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kabenon007
05-14-12 05:31 PM
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Bstaxxx
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Crash Bandicoot: 3ish-D Platforming

 
Game's Ratings
Overall
Graphics
Sound
Addictiveness
Depth
Story
Difficulty
Average User Score
9.4
8.3
8.3
6.8
7.9
6.9
7.8
kabenon007's Score
8.9
10
7
7
7
8
9

05-14-12 05:31 PM
kabenon007 is Offline
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I say Nintendo, you say Mario. I say Sega, you say Sonic. Nintendo! Mario! Sega! Sonic! Playstation! ........

Each major gaming company seemed to have their own mascot. Nintendo's was obviously the Italian plumber turned super hero/turtle killer Mario. Sega, seeking to one-up Nintendo in terms of characterization and attempting to appeal to a "more hip" crowd, created the finger-waggling Sonic. If you thought Nintendo invented waggling, you'd be wrong!

The maniac marsupial Crash Bandicoot was publisher Naughty Dog's attempt at creating Sony's mascot, and they took one-upping and one-upped it to a whole level of uppidy. Sonic may have had a shockingly brazen attitude, but Crash was just insanity on a CD, as clearly stated by the game's first level: N. Sanity Beach. Properly pronounced that would be North Sanity Beach, but I'm sure the developers were going for something other than that. For one thing, Crash spends the entirety of the game half-naked, clad only in shorts and some sneakers. The scandal. Exhibit B, the spiky hair. Sporting some sort of mohawk landed Crash squarely in the city limits of Attitudeville, population Crash Bandicoot and Mr. T. Number 3: the facial expressions of the character, both in animation and in his dopey expression plastered everywhere in the game. Compared to the facial expressions of his counterpart Mario, Crash could far better convey his empty-headedness to the world.


Not a whole lot going on upstairs...

However, these graphics and animations, which did indeed give a whole new depth of character that developers could unleash upon their creations, truly shined on the Playstation, whose power could handle such animations.

Bandicoot-backing on the praise of the character's facial expression and animation, the graphics as a whole in this game are superb. The background environments, textures, an characters are all very detailed and look quite good (for the time period). Unfortunately, this is where my praise for the game ends, or at least takes a brief hiatus while my grumpier twin steps in to wail on my keyboard for awhile because, though the game is a technical masterpiece and very pleasing to the eye, this game falls short in what makes a game a game: the gameplay.

Among the first forays into the 3D platforming realm, Crash Bandicoot's allows players to move in the X, Y, and Z planes. For the technically, or mathematically unsavvy, that means you can move side to side, forward and backward, and up and down. As such the 3D platforming genre was basically unexplored territory, a clean slate with no established cliches. No one would fault them for trying new ideas or for pushing boundaries that have not even been created yet. And there are some instances in this game in which they fully explore and utilize the new 3D elements they have created, the boss fights being somewhat shiny examples of this, and a few sections of other levels, forcing you to think in 3D and utilizing the full depth of field they have been given. But for the most part, Crash Bandicoot plays it safe. Instead of diving into the new 3D pool, it is content to splash around in the shallows. The 3D aspects are there, but never fully realized.

A very obvious example of this is that the levels, though fully 3D levels, still feel like 2D affairs when played in that you go from point A to point B, hop over obstacle C, skip over D, and jump over E. These are not fully realized worlds that take advantage of the 3D technology, they are 2D concepts executed in 3D graphics. Though the level backgrounds are wonderfully rendered in 3D, they are so filled in with textures and claustrophobically so that I do not feel as though there is any world outside of what I can see. I feel that if I took a step beyond the jungle (or factory or temple) I would be greeted by blackness. I feel like the levels are tunnels with very well done wall paper, leading down one pipe and into another. Super Mario 64 (another 3D platforming game that came out around the same time, you may have heard of it) on the other hand, feels like a full world. Even at the very edge of a map, it is so well implemented and realized that I feel that if I could somehow pass beyond that invisible wall, I would still have more world to explore.

Another stumbling block I encountered is in the way in which the levels are designed. In CB you only move in one direction at a time. What I mean by that is that the levels are structured so that you move from one Crash Bandicoot sized ledge, straight left, straight right, straight forward, ad nauseum, making sharp, 90 degree turns and starting over again. There is very little dual movement in which you are moving both toward the screen and to the right. Again, this is a very 2D concept, that a player can only handle moving along one axis at a time. We're big boys and girls, we can multitask. It will be ok.

