Showing posts with label activision. Show all posts
Showing posts with label activision. Show all posts

Saturday, February 27, 2021

Crash Bandicoot 4: It's About Time (PS4, XB1) Review

I've gotten a handful of requests as to when SPC would cover this next game. One might say its subtitle fits this review as well as the actual game being covered! Finally, I can publish this, SPC's review of Crash Bandicoot 4: It's About Time. Enjoy.

Time is mostly on this Bandicoot's side.


Well, this is awkward. Here I am reviewing Crash Bandicoot's latest console release on my birthday, and it's pretty much old news by now (the game--not my birthday). After all, PlayStation 5, Xbox Series, PC, and Nintendo Switch versions of the game are releasing next month, and here's my review of the original PlayStation 4 and Xbox One versions instead! There's a good reason for this, however, and it sort of leads me directly into my review.

Crash Bandicoot 4: It's About Time's subtitle has a clever double meaning. Not only do we finally have an all-new Crash game in the vein of Naughty Dog's trilogy, but the story revolves around time travel. Doctors N. Tropy and Neo Cortex have cooked up a plan to erase not only their mutual enemy Crash Bandicoot but also existence itself. Of course, our goofy but loveable hero Crash Bandicoot alongside Coco Bandicoot are more than ready to put a stop to the villains' plot. Along the way our heroes meet up with various masks that assist them in their adventure, as well as some allies from the unlikeliest of sources. The game has somewhat of a Saturday morning cartoon feel, save for some out of place swearing such as the use of "hell", "damn", and "bastards" which are present for some odd reason. Regardless, the humor hits way more than it misses, bringing with it a jolly fun atmosphere which unfortunately clashes with the actual nature of Crash 4's gameplay.

Immediately in Crash 4's starting level, the game drops all pretense that it will hide crates in fair locations.
You see, Crash Bandicoot 4 is a devilishly difficult game. It will have you cursing, calling things unfair, and just throwing your hands up in the air, questioning your life choices. But, you'll pretty much be having fun doing so as you push through the pain of multiple deaths, ruined runs, and frustrating moment after moment. 

For some players, Crash 4's difficulty might be too much.
For others, they might enjoy getting their butt kicked and then demand for some more!
Well, that is unless you're a completionist, which in the case of Crash Bandicoot 4: It's About Time, the developers seem to have taken the wrong cues from Naughty Dog's trilogy. For one, one of the more enjoyable aspects of playing a Crash Bandicoot game to completion is busting up all of the crates in a level. Unfortunately, this is more of a pain than it is enjoyable in Crash 4's case. So many crates are hidden in some really cruel locations that are way too easy to miss on a first play-through--and heck, even on subsequent play-throughs. Additionally, this is compounded by the fact that levels are just too darn long in general. This is great for normal play, but when you're aiming to crash through every crate in one play-through of a level and end up with several crates missing by the level's end (or worse, just one crate missing), it is a total motivation and mood killer.

This dino "mite" make Crash want to pick up the pace here!
If there's one word the developers of Crash Bandicoot 4 don't have in their vocabulary, it's "restraint". Between the copious amounts of crates hidden and scattered all over the way-too-long levels, and the requirements for obtaining the game's best ending, Toys for Bob did not pick up the best lessons from Naughty Dog's trilogy. Crash 4 seems more of a game for the most seasoned, most dedicated, most patient Crash player out there, which unfortunately isn't a wide net to cast. Some of the things the game asks you to do are just ridiculous, whether it's completing levels with three or less deaths, breaking all of the crates, finding the hidden gem (usually placed in an incredibly clever location), or worse, having to do all of this in one run, it's absolutely nuts. 

Early on in my time with Crash 4, I just said "forget it" and actively avoided searching for secrets in levels, which doesn't seem like the developer's intent here. And if it was, it seems misguided, as one would think you'd want players to enjoy as much of the content of your game as possible. Instead, I ignored it since it was so obnoxious. Even the act of playing levels normally is full of so many "gotcha" moments, such as nitro crates being just out of sight that cause you to die just from touching them, platforms that fall moments after standing on them, and other middle fingers from the level designers that either require prior knowledge that they're coming up or insanely fast reflexes. It's more about trial and error than being able to reasonably complete a level on your first try, which many of you may disagree, but I don't find that to be a good design. When you have to play a level multiple times just to have an idea of what tricks and traps await you, it's just tedious and annoying. 

Crash likes to live dangerously as he enjoys the daily grind.
That all notwithstanding, I did find plenty to enjoy with Crash Bandicoot 4 despite my issues with the trial and error level design, lengthy as heck levels, and "N. Sane" completion requirements. Levels themselves have plenty of clever ideas in them. I really adore the theming on display, from the starting temple levels, to the pirate world, to the dinosaur realm, to a futuristic city. It's all well done, and the obstacles are various and plenty to keep levels feeling fresh. One of my favorite levels in the game featured a New Orleans-style city as Crash ran and leaped through alleyways and on top of rooftops and musical instruments. It was a festive atmosphere that I really dug, and it was enjoyable to play. There were still some "ha, ha, ha, we got you, player" moments from the level designers, but that was expected unfortunately.

Oh, big whoop. You clowns can juggle, but have you beaten Crash 4 with 106% completion?
I didn't think so! (Well, me neither, since that's no easy task!)
Crash and alternatively Coco has all of their abilities from Crash 2 and on. There's a jump and subsequent double jump, a slide, the ability to slide into a jump to increase distance, and of course, the patented Bandicoot spin and ground pound smash attacks. 

Leaping in any kind of 3D space can be quite challenging, so Toys for Bob smartly added a yellow shadow underneath the player to help gauge depth for all the platforming involved in the game. This yellow shadow is completely optional and can be turned off. Further to make the game more manageable, players can choose between a classic or modern mode, which turns on or off the player's lives counter. In modern mode, you can "happily" die as many times as you want. You even gain extra hits and more checkpoints depending on how many times you die in between checkpoint crates. Meanwhile, classic mode features the same rules of Naughty Dog's Crash Bandicoot trilogy, where collecting Wumpa Fruit is basically mandatory to rack up enough lives to survive the entirety of the game. 

