Intro
When combating the popularity of Nintendo's Mario during the 32-bit
and 64-bit days of gaming, Sony relied on Naughty Dog's ready-made mascot, Crash
Bandicoot, to herald their arrival into the console world. Full of all sorts of
sass and a marketing budget that could make even the mightiest of companies flinch,
Crash went on to become a successful franchise that even spawned a Mario
Kart knock-off. Sporting an odd 2D/3D hybrid design, Crash traveled on a linear
campaign through some fairly entertaining levels, and now, with some sold licenses
and moved companies, the one-time PlayStation mascot is now on the GameCube -
and interestingly enough, it's better than its PlayStation 2 counterpart.
Gameplay: 8/10 To be frank, I grew tired of the Crash
titles after the PlayStation sequel, and when Wrath of Cortex came in for
the PlayStation 2, I sent it off to Mac Editor and site whipping boy Bryce for
him to have a go-around. Even after dabbling with the game a bit, I was more than
pleased that I had designated someone else as the reviewer. So, needless to say,
when the GameCube port showed up, I was none too eager to subject myself to another
mediocre title that had been done to death. So it's with surprise and delight
that I can report that this is one surprisingly fun title.
True to the Crash series, the levels are played out with a behind-the-back
view and have set linear paths that keep the player on track. To keep from being
monotonous, there are bonus levels set within the regular levels that have the
view turned to a 2D perspective that is in a quasi-3D format - this is where Crash
can move toward and away from the screen - and they do a good job of keeping the
levels fresh. One particular irritation that I had was that whenever Crash is
hurt and kicked out of the bonus level, the amount of power-ups he collected are
shown as being tossed out, which ordinarily isn't a problem. However, when there
are 50+ of them, the sound of each one flying off and the length of time that
can be accumulated with large amounts can get annoying as there isn't a solid
means to bypass it. It's a small complaint, but one that could've been easily
rectified as it also holds true on the regular levels. Bonus
levels aren't the only distractions as there's a nice variety of level design
throughout the various worlds that Crash must venture through. With five levels
and one boss per world, variety is key and it has been well taken care of. One
level will have him in scuba gear traveling through an underwater level, while
another will have him in a missile- and bomb-prepared sub. On-land action will
have him in a dune buggy and inside a large ball -- think Super Monkey Ball
or American Gladiators - among other goodies. Of course, there are some camera
kinks that can lead to unnecessary deaths and Crash's one-hit threshold can make
the game needlessly difficult towards the end. He can get an extra bonus power-up
that will allow him to take additional hits, but they aren't effective when he
falls off a platform, where I was hoping he would shoot back up onto the platform
he originally jumped from. On a port-plus
side, the loading times have been dramatically decreased for the GameCube version,
and there's even an additional Game Boy Advance game that can be accessed via
the link cable. While Crash may be aging and some of the smaller problems from
previous installments still remain, I found this latest release to be a solid
platformer and a nice alternative to Mario Sunshine.
Graphics: 7/10 While nothing is really noteworthy here aside from
some slowdown, there's not much to complain about either. Some of the enemies
look fairly bland and certain levels follow suit. There are nice effects that
help pick up the slack though, such as the small trails left behind as Crash slips
around on ice, and the footprints left in soft dirt. The various worlds and their
themes keep the visuals from becoming stale. Sure, the more discerning gamer will
have more qualms with the lack of improved visuals, but the young 'uns will find
them just right. Sound:
8.5/10 Aside from a few repetitive sounds, the effects and music are above-average
and fit well with the series. Of particular note, the one and only R. Lee Ermey
of Full Metal Jacket fame appears here as Wa-Wa, The Water Element. It
did seem as though the elements that speak to Crash before he enters a new world
had muted voices, as I always had to turn the volume up to hear what they were
saying. Most of the effects seemed to have been carried over from previous incarnations,
and the addition of everyone's favorite drill sergeant just made it so much better. Control:
8.5/10 Responsive and standard, Crash is smooth to control on the GameCube's
comfy little pad and old fans of the series will feel right at home. As stated,
the camera can make some situations tricky and the weird 3D layout for the 2D
views can make dodging projectiles tough. Also, some quirky hit detection will
be experienced when trying to attack as it seems there's only one right way and
time to hit an enemy and any other time, it'll result in an opposite effect and
your attack will hurt you. Overall:
7.5/10 If you hadn't guessed, longevity and variety are Crash's strongest
points, as the 30 or so levels can take a while to complete, and the addition
of the GBA extra is a nice touch. Going through levels in a giant ball, sub, robot,
and so forth was a really surprising touch, and the practically non-existent load
times made this a formidable platformer. What qualms I have with Crash are ones
that have pretty much lingered throughout the entire series, and it's a shame
that they haven't been stomped out yet. Nonetheless, this is an extremely strong
and encouraging showing for Crash in this new generation. [
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