I hate to turn this into a review that could have been entitled "Like Super Mario 64 But..." however, it is impossible look back at this game without comparing it to the others of its kind. And please don't get me wrong, it is still a ground breaking game that helped establish the 3D platformer as a genre in the first place, but I still feel let down when I look at the way 3D is implemented in Super Mario. It is as though the developers of Super Mario were looking at it as a 3D game and then built up everything else off that concept, and that Crash was built as a 2D game and then later had 3D graphics applied.

It is still a great game, a lot of fun to play, and it will go on to be one of the Playstation's best selling games of all time, and there has to be a reason for that and there is: great graphics, a fun playable character, a 3D environment to play around in, and solid platforming elements. Can I really fault a game for not being what it could have been? Perhaps, perhaps not. But I can give it a lower score in my review. Cuz I'm the reviewer. Word.
I say Nintendo, you say Mario. I say Sega, you say Sonic. Nintendo! Mario! Sega! Sonic! Playstation! ........

Each major gaming company seemed to have their own mascot. Nintendo's was obviously the Italian plumber turned super hero/turtle killer Mario. Sega, seeking to one-up Nintendo in terms of characterization and attempting to appeal to a "more hip" crowd, created the finger-waggling Sonic. If you thought Nintendo invented waggling, you'd be wrong!

The maniac marsupial Crash Bandicoot was publisher Naughty Dog's attempt at creating Sony's mascot, and they took one-upping and one-upped it to a whole level of uppidy. Sonic may have had a shockingly brazen attitude, but Crash was just insanity on a CD, as clearly stated by the game's first level: N. Sanity Beach. Properly pronounced that would be North Sanity Beach, but I'm sure the developers were going for something other than that. For one thing, Crash spends the entirety of the game half-naked, clad only in shorts and some sneakers. The scandal. Exhibit B, the spiky hair. Sporting some sort of mohawk landed Crash squarely in the city limits of Attitudeville, population Crash Bandicoot and Mr. T. Number 3: the facial expressions of the character, both in animation and in his dopey expression plastered everywhere in the game. Compared to the facial expressions of his counterpart Mario, Crash could far better convey his empty-headedness to the world.


Not a whole lot going on upstairs...

However, these graphics and animations, which did indeed give a whole new depth of character that developers could unleash upon their creations, truly shined on the Playstation, whose power could handle such animations.

Bandicoot-backing on the praise of the character's facial expression and animation, the graphics as a whole in this game are superb. The background environments, textures, an characters are all very detailed and look quite good (for the time period). Unfortunately, this is where my praise for the game ends, or at least takes a brief hiatus while my grumpier twin steps in to wail on my keyboard for awhile because, though the game is a technical masterpiece and very pleasing to the eye, this game falls short in what makes a game a game: the gameplay.

Among the first forays into the 3D platforming realm, Crash Bandicoot's allows players to move in the X, Y, and Z planes. For the technically, or mathematically unsavvy, that means you can move side to side, forward and backward, and up and down. As such the 3D platforming genre was basically unexplored territory, a clean slate with no established cliches. No one would fault them for trying new ideas or for pushing boundaries that have not even been created yet. And there are some instances in this game in which they fully explore and utilize the new 3D elements they have created, the boss fights being somewhat shiny examples of this, and a few sections of other levels, forcing you to think in 3D and utilizing the full depth of field they have been given. But for the most part, Crash Bandicoot plays it safe. Instead of diving into the new 3D pool, it is content to splash around in the shallows. The 3D aspects are there, but never fully realized.

A very obvious example of this is that the levels, though fully 3D levels, still feel like 2D affairs when played in that you go from point A to point B, hop over obstacle C, skip over D, and jump over E. These are not fully realized worlds that take advantage of the 3D technology, they are 2D concepts executed in 3D graphics. Though the level backgrounds are wonderfully rendered in 3D, they are so filled in with textures and claustrophobically so that I do not feel as though there is any world outside of what I can see. I feel that if I took a step beyond the jungle (or factory or temple) I would be greeted by blackness. I feel like the levels are tunnels with very well done wall paper, leading down one pipe and into another. Super Mario 64 (another 3D platforming game that came out around the same time, you may have heard of it) on the other hand, feels like a full world. Even at the very edge of a map, it is so well implemented and realized that I feel that if I could somehow pass beyond that invisible wall, I would still have more world to explore.