Crash and Coco (as well as the player themselves) are shortly introduced to the concept of masks in Crash Bandicoot 4, and this is a nice shakeup to the gameplay. Each mask found serves essentially as a power-up. One mask temporarily slows time to allow our heroes the chance to cross otherwise speedy platforms. Another mask causes gravity to switch, flipping our heroes upside down and right-side up at the press of a button. Then, there's the earliest mask which phases in and out specific platforms, obstacles, and crates. This requires switching between phases to make certain objects solid and others transparent. Masks aren't available to use at your leisure; they appear at specific points in levels and Crash/Coco lose their abilities at specific points as well in levels. By the end of the game, you'll be switching between masks quickly in one of the most difficult levels (if not THE most difficult level) in Crash series history.

Even old Bandicoots can learn new tricks with this wall-running ability.
Apart from Crash and Coco, Crash Bandicoot 4 features three other playable characters that show up every once and a while in the adventure. There's Tawna, who shows up from the future with a delightful new look, and has the ability to grapple enemies and pull herself across chasms. She can also jump along specially marked walls. Then, there's Dingodile, who uses a vacuum-like weapon to suck up and spit out crates of all varieties, save for those dreaded Nitro crates that will make this particular playable character "after while, crocodile" instead. Finally, there's Neo Cortex himself, who begrudgingly joins Crash's cause. His blaster can turn enemies into both solid platforms and platforms to bounce off of. He can also utilize a dash to propel himself across gaps with relative ease. Of the three other playable characters, I would say that Cortex feels the least polished in execution. Without a proper double jump for Cortex, you really lack the precision required for the game. 

And even familiar faces can get fresh new looks as seen here with Tawna!
Crash Bandicoot 4, even on the base PlayStation 4, which is the system I played the game on, runs remarkably well. It's a really beautiful game, too, showcasing a gorgeous cartoony visual style. Environments are jaw-dropping with the amount of details plastered all over, and the characters look greater than they have ever looked in the entirety of the series' history. Music-wise, things aren't the best, but if you ask me--which you didn't, but I'm giving you my opinion anyway--I don't believe the Crash series ever had a strong soundtrack in it. I would draw a complete blank if you asked me to hum any tune I heard in Crash 4, and I played the game for quite a good while.

Vibrant and full of color, thy name is Crash Bandicoot 4.
Despite an intense difficulty and level of challenge, constant trial and error gameplay with the game's lengthy levels, obnoxious crate placements, and questionable completion requirements, I ultimately enjoyed my time with Crash Bandicoot 4: It's About Time. But, to be honest, the reason it took me so long to even review this game was that I definitely needed some breaks from it. Crash's latest--with its difficulty, with its myriad "gotcha" moments, and such--just wore on me way too much. Levels are just way lengthier than they should be, and no matter how great they look, how well designed some aspects of them are, and how interesting the obstacles present themselves, it just got exhausting to play through them for any prolonged stretch of time. While Crash Bandicoot 4: It's About Time was, for me, an enjoyable game with some great design here and there, its overall difficulty makes me question who this game is actually for other than diehard Crash fans and those with a severe masochistic side. Still, it's hard to ignore the quality on display here. 

[SPC Says: B-]

Monday, September 14, 2020

Tony Hawk's Pro Skater 1 + 2 (PS4, XB1, PC) Review

Let's turn from four-wheeling race cars to another type of four-wheeler, the skateboard. It's the long awaited, much anticipated return of Tony Hawk's Pro Skater with a full fledged remake of the first two games in one tantalizing package. It's Tony Hawk's Pro Skater 1 + 2, and here is SuperPhillip Central's review.

Trickin' out with Tony


Throughout the '00s, the Tony Hawk's Pro Skater series saw release after release, busting trick after trick and simultaneously busting up to the top of the sales charts year after year. The series popularized the extreme sports genre of video game, but eventually it faded in both glory and popularity. The death knell was a one-two combo of a poorly made THPS 1 remake and a quick-and-dirty, phoned-in--and quite terrible--Tony Hawk's Pro Skater 5, meant to squeeze some extra last money out of the franchise before the publisher, Activision, lost the rights to it.

It seemed like the Birdman's games would go the way of another bird, the dodo, but now Tony Hawk's Pro Skater is back with a fantastically done remake of the first two games in one cleverly made package. With Tony Hawk's Pro Skater 1 + 2, the Tony Hawk's Pro Skater series doesn't just return to gaming relevance--it returns to form.

What worried me and pretty much every other fan of the old Tony Hawk games was that THPS 1 + 2 would end up like the promising but overall poor remake of the first game. The skateboarding feel wouldn't be right, the controls and handling would be off, and so forth. Fortunately, I am happy to say that Tony Hawk's Pro Skater 1 + 2 feels just like the Tony Hawk games most of us grew up on. This is to say everything feels right, and this isn't a shoddy effort in the slightest.

Right away, the look and feel of the classics is strong in THPS 1 + 2.
Skateboarding is terrific, offering a solid degree of control, and ease of pulling off simple tricks with a combination of the D-Pad / analog stick and face buttons. There are flip tricks and grab tricks to pull off depending on the button pressed and the direction on the D-Pad/analog stick held. That's just the basics, of course. Tony Hawk's Pro Skater 1 + 2 throws in some moves pulled from later games in the series for use in both games' levels, including Pro Skater 2's manual, 3's revert, and even 4's wallride and wallplant. This offers the ability to chain together tricks much more easily than before in both games.

