Reviews from

in the past


In my restless nightmares, I see that level. Sunset Vista.

Ah, I remember, I remember it clear as day; it was 2016 when the N'Sane trilogy was announced and a corner in the internet gaming community exploded out of sheer excitement, I felt really happy for them! I was never able to get the chance a PlayStation, and even if I was, as a kid I was full Nintendo mode so I probably wouldn't have had one either, but the point is that I had never in my life played a Crash Bandicoot game, but I recognize its importance as a series for Sony's first console and a character that many hold very dearly, as it was one of the first 3D platformers to fall into the genre of ''being pretty good''.

When it released in 2017, I knew that I would end up playing it sooner or later, I really wanted to, but as with many, MANY other games, the I never really had the chance and when I had it, I was paying attention to other games that caught my attention, but no more! It's about time I played these classics with a fresh new look, starting with the first one, time to dive into a series I never got to really explore, let's go!


3 Hours Later


...I mean, it COULD have been worse...

Look I'm not gonna go around and bash this game without rhyme or reason 'cause not only it doesn't deserve it, but it also has amazing things that elevate it for me.

Visually it's a treat, for what I understand some fans are a bit torn that in some places it distances itself from the games original style, but I don't know man, this looks so good. All the level and characters ooze charm, the levels being full of detail and each new theme is very striking and works really well, and everything looks straight out of an animated show, which was obviously the idea, but man did they go far and beyond. The animations and the music too, all of it works and makes this game's presentation an absolute home run for me... and then you actually play the game...

Crash Bandicoot's strengths and weaknesses are apparent from the first level, and as the game progresses, these become more and more obvious, specially the weaknesses. The wonderfully called ''Sonic's ass'' style of gameplay actually works quite well considering the context: they wanted to make a 3D platformer for a console that its original set of controllers didn't even had joysticks, and how do they do that without also implementing tank controls? Simple: we take a more lineal approach, akin to the 2D platformers of the past generation. When ''Crash Bandicoot'' asks you to go forward, you bet your ass the level it's gonna be awesome, dogging obstacles, defeating enemies, it's a blast!.. And then turns out if you want to get all the boxes in the first level you must go back, and the problem with that become very apparent.

It really feels like the game withholds visual information from you; sometimes perception of depth can be difficult, sometimes random things appear just a second before you can react to them , and this being a game in which you tend to only one hit point that can be VERY problematic. Level themes start repeating, the bosses go from, easy, to boring, to sometimes even annoying, and, this perhaps being my biggest gripe with the game, for an adventure that's filled with boxes, hit-boxes sure are janky as all hell. The collision system in this game is all over the place, sometimes i fall through platforms I should be able to stand on and sometimes things that shouldn't hit me end up killing over and over again. I understand this can sound as me being salty at the game because I died a lot, even tho yeah, I died my share of times, I actually never got a game over screen and didn't had to repeat any levels from the beginning, and I'm not a person that you could call ''gifted'' at videogames, like, at all, so it's not a problem of the game being too hard, it's more of matter of being annoying as all hell.

At a certain point I just wanted it to end, some levels over-stay their welcome are others are just a nightmare to go through to and repeat a section over and over again because of a janky part, and it got tiring encountering the same obstacles, fighting boring bosses without build-up, and having to endure all of the design problems.

Did I hate the game? Not at all, even as a Remake, it's a product of it's time and that in itself has value... but, will I play another Crash game after not really liking this one?




YOU BET. I've heard the next two improve quite a lot upon the original, and I really want to play the fourth one that came out not that long ago, so yeah, this is only my first step in the marsupial's line of adventures, and it may have been rough, but that only means it's all up from here!...


...I hope...

I know I'm not really the first to say this, but while the remake does a great job streamlining some of the "quirks" of the original, such as the save system and general level progression in terms of gems, the overall look and feel of it severely hampers the experience. Even if you're like me and have yet to play the original game, the pill-shaped hitbox and weird tweaks to movement very noticeably makes some jumps and sections harder than they needed to be, such as the infamous bridge and - to a largely lesser degree - hog levels, some of the castle levels such as The Lab, and a couple of other instances I can barely muster the energy to remember since I have not touched this since its release in 2017.

