesive experience across all three games in the Crash Bandicoot™ N. Sane Trilogy.
The reason for that is because we want the best experience for all players, and Crash’s handling falls into this category. We spent a lot of time studying the three titles and chose the handling from Crash Bandicoot™ 3: Warped as our Trilogy’s starting point; it represented the most improved and modern approach as it gives players the most control.
Did Crash fall off that damn platform.. AGAIN? It’s true. The collision system is all-new. Sorry, Brah.
We’ve heard some questions about how Crash’s model interacts with platforms and enemies. Our game engine features a different collision system than the original game, and combined with the addition of physics, certain jumps require more precision than the originals. Much like the handling, we iterated on collision and physics throughout development to make it fair to all players and as faithful to the original games as possible.
has the original Crash Bandicoot’s difficult for you down? Do like everyone else has: finish the first two games, then go back to the original. Hell, even VV recommends it!!
The modernization of the save and checkpoint systems make the first game a heck of a lot more forgiving than the original. On top of that, we added DDA (the dynamic difficulty adjustment that was originally only present in the second and third games) to our Crash Bandicoot, which gives Crash Aku Aku masks and checkpoints after a certain number of failures in a level. This certainly helps when players need it the most!
An increased precision is now required in the first game, which makes the gameplay experience different. Particularly if you are a new player, you may want to start with the second and third games first, and then come back to try Crash Bandicoot after you’ve had more practice. For those of you who played the originals and acquired a fair amount of muscle memory, re-learning the handling in our game may present an additional challenge you weren’t expecting. But we’re sure you up to the task.
If you haven’t done it yet, read our review for the Crash Bandicoot N. Sane Trilogy!!