Getting through the daily grind...
It's simple enough to pull these tricks off by themselves, but learning how to link tricks together into one combo and actually succeeding in landing is where the challenge truly lies. It's a juggling act between tying together combinations of flip tricks, grab tricks, flatland/manual tricks, vert tricks, and grinds while simultaneously trying to land a killer combo. The more tricks you successfully pull off in a combo, the more you combo multiplier goes up, and upon successfully landing, the more points you earn. So, there's definitely a risk versus reward mechanic that comes in. Do you risk bailing by continuing a manual into your next trick, or do you end the combo there and get guaranteed points? By doing the former, you can either lose your combo and all those precious points altogether, but at the same time landing the combo successfully will result in more points than you'd otherwise receive.

Tony Hawk's Pro Skater has always been a series about finding the best lines to earn the most points, and the career mode assists in doing this. What may seem like busywork in collecting S-K-A-T-E letters and bashing open boxes in the opening Warehouse level is actually supposed to teach you the levels better so you can learn and hopefully ultimately master insane skating lines in them. Career mode serves as not only a way to provide players with a series of objectives to clear in each level--such as earning set scores, performing certain tricks at specific gaps, collecting certain items, etc.--but also as a means to learn the levels themselves, so when you do hop online for some multiplayer, you aren't left totally in the dust.

Jump in and out of multiplayer as easily as you can pull off this gap.
(Which is to say, quite easily, as this gap isn't too terribly tough to nail.)
Before I do jump into multiplayer more, let's talk more about the career mode. It's taken directly from the classic-style THPS games of yore, giving you two minutes to complete different as many level goals as you can with each attempt. Thankfully, you need not to do all of the goals in one run, but I can attest THPS pros being able to do so for many of the early, and quite possibly, some of the later levels as well. As you complete various goals, you unlock new levels. THPS 1 and THPS 2's levels are split up between their own lists, and you can start with either game's first level and progress through them from there. Collectible stat points to beef up the stats of your currently controlled skater are sprinkled throughout levels, making for an easier time. These stat points work across both game's levels, so if you collect a stat point in a THPS 1 level, it works in THPS 2's levels as well. Really, there is no stringent separation of the two games in Tony Hawk's Pro Skater 1 + 2 other than unlocking levels in order across each game.

Tony Hawk's Pro Skater 1 + 2 requires you to just clear level goals once as any skater instead of the headache that was playing through every level and completing every goal to fully complete the game like the classics had you do. This might turn off some players, as in the career mode, there's nothing else to regularly do in a level once you complete them other than scour them for each skater's stat points. This gets tedious quickly as entering and exiting levels takes a little while loading time-wise, and collecting stat points isn't exactly the most difficult thing to do in the game. You'll instead be switching between levels and suffering loading screen upon loading screen between your level selection.

What is rather difficult, however, in Tony Hawk's Pro Skater 1 + 2 is a brand new addition to the series with this remake: challenges. There are over 700 total, ranging from easy and "not so tough" to "you'll want to break your controller over your knees as if it were your skateboard" hard. These come in various categories across skaters, levels, tricks, combos, modes, and more. Such examples include earning a medal in all skate competitions, performing 20,000 point combos with various trick specifications, and beating high scores in one combo. Each challenge completed earns you money and experience points. The former allows you to purchase in-game goods like apparel, boards, logos, etc. in the shop. The latter is more for achievement/trophy hunters, but your player level also gives you more items to buy in the shop as well.

This school may be out at the moment, but it's a perfect time for some skating to be in session.
Outside of the career mode, there's plenty more to shred through in Tony Hawk's Pro Skater 1 + 2. For instance, a free skate mode offers plenty of opportunities to practice or partake in gap-hunting. There is also a speed run mode where you do your best to complete all of a level's goals as fast as you possibly can. Finally, there's of course multiplayer, which comes in both local, comfy couch split-screen play and online multiplayer forms.

Online works rather well, offering lobbies that don't take much time at all to fill with players, and games start quite quickly and seamlessly. Modes alternate in and out between rounds, levels can also occasionally get switched between rounds as well. Rounds don't take too long to complete, so even if you're doing horribly, you won't have to suffer for long. Perhaps my only gripe with online multiplayer is that HORSE is one of the only modes unavailable. That's local split-screen only. Other modes, such as attempting to get the highest combo score in a set amount of time, or the ultra-fun Graffiti, where you try to "paint" as much of a level's geometry to control the most by the end of the time limit, are present and as fun as ever.

Whoever said "look before you leap" sure said a mouthful.
Aside from competing against yourself for best scores and competing against others in multiplayer, Create-A-Park is back in Tony Hawk's Pro Skater 1 + 2, and mechanically it's better than ever before. While the tutorial is rather poor, practically pushing players into the deep end of the pool with no life preserver or water wings, there's a lot that you can do when creating a park. It becomes second nature and easy as the game snaps pieces together in a way that makes building the skate park of your dreams almost effortless. Furthermore, smart pieces--where you can tinker, pull, and stretch objects like vert ramps, rails, walls, and more--add even more creative possibilities to created parks. I just wish there was a way to implement your own gaps and goals like in past Tony Hawk games, but what's here is pleasant. Searching and finding created parks isn't, however, with level pictures that seldom load, making it a crap shoot on if the park you're about to enter is worth the hassle of the load times or not.

It wouldn't be worth talking about a remake without talking about how improved Tony Hawk's Pro Skater 1 + 2 is compared to its originals. The game is on another level graphically, offering unprecedented detail in both characters and levels. The latter delivers astonishing new takes on classic parks, such as THPS 2's Hangar, which is essentially now a shrine for Neversoft, the developers of the classic Pro Skater games, and the THPS 1's Mall, which now heavy vegetation growing through its abandoned, dilapidated halls and passages. Not all of the levels, however, are great glam-ups, as THPS 2's Venice Beach with its especially bright and almost garish sunset makes it particularly difficult to see certain collectibles.