Also, like, this remake just flat out looks ugly? I don't wanna go on a whole "aging game" mantra but it's wild to me how a remake on superior hardware has less charming and muddier visuals than a near-system launch title from 1996. The fur on Crash especially looks really off and rather distracting with how he looks like his pelt is just, thrown onto him, which ironically makes the Switch and PC the go-to releases due to the former omitting it and the latter being able to have it modded out. I get that the prospect of a new Crash game, that which is remaking three beloved titles, was exciting, as well as it being rather unfair to compare them to Crash 4 and even the CTR remake due to releasing later, but like... when those two still end up looking fairly well done, it's hard to brush aside the N Sane's rather muddled treatment. This is especially notable when Spyro's remake by Toys For Bobs not only has a lot more palettes and fidelity for the models, it also does a better job adhering to the original look (for the most part).

Still it's alright. There's remakes that do a worse job capturing the same level of attention on the same system, and later on the PS5 with Bluepoint Souls, and it still plays adequately all things considered. With that said though, if I ever decide to continue with the series, cause I must be honest and say I gave up when Crash 2 was largely the same but with an even more horrid case of backtracking for completion, I'm gonna stick with the PS1 versions, quirks be damned.

7.5 | Crash Bandicoot, apesar de ter uma premissa inicialmente simples ( Um marsupial que sai por aí correndo, pulando, girando e acabando com toda a fauna e flora dos lugares por onde passa ), rapidamente se mostra um jogo desafiador, engraçado, divertido e carismático.

Sério, ri muito com as animações dos personagens desse jogo. Desde as animações do próprio Crash, até as animações de derrota dos Bosses ( que são muito bons, por sinal. Cada um tem um jeito específico de ser derrotado ).

Os personagens são bem diversos e alguns bem carismáticos.
Sério, tem muita diversidade de inimigos.
Desde caranguejos e plantas carnívoras até... Um indígena ? É, isso mesmo. Um marsupial matando um indígena.
Videogames, né !

A trilha sonora desse jogo também é boa. A música tema do jogo é um puro clássico.
Mas ela não tira o mérito das outras, as outras também são boas.

A jogabilidade é simples, mas funcional.
Ela cumpre bem com o seu papel, embora às vezes um pulo ou outro possa sair um pouco errado, mas persistindo, você pega a manha.

Inclusive, é muito gratificante persistir e ver seus esforços valendo a pena, sério, a sensação de passar de um obstáculo nesse jogo é muito boa.

As fases do jogo são boas, difíceis na medida certa, mas algumas são claramente mais difíceis do que outras.
Mas nenhuma é impossível.
O design delas também é bem legal, sério, várias delas tem segredos, gemas para serem coletadas, lugares para " usar " essas gemas, várias caixas, etc...

Comecei a platinar esse jogo e... Nossa Senhora, que tarefa difícil.
Quer dizer, é divertido ir descobrindo cada segredo, pegando cada caixa, se superando nos desafios para pegar gemas, etc.
Para mim, o maior problema realmente são os Time Trials.

Sério, parece que as fases não foram planejadas tendo em mente um modo Time Trial, algumas são MUITO difíceis de serem passadas. Road to Nowhere Time Trial me traumatizou.
Mas como eu disse, elas são MUITO difíceis, mas não impossíveis. E a sensação de passar de um Time Trial que você tanto se empenhou para passar é maravilhosa.

Em resumo, Crash Bandicoot ( 2017 ) é um ótimo jogo. Ele é divertido, engraçado, possui gráficos hipnotizantes e coloridos, é difícil , desafiador e possui ótimas músicas.
Um dia ainda termino a platina dele.

The N-Sane remake of the first Crash Bandicoot game is simultaneously able to represent some big pros and cons with the idea of taking an old franchise and getting another team to bring them to the modern day. On one hand, I like the fact that the save system in this game is no longer the worst thing ever, instead allowing the player to save the game after every level, and I also think that allowing a newer generation of gamers to experience a classic like this is lovely. On the other hand however, while the game on a technical level is more advanced and in a lot of regards, just straight up better, a lot of the original artistic vision and atmosphere feels as if it's gotten lost in translation, along with a lot of bits and pieces that seem to have become trickier as a result of trying to homogenise the way Crash controls between the 3 games in the collection.