Another stumbling block I encountered is in the way in which the levels are designed. In CB you only move in one direction at a time. What I mean by that is that the levels are structured so that you move from one Crash Bandicoot sized ledge, straight left, straight right, straight forward, ad nauseum, making sharp, 90 degree turns and starting over again. There is very little dual movement in which you are moving both toward the screen and to the right. Again, this is a very 2D concept, that a player can only handle moving along one axis at a time. We're big boys and girls, we can multitask. It will be ok.

I hate to turn this into a review that could have been entitled "Like Super Mario 64 But..." however, it is impossible look back at this game without comparing it to the others of its kind. And please don't get me wrong, it is still a ground breaking game that helped establish the 3D platformer as a genre in the first place, but I still feel let down when I look at the way 3D is implemented in Super Mario. It is as though the developers of Super Mario were looking at it as a 3D game and then built up everything else off that concept, and that Crash was built as a 2D game and then later had 3D graphics applied.

It is still a great game, a lot of fun to play, and it will go on to be one of the Playstation's best selling games of all time, and there has to be a reason for that and there is: great graphics, a fun playable character, a 3D environment to play around in, and solid platforming elements. Can I really fault a game for not being what it could have been? Perhaps, perhaps not. But I can give it a lower score in my review. Cuz I'm the reviewer. Word.
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05-14-12 10:06 PM
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I haven't played Crash all that much. I mainly remember playing him when I was about 5-7 years old on my X-Box. Something about the wrath of Cortex I think. It was a pretty good game. I now long to have it right now so I could see what it's like to beat that game.
I haven't played Crash all that much. I mainly remember playing him when I was about 5-7 years old on my X-Box. Something about the wrath of Cortex I think. It was a pretty good game. I now long to have it right now so I could see what it's like to beat that game.
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05-15-12 02:23 AM
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It was a fun and ok game but the only problem was saving.
It was a fun and ok game but the only problem was saving.
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05-15-12 02:40 AM
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I think i may still have this, i loved the series. Crash bash was my my favourite
I think i may still have this, i loved the series. Crash bash was my my favourite
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05-16-12 02:21 AM
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I have Crash Bandicoot: Warped on my PS3 system as a downloadable game. I still play it to this very day and it gets more and more entertaining.
I have Crash Bandicoot: Warped on my PS3 system as a downloadable game. I still play it to this very day and it gets more and more entertaining.
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05-26-12 03:46 PM
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I played this game long ago, in a time, when the PlayStation was the newest console on the market and this is a great review. You know much about this game and reading this really gave me some info about it that I didn't know before (for example, that it was once planed and concepted in 2D graphics).

I am content adder for this system, and as soon as I reach the letter C in the list, I'll check out, if this review is yet assigned as the official staff-review of this game ... if it isn't, I'll add it.
I played this game long ago, in a time, when the PlayStation was the newest console on the market and this is a great review. You know much about this game and reading this really gave me some info about it that I didn't know before (for example, that it was once planed and concepted in 2D graphics).

I am content adder for this system, and as soon as I reach the letter C in the list, I'll check out, if this review is yet assigned as the official staff-review of this game ... if it isn't, I'll add it.
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05-26-12 04:15 PM
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Bizzgeburt : The game was not designed in that way, at least not as far as I know. What I was stating in the review was that it felt as though that was how it was done because of the way in which the game relied on 2-D mechanics for its 3-D game. Sorry for the confusion.
Bizzgeburt : The game was not designed in that way, at least not as far as I know. What I was stating in the review was that it felt as though that was how it was done because of the way in which the game relied on 2-D mechanics for its 3-D game. Sorry for the confusion.
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05-26-12 04:56 PM
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OK, thanks for telling me. It doesn't surprise me that it was a little confusing, as English actually isn't my mother language ...

By the way, I found out that this review already is shown in the description area of the game page I have to say that that's the place it has to be. I appreciate people writing something about the non-playable system's games.
OK, thanks for telling me. It doesn't surprise me that it was a little confusing, as English actually isn't my mother language ...

By the way, I found out that this review already is shown in the description area of the game page I have to say that that's the place it has to be. I appreciate people writing something about the non-playable system's games.
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(edited by Bizzgeburt on 05-26-12 04:57 PM)    

08-22-12 03:48 AM
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I always enjoy a nice relaxing cortex beat down action. 5 stars hands down.
I always enjoy a nice relaxing cortex beat down action. 5 stars hands down.
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