Venice Beach is one of my lesser loved levels in THPS 1 + 2 due to the lighting
(though this screenshot is on the shady side), but it's still an overall winner.
It especially wouldn't be worth talking about a Tony Hawk game without mentioning its soundtrack, and here, too, Tony Hawk's Pro Skater 1 + 2 brings it with nearly all of the music from both THPS 1 and 2. This soundtrack will definitely trigger nostalgia for most players who have fond memories of skating and thrashing it up in 1999 and the early 2000s. There are also some new songs thrown into the mix, and they fit the style and tone of THPS wonderfully. Plus, if you dislike a particular song, you can skip it with a click of the right stick, or better yet, just remove it from track rotation entirely in the options.

Like Activision's past reworks like the Crash Bandicoot: N. Sane Trilogy, Spyro Reignited Trilogy, and Crash Team Racing Nitro-Fueled, Tony Hawk's Pro Skater 1 + 2 is a marvelous remake that, like Tony Hawk with his infamous 900, nails the landing. Unlike the Birdman himself, however, it's not a perfect landing, as lengthy load times between levels and some odd physics in relation to some level geometry can and do occasionally annoy. Nevertheless, if you want a game that retains the feel of the classic THPS games that you know and love, or you want to experience what the hubbub regarding the Pro Skater series is all about and don't know where to start, then Tony Hawk's Pro Skater 1 + 2 is an outstanding remake and the game for you.

[SPC Says: A-]

Wednesday, October 2, 2019

Spyro Reignited Trilogy (NSW) Review

I listed Spyro Reignited Trilogy as my fourth favorite game of 2018. That was the PlayStation 4 version of the game, so when one of my favorite games of 2018 was released on the Nintendo Switch--a platform where I can comfortably enjoy some gaming without being stuck to my TV--you bet I was looking for any excuse to replay it! That's exactly what I did over the past month with Spyro Reignited Trilogy on the Nintendo Switch. Here's the full SPC review.

Check out my review of the PlayStation 4 and Xbox One original release of Spyro Reignited Trilogy by clicking on this link.

Of purple dragon's majesty...


Last year, developer Toys for Bob showed how remarkable remakes are done with its work on updating the original PlayStation Spyro the Dragon trilogy of games in one fantastic package on the PlayStation 4 and Xbox One. A year has since passed, and now the complete package, Spyro Reignited Trilogy, has arrived on the Nintendo Switch with the bonus of being able to take the experience anywhere you want with its portable play. Adding some refinements and some drawbacks as well, does Spyro Reignited Trilogy hold up as well on the less powerful Switch?

Sparx isn't just Spyro's companion on his adventures--he's also Spyro's health indicator.
Having played through Spyro's three games for the first time to completion last year on the PlayStation 4, my run through of the games on the Switch didn't take as long--but at the same time, it was just as enjoyable for me. There's easily over 25 hours' worth of content to delve into with Spyro Reignited Trilogy, and after the original, you can see how much each of the sequels builds off its predecessor.

While the original Spyro the Dragon employs a simple start-to-finish progression with its levels, and these are connected by hubs, each level begs to be explored. This is due to the fact that your transport between worlds requires a set amount of a particular collectible to proceed. Sometimes it's a number of gems, Dragon Elders to rescue, or Dragon eggs to nab back from pilfering (and quite cowardly) egg thieves upon which Spyro must give chase to return the eggs.

Come back here, you pesky egg thief!
Generally, levels in the original Spyro the Dragon are relatively brief affairs, but that's only if you're running from point A to point B without going off the beaten path. As stated, exploration from finding gems, Dragon Elders, and other collectibles is paramount to Spyro's progress. Plus, if you're a sucker for collectibles like myself, you probably won't be able to ward off the temptation of aiming for 100% completion in each level.

Spyro 2: Ripto's Rage introduces new characters, a more involved story, and more cinematics (including cutscenes that appear at the beginning and end of each level). Spyro also expands his arsenal of moves by paying off a particularly greedy ursine fellow with the gems he discovers throughout his platforming escapades. These moves include the ability to swim underwater, climb ladders, and perform a ground pound of sorts. In addition to these learned moves, Spyro has an incredibly helpful ability to cap off his winged descents across pits and other chasms by having the player press the X button to perform a quick ascent into the sky. No more "just" not having enough height to reach faraway platforms.

Of the three games in the trilogy, Spyro 2: Ripto's Rage slightly edges out the original as my favorite.
Additionally, Ripto's Rage brings with it side quests that have Spyro completing special challenges for special collectibles. Some are rewarded by surviving certain platforming perils while others involve mini-games such as controlling a train cart through a hazardous course, beating an NPC in a game of ice hockey, or defeating a group of enemies causing trouble in a level.

Spyro 2: Ripto's Rage introduces unique side quests that add even more variety to the series.
Spyro: Year of the Dragon rounds out the trilogy, and it adds even more gameplay variety to the series. This is both a positive and a negative. While being able to play as characters other than Spyro--such as a club-wielding yeti and a missile-toting bird--mostly brings about entertaining variety, some of the other types of variety on display in Spyro 3, such as mini-games like the woefully awkward and clumsy hoverboarding, don't give off as great of an impression.

Speaking of variety, being able to play as several new animal
companions turns the "variety dial" up to 11!
Staying with the theme of "not giving off as great of an impression," we have the boss battles. In Spyro the Dragon, the levels leading up to each boss battle are more challenging and lengthier than the actual bosses, which can usually be flamed or rammed into a quick defeat. In Spyro 2: Ripto's Rage and Spyro: Year of the Dragon, bosses are their own encounters without levels preceding them, but these range from total jokes to hair-pulling in their difficulties. The total lack of checkpoints in these encounters made these particular encounters more frustrating and annoying than they needed to be. It's a shame that with all of the updates and upgrades in both presentation and quality of life aspects of Spyro Reignited Trilogy that the addition of the occasional checkpoint in the more arduous boss battles was not included.