I feel that a lot of elements of a weaker atmosphere are especially notable whenever the game is attempting to capture a more industrial environment. This feels largely due to the way the game as a whole feels way more cartoony in its presentation, rather than the stranger, more unique mishmash of these insane cartoon characters put in a far more grounded environment, and while the end result is nice, it's just nowhere near as cool or distinctive. There's so much of the more mysterious vibe that's just entirely missing, and it makes a lot of the game lack of ability to feel actually imposing in any way other than throwing tough platforming challenges the player's way, which works to a degree, but isn't as holistically satisfying.

I also feel like the changes to the jumping physics are a negative point here when the level design itself remains largely intact, making certain jumps feel far tighter due to the slight momentum you need to build, along with a lot of jumps just no longer feeling as natural to chain together, leading to feeling as if you constantly need to be making tiny adjustments, rather than being able to properly find any sense of flow. It really doesn't help that the game still feels a bit outdated and barebones in terms of some of its level design, with a lot of platforming challenges feeling more like a glorified obstacle course rather than anything that neatly fits in the confines of the world this game crafts. I'm not expecting anything hyper-immersive or anything but there are just so many sections which feel like the levels are created out of themed "generic video game blocks" that exist solely to challenge Crash and it just makes it that bit harder to properly get into the world of the goofy orange mascot as a result.

Overall I'd still say that this is the definitive version of the first game based on the fact that they fixed the save system, stopping this from being one of the most aggravating experiences one can have, but at the same time, the original Crash Bandicoot just doesn't stand out to me as a particularly great game to begin with. It's worth playing for sure if you're into 3D platformers but for the most part, I'd personally recommend the sequels over this for being able to take the decently fun gameplay loop and charming characters of this and turn it into something that feels far more engaging, varied and fully realised.

The original Crash Bandicoot is impressive, but a relic of its time. Its level design is pretty good overall, but the stupid D-pad controls make it needlessly difficult to the point that I gave up on the third-to-last level and bought this instead. Don’t get me wrong, though; Naught Dog has my absolute respect for managing to make a linear 3D platformer so early in the history of video games, and I’m happy that Crash 1 led to both a successful franchise and an acclaimed career for Naughty Dog themselves.

Still, the N. Sane version of Crash Bandicoot is better than the original in practically every day. The analog stick means that Crash now has a much wider range of movement that makes him hella fun to control. The graphics and art style are nice and vibrant, looking surprisingly good even on my dying Switch. The voice acting and cutscenes have been completely redone for the modern day. You no longer lose all your boxes upon dying. You can save anytime you want. Oh, and did I mention that the controls are better? I did? Well, I had to say it again, because they’re such a staunch improvement over the PS1 game. There is simply NO REASON to go back and play the original when I have this instead.

That being said, I do think some aspects just aren’t fun. I don’t like some of the backtracking required to get gems and some levels are too hard for their own good (skill issue, I know, but don’t pretend that The High Road is actually a fun level).

There are some standout levels that I really enjoyed, so here we go:

Jungle Rollers and Rolling Stones: I don’t know why, but I find the rolling rocks to be a super fun gimmick that makes for some great timing-based platforming.
Boulders and Boulder Dash: Like the mine cart levels in Donkey Kong Country, these are fast-paced, reaction-based trials that are as stressful as they are rewarding.
Upstream and Up the Creek: Some relaxing and thoroughly enjoyable breathers after two VERY difficult levels.
Road to Nowhere: A super challenging, yet highly engaging gauntlet that requires precision and quick thinking to get through. Way better than The High Road.
Heavy Machinery: A badass sidescroller as Crash breaks into Cortex’s facilities and methodically lays waste to his operations.
The Lab: My favorite level, The Lab is an absolutely amazing, difficult, and impressive final challenge that acts as a perfect culmination of everything that led up to it.

