Developer: Naughty Dog
Publisher: Sony
Computer Entertainment & Universal Interactive Studios
Reviewed on:
PlayStation
Available on:
PlayStation
Released: October 31st
1998
Before reading this
review I recommend you check out my reviews of the previous games in the Crash series, starting with the original Crash Bandicoot and moving
on to Crash Bandicoot 2: Cortex Strikes Back. I'll also be
making a video review of the Crash Bandicoot N. Sane Trilogy
soon after it's released, so keep an eye out on my blog and YouTube
channel for that if you want more Crash related content.
For now though we're
talking about Crash Bandicoot 3: Warped, released a year after
Crash 2, this was the second time Naughty Dog had done a yearly
sequel to the original game and looking at the reception it got
from game critics at the time, you can see that it's considered to be the best in the
original series. Not only did critics fall in love with the game
though but audiences clearly did too, so much so that Crash 3 became
the eighth best selling PS1 game of all time.
Despite obviously being
a big deal at the time it was released, does it still stand up today
and how does it compare to the second game in the series? Well, read
on and you'll find out what I think to those very important
questions.
Aku Aku now acts as a father figure to Crash and Coco and is suddenly being portrayed as a full character rather than an in-game item. This is a bit jarring but I guess we have to roll with it.
Aku Aku now acts as a father figure to Crash and Coco and is suddenly being portrayed as a full character rather than an in-game item. This is a bit jarring but I guess we have to roll with it.
The story of Crash 3
starts off exactly where the 'true' ending of Crash 2 left us;
Cortex's ship has been destroyed by N. Brio's laser beam and the
debris caused by the explosion falls to Earth. While Crash, Coco and
Aku Aku are relaxing at their home on N. Sanity Island, the debris
crashes into a temple which houses an evil entity who turns out to be
the brother of Aku Aku named Uka Uka (see what they did there?).
Uka Uka regroups with
Cortex and it turns out that throughout the events of the previous games Cortex has been secretly working for Uka Uka this
entire time. Cortex is given one last chance to get the gems and
crystals (which contain the power to take over the world) and together with N. Tropy (another brand new villain), they create a Time Twister
device which will allow them to travel through time and recover the
gems and crystals without interference from Crash.
Back on N. Sanity
Island, Aku Aku briefs Crash and the gang on who Uka Uka is and what
his plan will be (because Aku Aku somehow knows this information). Crash, Coco and Aku Aku then infiltrate the Time
Twister and a race through time begins to see who can get the gems
and crystals first.
There's a ton of hidden details in the background of the the opening cutscene, such as N. Tropy's silhouette looming in the distance of the Time Twister and a picture of Tawna (a character from the first game) on a shelf in Crash's house.
There's a ton of hidden details in the background of the the opening cutscene, such as N. Tropy's silhouette looming in the distance of the Time Twister and a picture of Tawna (a character from the first game) on a shelf in Crash's house.
I have to say, although
the story isn't bad, it certainly isn't as good as the plot in Crash
2. The story here is more similar to that of the first game in the
way that we are given an objective at the start of the game and no
further development happens throughout your adventure, whereas in
Crash 2 there was background development going on, like choosing
whether to trust Cortex who is seemingly trying to save the world or
siding with N. Brio who is telling us Cortex is going to betray us.
Crash 3 also suddenly
introduces Aku Aku as a fully fleshed out character which is a bit
weird seeing as in Crash 1 and 2 he was simply an item that allowed
you to take more hits. Now though, he's acting like a father figure
to Crash and Coco (even going as far as to call them 'children') and
this is suddenly thrown at us with no explanation.
As I said, the story
isn't the worst I've ever seen and it introduces us to the heroes and
villains perfectly well, it's just obvious that they didn't try quite
as hard with developing the characters more in this game and that's slightly disappointing. It's also a shame that N. Brio isn't featured in this
game at all, it would have been interesting to see N. Brio join up
with Crash and see the interaction between him and Cortex during
their encounters or perhaps N. Brio could have been a secret final
boss after turning out that he had his own evil agenda all along.
By achieving 100% completion you unlock the true ending to the game where Cortex, Uka Uka and N. Tropy are trapped in a time vortex and turned into babies.
By achieving 100% completion you unlock the true ending to the game where Cortex, Uka Uka and N. Tropy are trapped in a time vortex and turned into babies.