Not all boss fights are created equal. While all are pretty forgettable
in this trilogy, some are just frustrating as all get out!
As mentioned and as expected of remakes of this type, all three games in the Spyro Reignited Trilogy have been touched up dramatically, and although they don't have the same wow factor graphically as the PS4 and Xbox One versions (or especially the newly released PC version, for that matter), the fact that the games hold up rather well visually on the Switch--especially when considering you can play them on a single device that you can hold in your hands--makes for its own kind of wow factor. Something impressive as well is how that the only frame-rate hitches that I noticed were ones that happened during loading screens. Nothing out of the ordinary occurred during actual gameplay. An important point to mention: this didn't matter whether I was playing with the Switch placed in the dock or if I was playing the game in handheld form.

While the visuals may not be astonishing compared to the other versions, Spyro Reignited Trilogy running as flawlessly as it does on the Switch certainly is astonishing all on its own!
Spyro Reignited Trilogy may be a year late in coming to the Nintendo Switch, but it's on the system in style with surprisingly remarkable results. Though Spyro's adventures are dated in some regards when it comes to their designs, overall, each adventure is worthy of a play through (or several) and holds up exceptionally well. If you haven't played these sensationally remade versions of Spyro's original three platforming adventures already, own a Switch, and favor either the platform itself or portability, then enjoy Spyro Reignited Trilogy on Nintendo's hybrid system--because this port is a well done one.

[SPC Says: A-]

Thursday, June 27, 2019

Crash Team Racing Nitro-Fueled (PS4, XB1, NSW) Review

What a treat the start of summer has been so far! Last night SuperPhillip Central reviewed Bloodstained: Ritual of the Night, and it was a greatly adored game. Now, we have Crash Team Racing Nitro-Fueled to sink out teeth in to, and the review is all revved up and ready to burn some rubber. Check it out.

Kart racing with Bandicoot Power


The original Crash Team Racing owed a good deal to mascot racers of the past for it to come in to fruition. There's of course the Mario Kart series for building a successful foundation, as well as Diddy Kong Racing for which CTR's Adventure Mode was clearly inspired by. That notwithstanding, the original Crash Team Racing added enough to the formula with its unique and high skill ceiling that the game rightfully earned its place among the best in the genre.

Now, Activision and Beenox have brought CTR back with a remarkable remake with Crash Team Racing Nitro-Fueled, taking all of the content from Crash Team Racing and throwing in all of the characters and tracks from Crash Nitro Kart as well to create what should be one of the best mascot racers around. While it certainly lives up to the original, there are some niggling issues that put the brakes on Crash Team Racing Nitro-Fueled being the best kart racer in town.

Bandicoot power is back, Crashamaniacs!
CTR is a highly technical racer, and one that requires some patience and perseverance to get a hold of. The main reason for this is the high bar of entry that comes from the drifting and boosting system. Rather than modern Mario Kart's boosting system where the longer you drift, the longer your boost when you exit your drift, Crash Team Racing uses a gauge as you drift. When the gauge gets full enough, you hit the opposite shoulder button to let loose a boost--this is all the while using proper timing to get as much boost energy as possible without failing. You can unleash up to three boosts in one drift, and at the start, it can be quite overwhelming to watch your boost gauge (or alternately the smoke from your exhaust) to determine when to hit the button to boost properly. However, with practice, one can use muscle memory to chain boosts together quite easily.

That said, it's because of this barrier of entry because of drifting and boosting that Crash Team Racing Nitro-Fueled isn't exactly the most beginner-friendly racer out there--nor is it the most accessible. It's not quite the game to bring out for parties or game nights with lesser experienced friends, as with my experiences with my own friends new to the game, frustration and boredom set in way before there was time for fun and excitement.

Another reason for this is that of the items in Crash Team Racing Nitro-Fueled. Once a player gains a significant lead, there's really no way to catch them. Items are a crap shoot, favoring more attacking opponents in the middle of the pack rather than first place. A sensationally skilled player will have no problem breaking out from the pack of racers and leaving them in the dust while everyone else beats each other senseless with items. There are no Mario Kart racing miracles here.

When first place can earn an Aku-Aku invincibility mask, you can guess that the item balance is a bit off.
Still, if you can manage to hop over the preliminary hurdle, you'll find a highly enjoyable racer here. One main part of this is the brilliant track design, spanning over 30 tracks between the original Crash Team Racing and its non-Naughty Dog-made sequel Crash Nitro Kart. The latter are just as quality of races as the former, though CNK has many more hazards on tracks to worry about--plus they're generally significantly longer races overall. All are littered with cool shortcuts that require skill to achieve. It's not as simple as using a boost to speed across a patch of grass--it's more pressing the button to have your kart hop so you catch enough air to land on an otherwise inaccessible part of track to shave precious seconds off your time and/or cut your opponents off at the pass. From tropical jungles and sandy coves, to polar mountain passes and neon cities, Crash Team Racing Nitro-Fueled really doesn't have a stinker in the whole slew of tracks the game contains. It's really a matter of quality AND quantity in the game without the need to settle for one or the other.

Don't worry--Coco Bandicoot and Pura both looked before they leaped.
The main single player draw of the original CTR was its Adventure mode, and this closely followed what Diddy Kong Racing created on the Nintendo 64. You explore simple hub worlds (though in CTR they are merely a means to get from one race to another rather than adventurous worlds to discover goodies in) and participate in races. There are four tracks per world, and upon finishing all four in a given world, a race against that world's boss opens up. These boss races aren't nearly as enjoyable as Diddy Kong Racing's as you're against characters that love using rubber-band AI and littering the track with items. No matter how big your lead is on these boss characters, they quickly gain on you in later difficulties and proceed to pass you, once again spamming items behind them.

