Crash Bandicoot N. Sane Trilogy Review: 7 Ups & 3 Downs
- Downs -
3. The First Game Is Far Harder Than You Remember
Onto downs, and mostly as a hangover from just how platformers were designed across the late 90s, there is a lot of precise movement and jumping required to proceed, especially in the first Crash.
If you're picking up the collection and hoping to rekindle a casual love for the series - one which mostly likely came from Crash 2 and 3 overall - you'll be completely unaware of just how brutally unforgiving many of the first game's level layouts can be.
Partly down to how Vicarious Visions have changed the feel of Crash's jumping and overall momentum, you also have a life counter that once it hits zero, you're back to the beginning.
It's a fine line asking for something like the instant-restart of Trials or Super Meat Boy to be implemented, but if you were wanting to indulge in playful childish platforming with a smile on your face, it'll turn to rage after you're forced to restart the same sequences over and over (and over) again.
Crash 2 and 3 though? They're a delight.