Sunday, 9 October 2016

Crash Bandicoot



Crash Bandicoot


Crash Bandicoot celebrated his 20th anniversary earlier this year. That sounds impressive at first, until you remember he hasn’t had any new games in 8 years, and has therefore spent most of his second decade in retirement. Happily, that is finally changing to commemorate the occasion, with cameo appearances in Uncharted 4 and Skylanders Imaginators (accompanied by Dr Cortex, Aku Aku and even Fake Crash in the latter), and Playstation 4 remakes of the first three games to come next year. I chose to celebrate by going back to the original to see how it holds up today.

Dr Cortex is a scientist, a mental aberration; he’s totally fixated on global domination! He aims to achieve this goal by capturing the animal populace of the archipelago of Australian islands he has taken as his base of operations, and subjecting them to rapid evolution via the Evolvo Ray to form his own private army, hence the creation of out marsupial hero. However, Crash is immediately thrown out for not being evil enough, leaving it up to him to stop Cortex’s plot and rescue his female bandicoot companion Tawna, even if she vanishes from the sequels. Talk about ungrateful! That’s the extent of the plot, which is restricted to a blurb in the manual and an easily missed cutscene that is seen by leaving the game idle on the title screen, but it’s not particularly important. More than anything, it’s an excuse to justify going through the levels, rather than anything with more depth or meaning behind it, and in that respect it does the job.

What this approach does succeed in doing is give the game a sense of going on a great quest. After escaping Cortex Castle, Crash washes up on the beach of N Sanity Island. From there, he starts working his way back to Cortex Castle, and each level represents him getting one step closer to his goal. As Crash progresses, the levels become more dangerous and artificial. The lush jungles of N Sanity Island give way to temple ruins and abandoned bridges of ancient civilisations on Wumpa Island, which are in turn replaced by Cortex’s industrialised castle and laboratory. There may not be much plot in terms of exposition or events, but there is a lot more just from the levels themselves and even the level select map. The game operates on a show, don’t tell policy and it’s quite a novel way of presenting a game’s story. This is something the sequels lost both in letting you choose from 5 levels at a time, and also in having a selection of level themes that connect to the overall game, but don’t offer a sense of progression to each other.

In each level Crash must get from one end to the other, navigating pits and hazards, and using his spin attack to break boxes and defeat enemies. Crash’s only abilities to achieve this are a jump and spin attack, which means the game can be picked up and understood instantly, and everything you need to do is intuitive. The boxes are a good inclusion, as they fill up the levels, giving you something to do while going through each level, and trying to break them all is compulsive. There are different kinds of boxes that each serve a particular purpose, and these are similarly intuitive, including regular boxes, bouncy boxes to use for extra height, TNT boxes that will kill Crash if spun into and can only be opened safely by jumping on and getting to a safe distance, and so on. As well as being satisfying to break, the layout of the boxes also provides mini puzzles throughout the levels, trying to figure out how to break them all to maximise the content payout and without dying or rendering some boxes unobtainable. The puzzles are particularly prevalent in the bonus levels, which offer prizes such as the ability to save your progress, a horde of extra lives or keys to unlock secret levels. To avoid repetition or monotony, there are occasional levels that offer alternative challenges such as boulder chases, a ride on the back of a warthog, or using masks to light up a pitch black castle.

On the other hand, there are some flaws with the game. A lot of things about this game were changed in the sequels, and most of these changes were for the better, so their absence here is missed. Crash’s newer abilities like the belly flop, slide and double jump speed up Crash’s movements and make him more agile with more movement options, so their absence here makes Crash feel more heavy and limited. Crash’s heaviness is also applied to his existing abilities, most notably in that spinning in the air sometimes carries his momentum slightly after he lands, but sometimes doesn’t. In some cases, this can result in jumping onto a small platform and spinning to break a box on there or to spin away an airborne enemy, then have the momentum carry Crash off the edge despite your attempts to counter it.

Other changes include gems being significantly harder to get in this game than the sequels. Gems are obtained by finishing a level and breaking every box. In this first game, there is the additional condition that this must be done without dying, as the boxes respawn if Crash dies. In the sequels, broken boxes stay broken after each checkpoint is reached, and the amount of boxes obtained and in the level is counted at the in the second game, and as Crash progresses in the third. In this game, Crash is instead shown at the end of a level how many boxes were missed, so there’s less of an idea how many boxes there are. The bonus levels are also oddly done, with the need to collect three tokens to access them, and these also being the only way to save your progress. The sequels made these more straightforward with just a platform to jump on and access the bonus level, and letting you save at any time.

The difficulty starts off simple enough, but it starts to get harder towards the end of the first island, and keeps increasing from there, being pretty hard by the end. There are occasional difficulty spikes in some levels, most notably Sunset Vista and Slippery Climb, which are interesting in that Sunset Vista is the longest level and one of the hardest, but it was originally going to be even longer and harder. Slippery Climb is the hardest level in the game, and there was going to be an even harder version named Stormy Ascent that was fully finished, but was cut for being too difficult. The linear progression can get you stuck particularly later on as the difficulty gets ratcheted up, and the system from the sequels lets you choose from five levels, so that if you get stuck, at least there are four other levels to choose from, and backtracking to earlier levels is easier because of the layout, whereas in this game, Crash has to backtrack all across the islands to replay a level. The bosses are significantly easier, with only the final battle against Cortex himself offering a challenge. There are two bosses in particular that have safe zones where Crash can stay without the boss hitting them until they become vulnerable, at which point Crash can hit them then go back to his safe zone.

Stormy Ascent remains accessible via hacking and it looks like we dodged a bullet. Maybe it could be a secret level or downloadable content in the remake?

I remembered this first game being significantly weaker than the sequels and not holding up very well as a result, but my memory had been playing tricks on me, as the game is a lot better than I remember it being. It is certainly not as good as the sequels, but it’s definitely still worth a go.

Graphics: 7      They hold up surprisingly well, although they’re more jagged and subdued than the sequels.

Sounds: 6         Amateur hour voice acting. Music is more in the form of background ambience than tracks you’ll be humming when not playing, though there are exceptions (Hog Wild, please stand up.)


Gameplay: 7  Intuitive pick up and play fun, if rather simple.

Lifespan: 6       The same length as usual, though you could get stuck thanks to the linear progression.

Overall: The original Crash Bandicoot is really showing its age today, and it’s definitely the weakest of the original trilogy, but despite that, it holds up better than my memories of it would suggest.   7/10

No comments:

Post a Comment