This is a good time to speak about the difficulty of the Adventure mode in general. Easy mode is way too much of a breeze to beat, while Normal mode is a little too challenging, particularly with the aforementioned boss races. Meanwhile, Hard is just ridiculous. The balance of these modes seem off overall, but if you want a challenge, you'll certainly get on with Crash Team Racing Nitro-Fueled's Adventure mode.

Apart from standard races are optional CTR Challenges where you must collect the letters C, T, and R which are scattered about tracks--usually in hard-to-reach or time-costing locations--AND win the race. There is also something called the Relic Race which is like a time trial, save for the fact that you're tasked with breaking time crates that range from 1-3 seconds, each pausing the timer for that many seconds as you compete against the clock to get under a certain time. These modes are a great deal of fun, and they can all be played outside of the Adventure mode as well. This is great if you'd like to compete in these challenges in the Crash Nitro Kart tracks, which are not featured whatsoever in Adventure mode. It's purely CTR there--though in Nitro-Fueled you can choose which character you'd like to race as instead of being purely limited to Crash as your Adventure mode racer.

Old, familiar tracks have new life breathed into them.
All of the characters from both Crash Team Racing and Crash Nitro Kart are available to race as in Nitro-Fueled, though many require you to unlock them. This includes the brand-new playable boss characters that originally needed to be unlocked through cheat codes back in the day. Characters and karts can be customized with different skins and recolors, most earned by purchasing them with Wumpa Coins in the Pit Stop, a shop that regularly updates and switches out its selection of karts, characters, and stickers daily. Unfortunately, this also means that if you want a particular outfit for a character or a specific kart body you see online, you have to continually check the Pit Stop shop with each update in hopes that the item you're looking for appears there to purchase.

Dress for success--and to cross the finish line in first!
Speaking of online, this is where Crash Team Racing Nitro-Fueled falters a little. While some races run relatively well, many times I've raced where I'd be hit by something that came from seemingly nowhere or other racers would seemingly disappear and reappear on the track, making it where hitting opponents and avoiding their attacks seemed impossible.

Additionally, the Matchmaking option is a bit of a misnomer. It's merely the option you go to if you want to play against randoms online. It does not match you based on skill whatsoever, which can create situations where first place finishes the race far ahead of everyone else and the race ends before most--if any other--players can actually finish themselves. The track selection online is also limited by only having three track choices each time for players to vote on. I saw many repeats show up and a considerably limited pool of tracks available throughout my online experiences with the game.

Lastly, players across the Internet, including myself, still have no clue how Wumpa Coins are even awarded after online races. Sometimes I would get only 40 coins for coming in first, while others I'd get over 500 for coming in sixth. There's a confusing lack of a rhyme or reason for how Wumpa Coins are handed out, and some transparency from Beenox would be most appreciated.

Eyes on the road, Dingodile! That's one of the first things they teach you in driver's school, for cryin' out loud!
While online isn't up to par as of yet (though it's hardly an atrocious experience--dare I say it's a darn good bit of fun!), there's no question that there's an extraordinary amount of personality and polish put into the presentation of Nitro-Fueled. Even the most drab of tracks from Crash Team Racing have gotten a face lift, and some look absolutely unrecognizable from their old selves. The tracks are filled with new touches and sights to behold. I had fun just exploring racetracks, braking completely at different spots to witness every little intriguing point of interest I saw. The music is just as good, and while it certainly doesn't have as much memorable themes as the competition, it's more than serviceable enough.

This game has more personality than *I* do! Hey! I resent that remark even though I said it!
With Crash Team Racing Nitro-Fueled, a new generation can witness just why so many fans from the original PlayStation days revere Crash Team Racing so much. Meanwhile, longtime fans of the original game can return a revitalized remake of a remarkable racer with excellent added content, so-so online play, and more polish and personality than you can shake a Wumpa Fruit at. Crash Team Racing Nitro-Fueled has its issues of course, but overall, it's one of the best buys a kart racing fan can ask for.

[SPC Says: A-]

Saturday, February 9, 2019

Spyro Reignited Trilogy (PS4, XB1) Review

I've engrossed myself in so many games these past few days, all for the purpose of reviewing them soon. For instance, I finally finished up Spyro Reignited Trilogy, and I only played the original Spyro the Dragon back on the PS1. Wait. I actually go into that in my review, so why don't we just get on with it?!

There might be three games in this trilogy, but they won't--wait for it--"drag on".


Thinking back, I don't have that many fond memories of the original Spyro the Dragon. Sure, it was fun, but the most prominent thought that I have is how the game gave me a severe headache upon playing it for any lengthy duration. It's like those rough, jagged polygons cut directly into my head, causing me pain and agony. Okay, maybe that's a bit on the dramatic side. Regardless, I never did finish Spyro the Dragon when it released, and due to my rather unflattering experience with the game, I never touched the sequels. Now that Spyro Reignited Trilogy is out, I'm basically able to play 2-1/2 brand-new games (for me at least) with enhanced sight, sound, and visuals that definitely didn't give me a killer migraine. 

Spyro's back, and while it may be cliche to say, he really is better than ever.
Playing the games in order within the Spyro Reignited Trilogy, you really get a feel and understanding for how the series evolved over the course of three games. Starting off with--where else but Spyro the Dragon, the game lays down the groundwork for the future entries. "Oh, wow, Phil. Great analysis. No first game in a series has EVER laid down a foundation for sequels." Okay, sarcasm from the peanut gallery aside, Spyro the Dragon is obviously the simplest of the three games, but at the same time, it's a quite lean game. There is no real fat or filler to speak of. Pretty much every level has a required goal, and that's to reach the exit. Most levels have one true path to follow, but many also feature detours for rewards. 

Open those wings and take flight, young dragon!
Of course, like every other game in the series, it behooves you to do some exploring, as later areas in Spyro the Dragon are locked behind collectibles. These consist of rescuing the Dragon Elders who are encased in crystal, as well as gathering gems scattered about in levels, whether on the ground, in chests, in vases, and so forth. 