Following the same
structure as the previous game, Crash 3 starts off in a Warp Room
area, which is actually a lot easier to navigate this time around.
Rather than having to go up and down floors using an elevator like in
Crash 2, you can now access every level in the game by running down
five paths which split off into five levels. It's a small revision,
but one which tightens the navigation up and makes the experience
feel smoother and more connected.
Crash 3 features the
same platforming levels which were in Crash 2 and 1, but
this time with much more varied and interesting themes. Rather than
going for the fairly obvious grass, snow and space levels we now have
medieval, prehistoric, Arabian, Egyptian and futuristic themes which
all stand apart form each other visually and mechanically unlike some
themes from the previous two games.
An example of
mechanical variety in the different themes would be the traps and
timing sections in the Egyptian levels where you'll need to avoid
spotlights which activate arrow traps or standing on a switch to make
a platform appear and then having to time a jump to get through a
door which can crush you. Then in the prehistoric levels we have
boulder chase sequences (which make a return from the previous games)
but the twist is that the boulders are now angry dinosaurs who intend on trampling you to death. These level gimmicks stop the game from
becoming tedious and even levels which share a theme often introduce
new things into the mix to make similar looking levels feel
different.
For the first time in the series you get to play as Crash's sister Coco who makes appearances in certain vehicle based levels.
For the first time in the series you get to play as Crash's sister Coco who makes appearances in certain vehicle based levels.
Speaking of variety,
you won't just be playing through platforming levels in Crash 3.
Crash 2 introduced more variety in in the form of vehicle sections with the polar
bear and jet pack but Crash 3 ramps this up a notch by
introducing five brand new vehicle themed levels. It's these sections
of the game which causes people to become conflicted as to whether they prefer this game or the previous one. Fans of Crash 3 tend to be of the opinion that the vehicle
sections add a ton of variety which keeps the game fresh but Crash 2 fans say that because there's so many vehicle levels it takes
away from the core essence of the Crash Bandicoot formula which is
all about platforming and breaking boxes to gain collectables. So,
lets look at these divisive levels one by one to see which point of
view has more merit.
First we have the
underwater levels which take place from a 2D perspective. These
levels are much slower paced than the platforming levels but offer a
degree of variety because of the changed camera positioning and the fact
that you now can freely move up and down (as well as left and right)
which separates it from the 2D sections in the normal levels. The
emphasis of these levels is still to break all the boxes and collect
everything you see while avoiding enemies and obstacles, meaning that
the core gameplay of Crash Bandicoot is still here. The levels also
offer some variety by giving you an under water submersible vehicle
which can shoot torpedoes to break coral, giving you access to hidden
boxes. The catch is that if you get hit, the vehicle will break,
therefore leaving you unable to fully complete the level with all the
boxes. With there only being two of these levels in the whole game, I
think they're great. They don't stray too far from what makes a
Crash game a Crash game and they offer an interesting gimmick which
is implemented really well into the level design.
In the European version of Crash 3, these wizard enemies take two hits to defeat and upon receiving their first blow they lose their clothes. I have no idea why this wasn't in the American version of the game, it's a incredibly charming touch that makes these enemies extra memorable.
In the European version of Crash 3, these wizard enemies take two hits to defeat and upon receiving their first blow they lose their clothes. I have no idea why this wasn't in the American version of the game, it's a incredibly charming touch that makes these enemies extra memorable.
Next we have the
Oriental levels which let you play as Coco (Crash's sister) for the
first time in the series. These levels are basically an extension of
the warthog and polar bear levels found in the previous two games,
but I would argue that these ones are a lot better than the ones
found in Crash 1 and 2. The reason for this is that you're given a
lot more control over how your character moves which means the
developers could place enemies and obstacles more interestingly and
make them more challenging. Rather than constantly running forward at full speed
or giving you a short speed boost like in the previous games, you can
now hold the square button to sprint, and keep it held as long as you
want. This means you can take things slow by not holding the run
button at all, or go through the level as quick as possible by never
letting it go. There's still an emphasis on collecting boxes, which
is actually cleverly implemented into the level design by forcing you
to make quick decisions on whether to jump on top of bridges or go
under them, based on where the boxes are positioned. These are
probably my favourite of the vehicle levels and I don't think there's
a valid argument that can be made to say that these take away from
the essence of a Crash game (especially considering levels like this have been a part of the games since the first one).