Yeah, Crash 1 N. Sane is awesome, if imperfect. Good thing it came bundled with two even better sequels.


The last time I gave this game a serious go (more than just playing a couple levels and dropping out), I remember it being a really frustrating experience and promptly gave up just before the halfway point. Crash 1 then became a game I'd "come back to" every time I thought about it, but something I kept pushing back as I remembered my prior experiences.

This time around though and a couple Crash games under my belt since then, I actually found it to be a tough but rewarding platformer. Although basic in comparison to the sequels, there's a quaint simplicity to the gameplay of Crash 1 that works out nicely for it, even if it doesn't end up being as packed full or feature-rich as its successors when all's said and done. NST also does quite a lot to make this game more accessible both by modern sensibilities and also to bring it in line with other Crash games, so the slight tweaks also go a long way to making finishing this game feel more like tough love and less like an excercise in torture.

I had quite a bit of fun here all in all, and it's one I intend to revisit again in the future from now on.

Um bom jogo, mas que sofre muito por ser o primeiro da franquia e pela colisão estranha do N. Sane Trilogy. Ainda assim, é bom e eu vejo potencial pra algo ÓTIMO nas sequências.

My first "real" platforming experience with a Crash Bandicoot game was a smooth one and while I don't find it the pinnacle of the genre, it has its own unique take compared to the bland platformers out there. It gives me surprises, boxes I scratched my head where they were at, sweaty palms, heart racing to get at least gold medals on time trials, acquiring those shiny gems and Stormy Ascent, even that made me almost snap my head with sheer frustration and give me a never give up attitude. It's Crash Bandicoot, PlayStation's favorite mascot, or maybe Activision? Activision Blizzard? Microsoft?!

We have a simple plot here and there is no need to be harsh about it: save the girlfriend from the evil Neo Cortex's lab, we're here for some sweet platforming after all.

In the game Crash can run, spin and jump (hit enemies on their head, Super Mario style), usual stuff it makes for cool platforming except when your perspective of space is off due to the camera and die inevitably, don't think the game is hard as I thought, it's just the die enough times and you'll get used to it, I might add that it gives that satisfying feeling when you finally do that time trial or a shiny gem and it's a feeling I don't often feel as much as before.

Played it via Steam Deck with graphics on Ultra everything was super pretty, despite some small frame drops to the low 30's in the Jungle areas that I dropped to High and it worked perfectly. The scenarios are rich of detail and the developers did an amusing job at remaking the game, no complaints.
The levels I would like to give some appraisal would be the hog ones, it was so fun and love the song, it made dying each time enjoyable, the bridge ones made me rage since I was trying to do them without dying and successfully got them. The banned level Stormy Ascent is hard, but for me it was just having lots of lives stacked, rinse and repeat, needing perfect platforming to not die, I don't hate the level but understand why it isn't present in the main game (didn't even try to do that one without dying, screw that), Aku Aku saved me on the last section, and as other collectatons (Jak and Daxter, Rachet & Clank, Spyro & Sparx), he is a good companion and I appreciate his "take one more hit" chance.

I didn't do true ending, because it felt like a chore to be honest (after discovering you had to do them all, and not just the shiny ones), also gave up on the time trials halfway through it, felt really anxious and decided it wasn't worth it to not ruin the pleasure of the game.

To conclude: Crash Bandicoot is a marvelous remake, while I didn't get the opportunity to play the original when I was younger, it gave me a taste that the Crash games are really solid platformers (started playing when I was younger the Crash Tag Team Racing game, and I expect the future iterations I play to be very good like this one, being the next one Crash Bandicoot 2)

Crash Bandicoot is a series I've always wanted to play but never really got the chance to, previously I've only played 3 of the racing games. So when this new trilogy bundle came out I was excited to experience the actual platforming of Crash. I'm incredibly disappointed, for reasons that probably are only caused by this remake.

The biggest thing about the remake is the graphic upgrades done, and yeah they certainly look nice. But also they make the game play like shit at some points. The majority of my deaths come from simply jumping into death pits in jumps that would be incredibly simple if the platforms weren't annoying difficult to discern cause of their visuals. In the ruin stages what seems like the edge of the block actually isn't cause some of the crumbled bits can still be stood on, and annoyingly there's so many jumps you actually need to be on edges for.

