Showing posts with label crash bandicoot 4. Show all posts
Showing posts with label crash bandicoot 4. Show all posts

Tuesday, April 13, 2021

Best Levels in Gaming History - Volume 22

Spring has sprung, and with it a new season featuring more of the Best Levels in Gaming History! We've reached the 22nd volume (wow!), and there's no signs of stopping. Whether they be actual levels, missions, maps, or even this time around, golf courses, these sectioned-off portions of games are some of the greatest ever. We've got a packed list of franchises represented this time around--we start with Spider-Man, move on to Sackboy, Crash Bandicoot, and Yooka-Laylee for some platforming fun, and end things by checking in on our backswing with some Mario Golf. 

If you have some time to spare or are simply yearning for more great gaming levels, then no look further than every installment of Best Levels in Gaming History right here with these convenient links:

Volume One
Volume Two
Volume Three
Volume Four
Volume Five
Volume Six
Volume Seven
Volume Eight
Volume Nine
Volume Ten
Volume Eleven
Volume Twelve
Volume Thirteen
Volume Fourteen
Volume Fifteen
Volume Sixteen
Volume Seventeen
Volume Eighteen
Volume Nineteen
Volume Twenty
Volume Twenty-One

Hold onto your web-shooters - Marvel's Spider-Man: Miles Morales (PS5, PS4)

Our opening Best Level in Gaming History is also the adrenaline-pumping opening to Marvel's Spider-Man: Miles Morales, "Hold onto your web-shooters". After the events of the original Spider-Man game from Insomniac, Miles Morales has taken on the mantle as a second Spider-Man and has the original Spider-Man as his mentor. The two are entangled in a mission to oversee the transport of a convoy of R.A.F.T. prisoners who had escaped in the previous game. A helicopter malfunction results in a crash and the escape of several prisoners, including one rambunctious member of Spidey's rogue's gallery, Rhino.

While Spidey takes on Rhino, Miles focuses on the brawn that are the more manageable prisoners. Here, players learn the ins and outs of the most basic of combat: punches, kicks, web-shooting, evading attacks--that sort of thing. After two mobs of enemies, with the second batch having long-range weaponry in the form of guns, Spider-Man wrestles with Rhino, as the latter charges through the city, with Miles pursuing. 

Eventually, the three make it into a mall, where Miles takes over the Rhino-riding duties, weaving through stores, displays, and avoiding taking damage. The fun goes from the top floor straight to the bottom floor, and the rampage continues, even blasting through J. Jonah Jameson's Christmas-themed podcast set, much to Jonah's dismay and utter rage. 

The chase continues through the city streets, causing much more unintended collateral damage, but it ends when Rhino smashes himself, with Spidey and Miles in tow, into a flammable tank, which explodes upon impact. After Miles takes care of some crowd control of the escaped prisoner kind, Spidey #1 finds himself on the receiving end of Rhino's offense, leaving him unable to move. It's Miles' turn to shine, armed with an unknown and mysterious new electrical power that courses through his body, Venom Power, Miles does battle with Rhino, ultimately defeating him.

Between the amazing set pieces on display, whether it's the carnage on the streets or the rampage through the mall, the intense action, great and amusing dialogue, or how seamlessly everything happens (whether on PS4 or PS5), the opening mission in Marvel's Spider-Man: Miles Morales starts the game on an insanely impressive note. And the entertaining ride only gets more enjoyable from there.

Flossed in Space - Sackboy: A Big Adventure (PS5, PS4)

Let's move on from one PlayStation Studios game to another, this time with Sackboy: A Big Adventure, a game that was runner-up on SPC's Games of 2020 list. For good reason, too, as the Sackboy's Super Mario 3D World-like platforming adventure was a masterclass of wonderful design, enjoyable and accessible platforming, and abundant imagination. So many of the levels could be selected from the game and represented for this type of article series, but if you've played Sackboy: A Big Adventure, then you probably already know what level type is most worthwhile.

This obvious pick is any one of the music levels featured in the game. These levels take a licensed track from popular music, such as Britney Spears' Toxic or Mark Ronson and Bruno Mars' Uptown Funk, and almost seamlessly syncs the running and jumping action on screen with the music. It's similar to Rayman Legends' lovely music levels, though these in Sackboy are not levels you just run like there's no tomorrow. No, in Sackboy, you play these levels at your own pace. 