Next we have a pirate
themed level which again sees Coco as the playable character. These are some of the more interesting levels in the game because which allow you to
fully control the camera around your character (which is a first for
the Crash series). Naughty Dog actually had to create an entirely new
game engine for these levels in order to make this degree of control
possible and to create the water effects that are featured here. In these levels
Coco will be riding a jet ski while avoiding enemies and collecting
boxes; the main thing that separates these levels from the others is
that they are much more openly designed (due to the free camera
movement you now have). These levels actually feel slightly more like
a Spyro the Dragon stage than a Crash Bandicoot level because of
this. That isn't to say that you're given no direction though as the
levels tend to still be quite linear (the sides of the levels are
cordoned off with small buoys) but the paths are wide and feature
multiple splits in the path for you to chose where you want to go. As
with the previous vehicle levels, I don't feel like this strays too
much from the game's core essence, I think these levels are great,
keeping the platforming and collecting aspects of the game while
offering a brand new style of gameplay to try out. The way the water
moves in these levels is also really good, even in games created
today it doesn't feel like water moves properly, but in Crash 3,
small ripples in the water can actually affect how the jet ski moves
and it feels like you're actually riding in the sea rather than it being
too static and predictable.
What's that? 105%? Yep, in Crash 3 you can achieve 105% completion by finding two super secret hidden levels within two normal levels. I wonder if someone accidentally came across these on their own or whether the developers told people and it spread through that.
Next we have the
motorbike levels and these are the first of the vehicle sections
where I feel like it drifts too far from the essence of a Crash
game and the fact that there are a total of four of these can
make it so they become a chore if you aren't a fan of them. I
personally don't mind these levels, but there are several things I
think the developers should have done differently when designing
them. The first issue is that these levels can be very irritating
when trying to get the boxes (which, upon collecting all of them,
will award you with a gem), this is down to the fact that you can't
reverse or turn around, so if you go past a box you have to start the
level again; not only this but you can be bumped into by one of your
opponents and miss a box that way too rather than it being entirely
your fault. Another issue is that in order to get the crystal in
these levels you need to win the race you're taking part in against
the computer opponents, this is fine, but in order to get the relic
items you need to take part in a time trial (I'll talk about these
more later) and complete the level as fast as possible. The problem
is that you're doing the exact same thing in these levels to get
both the relic and the crystal and this makes it feel repetitive.
Unlike the previous vehicle levels, the focus of these motorbike
sections isn't about platforming or collecting things, it's simply
about doing everything as quickly as possible (and because of this it
makes getting the boxes feel really tedious because you have to move
so slowly, which these levels clearly aren't designed for).
I feel like these
levels should have worked by you getting the gem for coming in third
place or higher, the crystal should have been a collectable found
somewhere on the track in the actual level and the time trial should
be activated from the start (rather than having to get the crystal
first like in the other levels). This way you stand a much greater
change of being able to get all three of the collectables without
having to play through the level three times (or more). By doing this the
levels wouldn't have felt as repetitive because you wouldn't be doing
them over and over and the pace would be kept fast like it's intended
to be.
Crash 3 has quite a few 'quality of life' revisions that make the experience you have while playing much smoother than previous games. One of these changes is the bouncy boxes only requiring five jumps to break them rather than in Crash 1 and 2 where it took ten jumps.
Crash 3 has quite a few 'quality of life' revisions that make the experience you have while playing much smoother than previous games. One of these changes is the bouncy boxes only requiring five jumps to break them rather than in Crash 1 and 2 where it took ten jumps.
Finally we have the
worst vehicle levels in the entire game and the only ones that I feel
should have been taken out entirely and replaced with
more traditional platforming levels. These levels that I speak of are those that take place in a plane. As with the jet ski levels you can rotate the camera around
your character fully, but here it feels much less impressive down to
the fact that these levels are boring and tedious. Rather than the
objective being to collect things and reach the end of the level, you
need to shoot down blimps and bomber jets to get teleported out of
the level and gain the crystal. However, the plane you're piloting moves
excruciatingly slowly and all of the things you need to shoot down
are placed extremely far apart. The environments in these levels all
look barren and uninteresting too which is disappointing when the rest
of the game looks incredible. Unlike the motorbike levels which are
good but flawed, these levels are just plain bad, I would rather have
seen another Oriental level and underwater level (of which there are
only two of each) in place of these.