The camera is also absolutely absurd sometimes. A lot of times you just can't see what the fuck you're doing, like where you're being chased by boulders you can barely see what's coming up in the path because of how zoomed in it is. The field of view is often so obnoxious for this, and especially becomes a problem when you're trying to play fast for the time trials. They're so many camera angle changes that it feels awkward to play at times, or backtracking level becomes nearly impossible cause the camera doesn't show what's behind you (try walking backwards in the level Toxic Waste for example).

And all this is a shame because the game has so much potential and is pretty fun outside of those issues. Unfortunately, those issues make going for anything but any% unfun as hell. Some additional complaints would be that the time trials feel absurdly difficult at points, and some like Generator Room have so many cycles that it becomes necessary feeling to wait at the start for a lucky cycle. I also completely despise how unobvious it can be at times that a colored gem is required to unlock boxes in stages, for a while I would try to get All Boxes while playing through only to find out I completely wasted my time because it's impossible. (There is a hint tool tip on loading screens for when you do need a gem, they go away pretty fast and also doesn't seem obviously level specific at first, so you don't think much about it for a while).

Overall, I just can't say this first game in the set feels worth the purchase. It seems like emulating the original Crash Bandicoot would probably be more enjoyable.

Most consistent developer of all time.

I can see why they're so revered. Naughty Dog's platforming just keeps getting better and better. This is a huge step up from Uncharted 4, and I hope that they take what they've learned here from this experimental project and make an even better platformer in The Last of Us 3. Naughty Gods can do no wrong.

A física do remake é horrorosa, mais te atrapalha do que ajuda.

Um clássico absoluto trazido para as novas gerações com uma repaginada bem feita mas mantendo o mesmo núcleo. É um jogo difícil e suas beiradas escorregadias ajudam e muito para essa dificuldade, não me recordo de ser assim no original. A história é simples como sempre e os personagens dispensam comentários. Um reencontro para os mais antigos, e uma nova aventura para os novos. Perfeito.

Great music! But I’ve never experienced such clumsy, erratic movement in a post-SMB platformer. If the jump don’t have it, the game don’t have it.

Ontem eu tive a brilhante ideia de iniciar um dos meus jogos favoritos da infância no emulador pra dar uma brincada, até que eu percebi que não ia parar mais. O jogo em questão é o Crash Bandicoot original para a ''surpresa''' de alguns. Eu estava numa vontade de jogar algum Crash e decidi ir pros lançados no PS2, já que só tinha zerado a bomba do Titans lá, então fui experimentar o mais ''aclamado'' Twinsanity. Não deu outra, achei uma porcaria e não tinha nada do platforming divertido que Crash sempre teve, então minha vontade de jogar os jogos antigos só cresceu. Em seguida, no começo do que seria uma revisitada a minha infância, eu me lembrei do seu remake, que por algum motivo de Deus eu ainda não tinha jogado, fui lá e comprei sem dó nem piedade.

E cara... que jogo maravilhoso, voltei a ser criança. O remake está simplesmente belíssimo, ele é notório por ser extremamemente fiel ao jogo original sendo quase um ''remaster de luxo'' visto como os níveis quase não foram mexidos e é verdade, mas isso foi exatamente o que eu precisava pra ter uma experiência maravilhosa relembrando essa franquia.

Crash Bandicoot sempre foi meu favorito da franquia e muitos reclamam de sua dificuldade, eu sinceramente acho justa. Existem trechos chatos claro, mas ele é apenas um jogo difícil, com um level design na minha opinião fantástico. O que mais pega a galera é que o jogo te trola da seguinte maneira: ''Essa fase do templo foi chata né? Que pena, vai ter uma ainda pior depois''. Também vejo muitos reclamarem dos controles imprecisos, o único momento que em senti isso foram em fases side-scrolling onde você tem que fazer algum pulo em outra direção e é impossível saber onde vai cair, mas de resto, acho o Crash super divertido de controlar e acho o gameplay muito bom, mesmo sendo bem simplista apenas com pulo e spin. Os cenários são incríveis, acho que não tem um que eu não goste aqui, cheios de personalidade e eu particularmente adoro as fases que se passam no laboratório do Cortex. Sua trilha é impecável também, e assim que tocou o tema clássico foi difícil conter o sorriso.