Spyro 2: Ripto's Rage is probably my favorite game of the package. It has just the right length, just the right amount of meat to it, and creates multiple new play styles that mostly all work. In Ripto's Rage, Spyro's cast of characters expands rather greatly with a handful that appear and reappear in the hub worlds to help the precocious, purple dragon out, as well as one-off characters that guide you through the base levels. The goal of many of these levels is the same--get from the beginning to the end. It's just that they're dressed up with some narrative and quest-like design to give some context to each level, rather than just throwing the player in a given level and having them get to the end with little context to offer like the original Spyro does.

A successful game of hockey wins Spyro his reward.
Furthermore, Spyro 2 adds some side missions to complete within the levels of the game. These reward special relics that serve as the primary collectible of Ripto's Rage. These are on offer for things as simple as solving an engaging platforming task to participating in a mini-game, such as a game of ice hockey, thwarting turtles from having some soup by knocking them into the surrounding pools of water, among many others.

Spyro 2 also takes the Banjo-Kazooie route by adding new moves that Spyro can learn, such as swimming and climbing. Swimming is a mixed bag in execution, but there's really never a moment in the game where you need masterful precision to survive or proceed through a submerged underwater section. 

You don't know how hard it is for me to not bust out a
"flattened like a pancake" quip--that previous statement notwithstanding.
Finally, Ripto's Rage is the sole game in the trilogy that bookends each of its levels with comical cutscenes that sometimes hit the mark, but other times didn't really get a chuckle from me. They're all presented beautifully and impressively, even if the humor isn't on point 100% of the time. Your mileage will of course vary.

Spyro: Year of the Dragon is the final game in the trilogy, and it expands its levels and objectives inside them to much greater size. Whereas Spyro the Dragon took me about five hours to 100% and Ripto's Rage had me put in about 7-8 hours to complete, Spyro: Year of the Dragon was a 10 hour journey to fully complete. It was also spread out across more days than both of its predecessors just because unlike Spyro 1 and Spyro 2, levels take quite a bit more time to fully beat.

Part of that is the implementation of a wide variety of gameplay styles. Unlike Ripto's Rage, however, some of these don't stick the landing well at all. While it'd be disingenuous to say that Year of the Dragon is the jack of all trades and the master of none--because the standard gameplay as Spyro is as sharp as ever--a good number of the variety of gameplay types rubbed me the wrong way. There's the hoverboarding that takes place in both trick and race formats, where performing tricks and landing the tricks can be mighty particular. Throw in some odd physics and collision detection here and there in these sections, and you have something that can irritate.

Moreover, Year of the Dragon boosts the supporting cast with includes additional playable characters other than Spyro. From a bouncing kangaroo to a trigger-happy monkey, these provide a welcome reprieve from the traditional Spyro platforming and gameplay, but this also has some stinkers with the amount of gameplay types included. Thankfully, most of these work well, but the ones that don't, like the explosive-toting bird's Molten Crater mission, feature haphazard, almost glitchy camerawork that devolves into a less than satisfying experience.

Make yo' kangaroo wanna... JUMP! JUMP!
Spyro, his companions, and his world in his return-to-form Reignited Trilogy look absolutely sensational. Looking at comparison shots from the PS1 originals to these Reignited re-imaginings is something to behold, as the developer really nailed the atmosphere and environments of the original trilogy while breathing new life into them. The characters express themselves well, and the amount of detail and visual variety is magnificent. Perhaps my only actual issue with the visual piece of Reignited Trilogy is the gratuitous use of motion blur with no ability to turn it off. While it's not absolutely dizzying or nausea-inducing, it still is a notable detraction to the game's aesthetic. 

Each level, regardless of the Spyro game you play, looks positively stunning in its remade glory.
Meanwhile, the voice acting in the game has been fully reworked, but sadly, there is no option for subtitles. (Pretty crappy to not have this patched by now, Activision, for those that are hearing-impaired players.) The music, too, has been updated with the help of the original composer, but like the PS1 trilogy, the songs in Spyro Reignited Trilogy just come off as window dressing for the ears, as they didn't really stay in my head after I quit playing the games. I couldn't hum you any of the songs if you asked me to.

Spyro Reignited Trilogy to me is a much greater platforming success than Crash Bandicoot: N. Sane Trilogy is. Perhaps that's because I actually enjoy all of the games in the collection, and I find them well designed in the first place--unlike certain levels or entire games of Crash in general. Regardless, while there are annoying spots in the latter two games in the Spyro trilogy due to spreading out into different gameplay types, overall, Spyro Reignited Trilogy controls like a charm, plays like a dream, looks like a winner, and satisfies (mostly) from beginning to end.

[SPC Says: A-]

Monday, July 31, 2017

Crash Bandicoot: N. Sane Trilogy (PS4) Review

For the final review of July on this final day of July, we have a SuperPhillip Central review from Bean, who we haven't seen for a while. This is his review from his full play-through of all of the games featured in the Crash Bandicoot: N. Sane Trilogy for the PlayStation 4.

A Proper Crash Bash


Crash Bandicoot originally raced on to the scene twenty years ago on the original PlayStation console. It was the story about an Aussie animal that was given sentience thanks to a pair of sinister scientists, Dr. Neo Cortex and Dr. Nitrus Brio, in their plot to take over the world using an armada of mutated minions. Crash escaped, but his girlfriend didn't, so he wound up going on an adventure to get back to the lab and save the day. He did and wound up starring in two critically and financially successful sequels before licensing issues would take him from top tier mascot to looking like he was a John Cena cosplayer. Activision, who had gained the Crash license through their merger with Vivendi, saw the fan interest in bringing the Bandicoot back to his prime old self and put Vicarious Visions on the job to remaster the popular PlayStation trilogy with the N. Sane Trilogy for the PS4. I'll say right now that the company did a very faithful, even if not totally accurate job at remaking these classics... for better or worse as you'll find out.