I don't think there is a right or wrong answer as to whether the vehicle levels enhance or take away from the essence of a Crash game, however, my own opinion is that the majority of the vehicle levels in Crash 3 are great and I enjoy the different gameplay styles featured in the game. The only two which are bad (or in need of tweaking) are the motorbike and plane levels and it's unfortunate that the motorbike levels take up quite a large portion of the game because if this wasn't the case I don't feel like they would be as much of a problem as they are. The plane levels are just outright bad though and are the only levels in the entire game I don't enjoy.
I don't think there is a right or wrong answer as to whether the vehicle levels enhance or take away from the essence of a Crash game, however, my own opinion is that the majority of the vehicle levels in Crash 3 are great and I enjoy the different gameplay styles featured in the game. The only two which are bad (or in need of tweaking) are the motorbike and plane levels and it's unfortunate that the motorbike levels take up quite a large portion of the game because if this wasn't the case I don't feel like they would be as much of a problem as they are. The plane levels are just outright bad though and are the only levels in the entire game I don't enjoy.
Crash 3 brings more
changes to the table besides more vehicle sections though and one of
the most welcome things it's introduced are much better boss battles.
One of the worst aspects about Crash 2 was the extremely dull and
uninspired boss encounters and I'm happy to say that Crash 3 has
completely fixed this. Tiny Tiger returns as the first boss which is
fairly easy, you need to avoid his stomping attacks and then dodge
the pack of lions that come after you and then Tiny will go back to
stomping you but become slightly more difficult to avoid by doing an
extra stomp after every hit you get on him. Dingodile is a new
addition to the Crash enemy roster and became a reoccurring character
in several Crash games after this. This is an awesome boss fight
where you need to avoid his flame thrower attacks (which are actually
quite unpredictable) and let him create a path for you to get close to
him and attack, however you also need to make sure you can get back
to safety after attacking him because he'll explode after every hit.
Other than that he'll also shoot fireballs into the sky which rain
down on you and you'll need to avoid them by looking at shadows on
the ground. N. Tropy is the third boss who shoots projectiles at you which you'll need to
duck under or jump over, after doing that he'll create a series of
platforms you'll need to jump across in order to attack him. Then
there's N. Gin who you fight while playing as Coco while she controls a space ship in the orbit of the moon. This is a strange boss because
it almost becomes a shooting game, but it's fun and very tense when
he fires lots of rockets and other projectiles at you and it actually
involves quite a lot of tactical thinking in terms of choosing what
part of his ship to attack first. Not only that but he then has a
second form where he transforms his robot into a space ship and
blasts off into the air with you in pursuit.
N. Tropy is the mastermind behind the Time Twister and defeating him causes the time portal to open that leads to the true ending of the game.
N. Tropy is the mastermind behind the Time Twister and defeating him causes the time portal to open that leads to the true ending of the game.
The last boss is with
Cortex and Uka Uka and involves you not only dodging Cortex's laser
blasts and mines, but also avoiding the fight happening between Aku
Aku and Uka Uka. This last fight actually feels quite epic and stands in stark contrast with Crash 2's last boss. My one negative thought
with the bosses is that there should have been a different final boss
for when you have collected all the gems. What actually happens
though is you just do the same Cortex fight again which is quite
boring and a bit of a let down after you've gone through so much effort to
collect everything in the game. As I said earlier, a fight with N.
Brio at the end of the game would have been amazing to see here and
would have given the game a bit of a twist to make it feel worthwhile
completing.
Despite that one small
issue, the bosses in Crash 3 are some of the most fun 3D platformer boss
battles I've ever seen. It shows that Naughty Dog still had a ton of
ideas on how to improve Crash and that they were listening to the
critique of the second game. Another way Crash 3 improves on the
bosses is that they no longer only appear in their boss fights, they
taunt you as you play through the game by appearing in short
cutscenes that play when you have completed a certain number of
levels. This is great as it makes you anticipate their fights and
builds up their characters rather than just being a blank slate for
you to fight like in Crash 2.
The boss cutscenes also display some impressive animations for a PS1 game. The varied expressions they have and the lip syncing here is fantastic and makes these particular Crash enemies extremely memorable.
The boss cutscenes also display some impressive animations for a PS1 game. The varied expressions they have and the lip syncing here is fantastic and makes these particular Crash enemies extremely memorable.
Crash 3 also introduces powers which you gain by defeating the bosses throughout the game.