Por fim, terminei em 5 horinhas e meia essa belezinha. Eu realmente tinha esquecido o quanto eu amo Crash e assim como Sonic Mania, que apesar de repetir níveis e fazer ANOS que eu não jogava, o remake do primeiro Crash passou a exata mesma sensação dele: a saudade que eu sentia de jogar esses jogos. Agora é partir pro Crash 2, jogo que sempre achei o mais fraco da trilogia e que sempre foi o patinho feio no meio de dois grandes jogos na minha mente. Vai ser super interessante ver se minha opinião sobre ele mudou, já que não jogo desde a época e estou ansioso por isso.

Crash Bandicoot is a platformer with an emphasis on skill, with just two moves to make use of, keeping things pretty straightforward. I played through the game normally and it wasn't really anything special, levels which use the same templates, questionable design choices like crates which are off screen, giving you no indication where they are, buffered inputs for jumps could also be annoying sometimes too.

None of that really matters though, because the best part of this game is the relics, which require you to beat every stage under a certain time without dying. You learn to navigate through some long, complex stages, especially the DLC, and when you finally get that perfect run it's pretty satisfying. That's where this game shines, when it demands real skill from the player.

If there was a little more variety in the stages and some of the gems didn't have bullshit crates off screen, I'd probably rate it higher.

Oola baga? Uwa baka? What in the lord's good name are you saying funny words man?

Need a lesson in humility? Meet Crash! He can jump and spin and fall into every trap laid by man HOLY SHIT. I never improved at all and felt in fact demotivated further and further which led to my jumps to grow imprecise. Another thing that disappointed me was the lack of sauce. How tf does Crash not have sauce? The fucked up depth perception is this game's only identity. N. Brio is a funny name though my child will inherit the moniker. He had the only good boss fight in the game and you could tell him and I did not know what we were doing an equal amount.

Good looking game but forgettable soundtrack and some parts are absolute bullshit. I did really enjoy the bosses though so all in all the game was ok

Irrefutably antiquated but how on earth is that supposed to be a pejorative? Games aren't this unencumbered anymore. Visions aren't this uncompromised. When was the last time you played a platformer with this kind of rhythm, this much palpable momentum? I'm obsessed with the way things move. I've found myself drawn to platformers my entire life. They are one of the few arts that explore the beauty of motion. Playing this game is like looking into the inside of a watch, seeing all of the minuscule gears twist and turn in perfect rhythmic synchronicity. And there you are, a being of glorious human error trying desperately to survive. If gameplay is commentary then Crash Bandicoot has more to say about the sordid merciless momentum of life than anything I've ever seen try to communicate it through dialogue.

I've had a pretty strange relationship with difficulty in games. For the longest time, my brain simply rejected games of a certain ilk. If I'm not progressing often then I'm not having fun, and the higher the difficulty the more likely I am to be doing the same stuff time and again. That's boring. It's that simple. But eventually, I realised it was all about mindset. Difficulty can be incredibly fun if it makes room for mastery. It shifts the progress from the external to the internal. This was the shift required for me to get into FromSoft's games last year. I will game over and repeat large sections of levels, but I relish that when I redo earlier parts I'll blow through them to a degree I'd have previously thought impossible. The finish line is all the more satisfying when you know you've earned it. Few games make this experience so rewarding.

The level design is blatantly experimental. As embryotic as all 3D platformers of this decade are, this one feels far more alien. For every idea your Mario 64s of the world ingrained into the lexicon of the genre forever more, there is a level of Crash Bandicoot no one would ever again have the balls to try for. You'd have to be crazy to think you could pull off a 'The High Road' in a 2024 platformer. But here it is. Unreal! In many ways, it still feels futuristic. I can't name another platformer where your depth perception is a skill the game finds worth testing (not to be confused with games that test your depth perception because they fuck up the camera placement), and this game builds many levels around it. Initially, this game can feel like one big reaction time test, but the longer you play the more you learn it's about ingratiating yourself into its flow. If Sekiro is secretly a rhythm game then this is Space Channel 5. Part 2. It isn't offering you ways to play it. It's a sergeant barking an endlessly wonderful song of orders.