Crash Bandicoot shows us his fantastic Indiana Jones impression.
The goal in all three Crash Bandicoot games is to run and jump your way through stages while breaking every box along the way both in the main levels and usually a bonus path to find inside said levels these to earn yourself a gem at the end. In the original Crash Bandicoot, these were the only collectibles to worry about. However, what made them so hard to get in the original and not the sequels was that when you lost a life even after breaking open a checkpoint box, every crate would be back and unbroken. This meant you had to do a no-death run of every stage just to earn a gem, and that wasn't the easiest task in the world back in the day. In this remaster, the game has mercifully been toned down as you can now go through and die at checkpoints as much as you want... unless you're going for one of the game's rare colored gems. Those levels still require you to do a no-death run of the whole stage in one try lest you be rewarded with a screen that tells you that you were almost perfect except that you died. Ouch.

Some hazards in levels can drive the player a little batty. (Sorry, not sorry for the pun.)
One of the most frustrating things with the remaster is that the original source code was apparently lost. This means that physics were changed up in spots. In Crash 1's case, this is definitely to the disadvantage of the player as Crash does not get as much air on his jumps, and therefore, does not get the same distance on them either. Couple that with shadows that aren't as pronounced, and you have one-third of a remake where it's both tougher to gauge and land your jumps correctly. Even worse, physics issues will also pop up if you land on the edges of platforms. Things that could be easily done in the original, like running on ropes in the infamous bridge levels, now are nail-biting exercises in frustration. Yes, I was able to get through these stages fine without resorting to this tactic, but it never feels right to be safely on a platform only to find yourself running forward and be pushed off into the abyss. On the positive side of things, this is the only part of the trilogy where I felt things were off, but you still take a game I thought was mediocre for one reason and keep it that way for another.

No matter the dangers, Crash always rushes onto the scene!
But that all changes the moment Crash 2 begins. The point-to-point world map system is dropped in favor of small hubs that have five portals for quick access. Crash himself gets a few new moves like the ability to do both long and high jumps with a combination of pressing circle (or R1) and X. Even better, if the player presses Square to spin immediately after doing one of these two types of jumps, Crash will either get more distance or height on his leaps. Knowledge of all of these moves are required to get both gems and the newly-added crystals. The crystals themselves are the main collectable to make progress in this game and will usually be right out in the open in the second half of levels. Other additions in this one include alternate paths, secret exits, and a couple of non-platforming vehicle stages.

Levels where you're rushing towards the camera can take a little getting used to and require some memorization.
I'm a fan of the Death Routes which are alternate levels that the player must once again reach by not dying in the level up until that point. These areas usually offer a higher degree of skill to complete, and in one specific case, Crash will be forced to slip and slide through an icy chamber to hit a switch only to be forced to go all the way back to the start to be able to break every box in the stage. Oh, and did I mention this area is filled to the brim with Nitro Boxes, green crates that explode the moment you come into contact with them? Yes, this game expects a lot from the player and the backtracking in some levels can go overboard at times, but it's pure platforming fun and my favorite entry of the trilogy.

Crash 3 or Warped, depending on which part of the world you're from, continued to add to the Bandicoot's arsenal when you beat bosses as you'll earn new special abilities like a double jump or glide spin to once again make it through levels easier. It also added Crash's sister, Coco, as a playable character originally although she is playable in all three titles in the N. Sane Trilogy thanks to Vicarious Visions. Unfortunately, while Warped has some of the best platforming stages in the entire trilogy, it also goes overboard in terms of its gimmick levels.

This time around, no matter the game, Crash's sister Coco is available to play as.
I mentioned Crash 2's vehicle stages, but they weren't as prominent as they are here. This game throws them in early and often. Jet ski tracks, motorcycle races where you have to get 1st, airplane dogfight stages where you have to shoot down blimps, a couple of swimming stages. You have all of these new moves at your disposal, yet it feels like more than a third of the game takes you out of platforming and throws you into these kind of levels. It's a bit frustrating, but it's not a total dealbreaker, although I will say the jet ski levels feel a little more loose or tight depending on what kind of turn you're trying to make. It's still a fun game overall, but the final part of the trilogy could've been the best instead of a step down from its more fun predecessor thanks to these abundant and unnecessary gimmick stages.

The majority of Warped's levels have various gimmicks to them, for better or worse.
The final new addition in Crash 3 were relic race time trials. In these, you would hit a stopwatch at the beginning of the stage and go through levels as fast as you can. Certain boxes would be converted into a yellow color with a number on them from 1-3. Break those boxes, and the clock would stop for that amount of time as you kept going along. Sapphire, Gold, or Platinum Relics would be handed out depending on how fast you were... pending you were fast enough to earn one in the first place, that is. Vicarious Visions knew players enjoyed this and decided to also add these time trials into the first two titles as extras for trophy goals. Once again, they really don't feel right in Crash 1, but once you beat the final boss in Crash 2 and earn a Speed Shoes upgrade for faster movement with the press of the R2 button, it feels great. Your jumps again go farther with this active, so you might as well get your inner-Sonic on and race to the finish! Another obvious but necessary inclusion is the ability to save anywhere on the map or in hubs in all three games. It's just a shame the load times when going into the game or stages last a bit longer than I'd like to see.

Crash gives this boss encounter a spin and seems to be succeeding. 
Still, the whole N.Sane Trilogy does a faithful job of recreating two very fun games and the original Crash as best they could be in terms of both upgraded visuals and sound. I had a fun time going through these titles again this month for the most part, and really, a compilation set like this for the Bandicoot's 20th Anniversary is a no-brainer for any and all Crash fans to pick up. With its successful debut worldwide, who knows if this will lead either to a new entry in the series or perhaps another compilation set with a certain purple dragon? It's absolutely N. Sane that it took this long for the series to go back to its roots, but I'm definitely glad it did.

[SPC Says: A-]