The first of these new abilities is the super body slam but this is
easily the least useful of the bunch. It's used only a couple of
times throughout the entire game and even when it is implemented into the design of a level it's only used to do something mundane like break a box that is slightly too far
away to break by other means. The double jump is a welcome addition,
this simply allows Crash to jump higher to reach boxes or platforms
that he otherwise couldn't and to correct yourself in midair if you
misjudge a jump. The super spin is a more interesting move because it
can be used to make attacking enemies easier (acting as an extended spin
attack), or it can be used to glide through the air for a short
period of time, allowing you to cross previously inaccessible areas
and make normal jumps easier. The bazooka is a good idea but is
poorly implemented into the design of the levels; like the super body
slam there's only a couple of uses for it in the game and I feel like
this had the potential to be put to much better use. It's not a good
offensive move either because of having to stop dead in your tracks
and stand still to use it, it would be much easier to either jump
around an enemy or attack it by other means rather than using this.
Finally, after defeating Cortex, you gain the dash ability which
comes in useful for the brand new time trial sections.
A new relic collectable
has been introduced into Crash 3 and to get these you have to
complete a level as quickly as possible. You are then awarded either
a sapphire, gold or platinum relic based on how well you did. This
gives the game a lot more replay value by giving you the task of
completing levels in a different way to what you normally would,
however the emphasis on collecting is still there in the time trials
by giving you time boxes which will freeze the clock for a number of
seconds if you break them. Some people could see this as padding the
game out but I personally love this aspect of Crash 3. The relics
also open up a new secret area of the Warp Room which features three
new levels and two alternative entrances to older levels which
allows you to get secret gems, so doing the time trials isn't just
something to do as an after thought, it's required to get the full
experience of the game.
The inclusion of the platinum relics make Crash 3 the hardest of the original Crash trilogy to truly 100% (getting the 100% statistic in the game actually only requires you get all of the gold relics). Some of these levels require you to get an absolutely perfect run which can be extremely difficult and is a true test of how good you are at the game.
The inclusion of the platinum relics make Crash 3 the hardest of the original Crash trilogy to truly 100% (getting the 100% statistic in the game actually only requires you get all of the gold relics). Some of these levels require you to get an absolutely perfect run which can be extremely difficult and is a true test of how good you are at the game.
Another aspect of Crash
3 that improves on Crash 2 is the way in which backtracking is
handled. In Crash 2 there are quite a few levels which leave you
unsure as to what you need to do in order to get all of the boxes in
the level, sometimes there will be boxes on alternate paths,
sometimes you'll need a coloured gem to get them and sometimes an
alternate path will place you further into the main level after
completing it and not allow you to backtrack to get the boxes you've
missed. It can become complicated and very confusing and I feel like
a lot of these issues could have been fixed very easily.
Crash 3 does make some
of the same mistakes, for example you will need to have coloured gems (which activate platforms that take you into alternate paths) in order to get all the boxes in some levels. But these problems
occur a lot less than they did in Crash 2 and when you need to
backtrack to get more boxes, it's more clearly signposted (like in
the level Deep Trouble where you come up against a wall of metal
boxes with one box outline which lets you know you'll need to come
back to this point after getting a box switch to turn the outline
solid). However there are some levels which are frustrating for not
making it obvious that you can't get all of the boxes in your first run through a level which leads to
you breaking everything and getting to the end only to have missed a ton of collectables in a secret area. The worst example of this is in the level Future
Frenzy which has a secret entrance (unlocked by accessing the secret
area of the Warp Room with twenty relics); in this secret area there
are boxes which you wouldn't know existed going through the level
normally but not only that; at the end of the secret area it will
place you half way through the normal level, meaning you have to
backtrack to the start and then go through the level normally through
everything you've just done backwards. Why couldn't the exit to the
secret area just have taken you to the start of the level? It's
unfair, annoying and a waste of time. What makes this worse is that the second future level, Gone Tomorrow, makes it so the exit to the alternate path takes you back to the start of the level (which is where you need to be after having hit a switch box which makes box outlines solid); so if they could put this into this level, why not put it into all of the levels where you need to backtrack?
Crash 3 still has the issue with backtracking where the camera doesn't zoom out or move backwards enough to see clearly while running towards the screen, yet Naughty Dog insisted on implementing backtracking into the level design. This can result in running into pits or enemies simply because you can't see them and it quite simply isn't fair to expect the player to work against the mechanics of the game like that.