There are many things to say about this as remake, most of which I'll save for after I've played all three games. But the biggest feather in this version's cap has to be Stormy Ascent. For a bonus, cutting room floor, "too hard and too long," DLC level, it is the perfect ending to the game. A necessary payoff to every lesson you've learned and skill you've acquired. The experience would be incomplete without it.

I find the idea of 100%-ing this game at once cumbersome and totally insane but it's so good I may do it anyway. Either way, Any% (+ Stormy Ascent) is such a phenomenal experience that I am more than comfortable counting anything else as a bonus.

If you call this "imprecise" in your review, see me after class.

There's a guy below me who said "This shit rocks 5 stars" and I would like to, in the nicest way, tell him to take his meds

Definitely one of those love/hate relationships. As a child, I was never able to complete the original without using cheats to unlock all levels and attempt each one at a time (I considered it Very Easy mode ). Much like how Oddworld Inhabitants made their Abe's Oddysee easier with better checkpoints in New N Tasty, Vicarious Visions did similar here with the save system and it works very well.

But overall, apart from how gorgeous it looks and the goofy comic soundtrack from Josh Mancell, most of the game still feels like you've been vanquished to depth perception hell. It's a miserable process and rarely that fun. I can't imagine why anyone would want to collect everything in the game but each unto their own. I'll stick to the more subdued, equally charming Spyro franchise for such a collectathon.

Crash Bandicoot feels like a platformer designed in 1985, released in 1996, and re-released in 2017.

Its mechanics are simpler, much simpler than the two platforming kings of the time: Mario by this point had experimented with a variety of powerups and level progression systems, and Sonic had accomplished nuanced momentum and physics-based platforming, as well as telling a simple but effective story through and within its gameplay.

Crash Bandicoot doesn't have too much to offer, by contrast, particularly at first glance. Perhaps the one thing that it can truly claim for itself is the completionist's angle of getting all the gems, involving breaking all the boxes in every level (without dying, depending on the level or version you're playing on).
So far into the series, I think this is probably the standout mechanic of the entire franchise that distinguishes it from other platformers.

But like the object carrying system first introduced in Super Mario Bros. 3 (or 2, depending on your point of view about Doki Doki Panic), then later refined in Super Mario World and future games, I think there's more depth to the gems and boxes than it first appears, which redeems Crash Bandicoot for me, albeit moreso on a second playthrough when I can properly appreciate it.

Levels, especially those that require you to return after collecting colored gems, encourage you to play them multiple times to familiarize yourself with them and master everything they have to throw at you. This process began for me as trial and error, but slowly I transitioned into taking my time and figuring the level mechanics out (there are a surprising amount of timed moving platforms that follow fixed patterns in this game when you think about it), eventually getting to enough of a consistency that I found myself genuinely enjoying the game and having an easier time with it.

I think this is a general pattern that will re-emerge in more refined forms in the next two games in the series, but the N. Sane Trilogy also drives the point home for this instalment by adding Time Trial relics that test your mastery of the levels even further, expecting players to not only play without deaths, but also while going as fast as they can.
I haven't really played them, and I don't think I ever will, but it's a nice touch that emphasizes Crash Bandicoot's game design.

Crash Bandicoot is a game that feels like it was designed in 1985, but games in 1985 still had genuine nuance to them, like in Super Mario Bros. and, yes, the Lost Levels.
I think Crash has nuance. It's far from perfect, and it shows its age as a video game more than I think other games of its time do, but...

It's not Bubsy 3D, I can say that much.

Just feels absolutely awful to play compared to the original version. Like you’re both weighed down and have too much momentum at the same time (but it somehow doesn’t balance each other out). The original version has its own issues too, but it’s still better than this.