Really, any of the five or so music levels featured in Sackboy: A Big Adventure could easily be selected for this volume of Best Levels in Gaming History, but I'll pick my personal favorite, featuring Foster the People's Houdini. The level Flossed in Space, an obvious but still clever riff off of Lost in Space, features a copious amount of portals that warp Sackboy to and from destinations, moving platforms, and a stupendous intergalactic space theme that is all complemented beautifully by the backing music. Part of my love for this level stems from the actual song, which is quite the bop, and another part is just how well executed the transitions between portions of the song are. It's an overall incredibly fun, sensationally original level that oozes with personality, much like the overall adventure of Sackboy itself.

Off Beat - Crash Bandicoot 4: It's About Time (Multi)

On the subject of 3D platformers, let's turn our focus to a much more difficult game. While I didn't necessarily love Crash Bandicoot 4: It's About Time for several reasons--as you can read in my review--there is no question or hint of denial on my end that a multitude of levels within the game are abundantly packed with creativity and genius. My pick for my favorite level within Crash 4 comes from the New Orleans-inspired music level Off Beat.

Off Beat starts out innocently enough with a vertical climb of boxes and platforms to the rooftops, and this is where the real fun begins. Complete with rising and lowering block platforms with mischievous faces painted on them, ghosts that bugle out and drop painful-to-the-touch notes from their trumpets, helpful bipedal cannons that assist Crash by blasting him across the city skyline with ease, and even a parade featuring familiar Crash characters and even a Spyro the Dragon appearance, Off Beat is a level that is hardly one-note. It's fun to run through, features limited "gotcha" moments that I felt plagued this game throughout its adventure, and is just jam-packed with creativity.

Cliffside Quest - Yooka-Laylee and the Impossible Lair (Multi)

From 3D platforming to 2.5D platforming, we turn to the wildly charming, clever, and well executed Yooka-Laylee and the Impossible Lair from Playtonic Games. While Yooka-Laylee was a spiritual successor to Banjo-Kazooie that didn't quite stick the landing, with Impossible Lair, Playtonic successfully nailed its take on the Donkey Kong Country-style with some insanely ingenious additions as well.

The levels in Yooka-Laylee and the Impossible Lair are pretty much all wonderfully well done, but nearly all of them are somewhat linear affairs. That's what makes the Cliffside Quest level so unique in Impossible Lair. The premise is simple: Yooka and Laylee are greeted with a statue of villain Capital B., and inside a protected shield is a bee, essentially the "goal" of the level. However, in a "so close, yet so far" type of scenario, Yooka and Laylee need to track down six gems that are scattered on all corners of this nonlinear level in order to unlock the shield and complete the level.

Whether in its springtime version or its frozen variant, Cliffside Quest has myriad platforming challenges to take on, and most of these are relegated to specific rooms and chambers. There are climbing challenges, where Yooka and Laylee must avoid killer lasers as they climb, there are enemy gauntlets, swimming situations, and much more to track down all six gems to satisfy the conditions of clearing the level. It's a scavenger hunt of sorts, and one that is enjoyable in either variant of this atypical, untraditional level in Yooka-Laylee and the Impossible Lair.

Mario's Star - Mario Golf (N64), Mario Golf: World Tour (3DS)

We wrap up this 22nd volume of Best Levels in Gaming History with a first. Yes, in the 21 previous installments of Best Levels in Gaming History, we've never seen a golf course ever represented. Time to give the game of golf its proper due with some representation, and why not with Mario Golf: Super Rush for the Nintendo Switch fast approaching!

One of the most creatively designed courses in Mario Golf history comes from the very first Mario Golf for the Nintendo 64. Mario's Star is the ultimate course in that game, and what makes it so creative in its design is how each hole is essentially art of famous Mario characters and enemies comprised of things like bunkers, water hazards, rock, fairways, greens, and more. As you can see in the attached photos, the noble and honorable Princess Peach gets immortalized in this course with a striking portrait (and one hard hole of golf, might I add!).

It's more than a gimmick, though, which is much appreciated. The designs lend themselves well to a challenging round of golf, but one that is ultimately fair in its difficulty. Mario's Star would reappear as one of the six downloadable courses in Mario Golf: World Tour for the Nintendo 3DS. In fact, every course in the aforementioned DLC are courses from Mario Golf for the N64 that have been remixed, remade, and mostly renamed for World Tour.

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-]