This is one of the only examples in the entire game where the super belly flop move comes in useful. If you position yourself properly you'll be able to break all three of these boxes in one slam whereas without the power you wouldn't be able to break the middle box.
Crash 3 still has the issue with backtracking where the camera doesn't zoom out or move backwards enough to see clearly while running towards the screen, yet Naughty Dog insisted on implementing backtracking into the level design. This can result in running into pits or enemies simply because you can't see them and it quite simply isn't fair to expect the player to work against the mechanics of the game like that.
This is one of the only examples in the entire game where the super belly flop move comes in useful. If you position yourself properly you'll be able to break all three of these boxes in one slam whereas without the power you wouldn't be able to break the middle box.
Luckily, Future
Frenzy is the only level in the game where you have to backtrack
to this degree and it's nowhere near as annoying as Cold Hard Crash
from Crash 2, but it still doesn't excuse the fact that it's an
incredibly irritating problem that they still haven't fixed in Crash
3.
The only new problem
that Crash 3 introduces (that wasn't in the previous games) is the
lack of mechanical variety in the normal enemies. Crash has more
offensive moves than he ever has in any other Crash game, and yet
these moves aren't implemented into the enemy design at all. What I
mean by this is that in Crash 2 there were enemies which could only
be defeated by using either the spin attack, jumping on them or by sliding
into them and this made you think about what type of enemy you were
against before attacking them. In Crash 3 though, almost every
enemy in the game can be beat by using any of Crash's attacks (the
only examples of this not being the case is the mummies surrounded by
spikes, the people hiding behind shields and the two headed enemies)
and this can make the combat feel slightly more basic than it did in
Crash 2.
Aside from the lack of
mechanical variety in the enemies (at least in terms of Crash's
attacks), the questionable inclusion of the plane and motorbike
levels and the more basic and bare-bones story, I think Crash 3
improves on every aspect of Crash 2. It has more variety, it's themes
are much more diverse, it brings new things to the table in the form
of time trials, new vehicles and powers and it has much better boss
battles.
Certain levels handle backtracking well, like Deep Trouble, where you're given a hint that you'll need to return here. But more importantly, the reason this level isn't annoying to backtrack in is because it's 2D, meaning that the camera is actually suited to going backwards as well as forwards.
Certain levels handle backtracking well, like Deep Trouble, where you're given a hint that you'll need to return here. But more importantly, the reason this level isn't annoying to backtrack in is because it's 2D, meaning that the camera is actually suited to going backwards as well as forwards.
Crash 3's graphics are some
of the best you can find on the PS1, not only does everything look
incredible but there's an attention to detail found here with things
like insects flying around, lava bubbling, Crash's idle animations
and all sorts of background details that make the world come to life.
Everything is extremely colourful and the game pops out of the screen
with it's intelligent use of colour schemes and it's stylistic
choices.
The controls are
extremely tight and responsive, nothing feels delayed or clunky at
all, if you fall down a pit or get hit by an enemy it'll be your
fault and not because of a mistake that the game makes with the way
it's controlled. The only exceptions to this rule being the
backtracking sections where the camera lets the game down slightly and in the Arabian levels where Crash sometimes doesn't grab the monkey bars when moving quickly (which is a pain when you're doing the time trials).
Another way in which
Crash 3 improves on Crash 2, in my opinion at least, is the music.
That isn't to say that the music is by any means bad in Crash 2 (in
fact it's really good) but the music in Crash 3 is so memorable and
fits the tone of the game so perfectly that it takes it to another level. Every single song in Crash 3 is burnt onto my brain and I could hum along to every theme from every level from memory alone. The general sound design is on the same high level
as it was in Crash 2, the satisfying noises that breaking boxes,
collecting Wumpa Fruit and grabbing the gems, crystals and relics make are
all still here and that's not to mention the quality all of the
different sounds all the enemies make (and the atmospheric sound in
the levels on top of that). This is a perfection when it comes to sound design in a platformer game.
Most enemies in Crash 3 can be attacked and defeated using any of Crash's offensive moves. This is a shame because Crash 2 featured a ton of enemies which could only be defeated by using one specific attack which made the combat feel more varied. These UFO enemies are one of the only ones which need to be jumped on and can't be defeated by other means.