One of my favourite games of all time. This game still has some of the best platforming levels ever. I don't remember the game being so short but it was still an amazing experience. My only complaint was that the game crashed a few times while I was playing.

I expected who knows what from all the praise and instead it was nothing special, full of flaws and not too fun to play.

Really too many hateful jumps, I seriously enjoyed only a few levels and felt satisfaction in completing them.

It's one of those games that I would never play a second time, even under torture.


Making the Gamer Pilgrimage of hitting Platinum in this game has made me well-acquainted with things such as "hitboxes", "level geometry", and "gold relics" and I'm sorry I ever doubted the angry nerds on Reddit. They were right. The hitboxes are wonky and pill-shaped compared to the original. I am slipping off the edges of platforms. I have been taught the error of my ways.

Crash Bandicoot (2017) ironically fills the same niche as Crash Bandicoot (1996). Much like how the original Crash Bandicoot is a ground-breaking game, one of the first 3D platformers, that was immediately outclassed by the more enjoyable PS1/N64 games that came after it, the Crash N. Sane Trilogy version of Crash 1, the game that sparked a renaissance of "let's reboot that 90's video game but faithfully this time", is now outclassed by all the more enjoyable 90's game remakes released after it. There's a real sense of "eh, good enough" permeating this game's code (that I'm solely blaming the Activision higher-ups for, the dev time for this couldn't have been pretty) that makes every jump in this hard precision-based platformer feels like it's going to succeed only about 85% of the time.

Which is completely fine if you're just going for level completion and boxes - and, despite this game's reputation, the lives are pretty generous - but those sick bastards also put in time trials in a game that was never designed for speed and you will be hitting that other 15% real quick. I got the Platinum relic in The High Road after over an hour of trying and trying until my right thumb developed a blister so I can say this with confidence - these time trials suck and they will drain any remaining enjoyment for this game from you. They messed with the physics on the turtle jumps and steel bounce boxes and you are going to notice.

As someone who grew up with Crash 1, this is less a full improvement that I would fully recommend over the original and more of a more modern, more accessible version of Crash 1 that fixed the save system that everyone hated but added a few tiny little downgrades along the way that won't be totally noticeable until you dig real deep and even then, you're just playing a version of Crash 1 and Crash 1 isn't very amazing either. Crash 1 is an important game in video game history, sure, but that doesn't mean it's good. Just impressive.

Also, yes, I gotta be That Guy - The color choices and character models looked better in the original game. We live in a post-Crash 4 world and therefore it's kinda hard to go back to these models trying to attempt a semi-realistic approach with their grody fur textures and their beady little eyes. I hate jumping on the vultures in Slippery Climb/Stormy Ascent and seeing their weird mashed potato faces inflate their eyeballs in a way that reads "graphical glitch" over "cartoony facial expression". I hate Koala Kong's tiny little mouth and how I can see his every fur particle from across the cavern. Anyone who says that Crash 4 "ruined the art style" and they should've stuck with this look is lying.

The first Crash, this is the remake.

What can I say? Good pure platforming goodness. No much of gimmicks in this one, go straight break all the boxes and you are golden.

To be honest, it is somewhat hard but no were near people say it is. Completion it's hard though, breaking all the boxes in Sunset Vista without dying is something to be proud of, not to mention the Relics in that same level.

Really good for what it is.

The N-Sane remake of the original Crash Bandicoot. We play as the titular Crash, a genetically engineered bandicoot who takes on an adventure to defeat local mad scientist Neo Cortex from entirely industrialising his island paradise home. A somewhat unique take on 3D platforming, Crash has you run into or out of the screen as opposed to free movement or sidescrolling, although the latter also makes an appearance here. Despite the remake making some much-needed quality of life improvements, such as including an autosave rather than the original release's unforgivable save function, it still controls horribly and showcases plenty of examples of awful difficulty. Not worth your time, even in this form.

honestly the ideal way to play crash1 honestly.

even then, i can't give this more than half a star because of ONE reason: crash's pillbox collision makes the bridge levels absolute hell.

at least the save system is better and they tweaked the requirements for gems.