Most enemies in Crash 3 can be attacked and defeated using any of Crash's offensive moves. This is a shame because Crash 2 featured a ton of enemies which could only be defeated by using one specific attack which made the combat feel more varied. These UFO enemies are one of the only ones which need to be jumped on and can't be defeated by other means.
Crash Bandicoot 3:
Warped is one of the finest platformers of all time. Because of the small adjustments Crash 3 makes to
the standard Crash formula, I personally think that
Crash 3 is the best game in the original trilogy. I used to
always think I preferred the second game because of it's larger
emphasis on basic platforming, and while I still think that's a valid
argument to have (and there are other reasons to think the second
game is better too), I just think that Crash 3 is the smoother overall
experience. It also brings new mechanics to the table in the form of
more fleshed out vehicles and the genius inclusion of time trials
which gives it a very slight edge over it's predecessor. That isn't to
say it's without fault though, the story is lacking, the inclusion of
the plane levels let the game down quite a bit and the backtracking
problem (which has been an issue since the very first Crash game) is
still here; but it's very easy to ignore these issues because of how
great the rest of the game is, it really is a joy to play from
beginning to end.
I find myself wishing that Naughty Dog had given one last attempt at creating a Crash Bandicoot platformer. Using everything they had learned from the third game, I feel like the forth could have been something truly amazing, however, after the third game Naughty Dog instead created Crash Team Racing which I'm sure I'll get around to reviewing soon enough.
I find myself wishing that Naughty Dog had given one last attempt at creating a Crash Bandicoot platformer. Using everything they had learned from the third game, I feel like the forth could have been something truly amazing, however, after the third game Naughty Dog instead created Crash Team Racing which I'm sure I'll get around to reviewing soon enough.
With the second game in
the series being so good (even playing it today) and the third game
being slightly better (at least in my opinion), it makes me concerned
that the remake of the Crash trilogy won't be enough of an upgrade to
warrant existing. However, I remain optimistic that the team at
Vicarious Visions will do a good job and bring the Crash Bandicoot
series to the attention of younger gamers who have never played the older games. I'm particularly looking forward to playing the remake of the first Crash Bandicoot because that one is the most flawed which means the remake stands a better chance of being a more obvious upgrade.
As with Crash 2, Crash
3 has hardly dated at all, it still has amazing graphics, tight and
responsive controls, some great level design and variety, catchy and
memorable music and is an amazing game. If by any
chance you haven't played Crash Bandicoot 3: Warped and you're
a fan of platformers, collect-a-thons or the newer Crash games, I
can't recommend this game enough to you and if you've already have played
it, why not play it again to get in the mood for the Crash
Bandicoot N. Sane Trilogy?
Pros:
- A fantastic amount of mechanical and visual variety with all the styles of gameplay and all the level themes presented.
- Expansion and improvement on the standard Crash formula by introducing more vehicles, time trials and powers.
- The visuals, controls and sound design are some of the absolute best on the PS1 (and are still impressive when compared to similar games made today).
- The bosses are much improved from the first two games and actually offer a degree of challenge.
- Most of the new vehicle levels are very fun and keep the spirit of what makes a Crash Bandicoot game at their core.
- A fantastic amount of mechanical and visual variety with all the styles of gameplay and all the level themes presented.
- Expansion and improvement on the standard Crash formula by introducing more vehicles, time trials and powers.
- The visuals, controls and sound design are some of the absolute best on the PS1 (and are still impressive when compared to similar games made today).
- The bosses are much improved from the first two games and actually offer a degree of challenge.
- Most of the new vehicle levels are very fun and keep the spirit of what makes a Crash Bandicoot game at their core.
Cons:
- The story is a little bit too basic, especially when compared to the second game in the series.
- Backtracking is still an issue despite having had two games to correct it.
- The plane levels are tedious and boring and the motorbike levels are flawed (but still fun).
- You still can't tell if getting all of the boxes in the level is worth it or not due to not knowing if there will be inaccessible boxes on alternate or hidden paths which can result in a lot of wasted time.
- The story is a little bit too basic, especially when compared to the second game in the series.
- Backtracking is still an issue despite having had two games to correct it.
- The plane levels are tedious and boring and the motorbike levels are flawed (but still fun).
- You still can't tell if getting all of the boxes in the level is worth it or not due to not knowing if there will be inaccessible boxes on alternate or hidden paths which can result in a lot of wasted time.
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