>Thread gets made the very second I check Now that's what I call quick user, anyway to continue our discussion from last thread. I'd quite like to hear your thoughts on the game design of IAT and the controls of crash himself both on their own and also compared to other crash games like 2/3, WoC and maybe even TS.
For example, I'm not really a fan of how crash's slide jump and double jump got changed in IAT. In IAT I feel double jump is too easy to spam which ruins alot of platform challenges and crash design as it can just be used at any point in a jump. Whereas, in the trilogy, WoC and Twins the double jump was only able to be done at the very start of a jump making it's use much more precise (not the exact term I'm looking for but good enough) so if a player wanted to double jump they had to make the decision right at the apex of their jump and not later.
i do want to toss in my hat about the Titans games, because something i fail to see you mention is that the games do have a lot of personality, the characters may not, but the art style is very concrete and very polished, alongside the music though not entirely memorable does fit a lot with the aesthetic of bumbling giants, so i think that's pretty neat.
Not the user you're talking to, but I would like to throw my hat in the ring. >I'm not really a fan of how crash's slide jump and double jump got changed in IAT. I have to agree with this, the fact Crash can double jump at any point while he is in the air is kind bad, TFB already gives the play infinite lives, so i don't understand why this extra safety net is needed. Also I see you didn't like Crash's slide in 4, why is that?
Oh hello ripperfag, I kind of agree and disagree with your points about the titans games there. The artstyle of the games is pleasant to look at and I feel if the designs weren't RADICAL (looks at Tiny and Crash) tier then the reaction to titans games would mostly be the brawler gameplay. I like the exploration and development of the environments especially as it starts natural and then gets more industrial like in Crash 1 and radical even did levels based on the giant tree on the island so it was actually quite consistent and shows the devs really did think about that stuff.
Where I disagree with you however (at least to some degree though I realize you may feel I'm being picky) is that the personality is kind of wasted because of the way radical handled the titans series overall. Some parts of it were surprisingly alright and even good but alot of other things just fall flat and feel strange like the music as you mentioned being one thing that falls flat and the humor. I think MoM was a much more refined and overall improved design of the titans formula but CoTT is hard to defend as alot of it's areas fail to meet the mark even with being fine it has a completely new gameplay style from the normal platformer style crash is known for
I don't really care for the direction the franchise has been going since IAT and the mobile games. There's just something about them that puts off an oldfag like me. CTR:NF really feels like it was the grand finale for old fart Crash fans like me. This new game being done by Toys For Bob again gives me zero desire to feel excited.
i actually don't think it's that knitpicky to think that, because i honestly can't remember many set pieces or locations, but the parts i do remember are pretty memorable, it has its high highs and low lows, i find it interesting how this game had shield surfing before it got popular, and the levels based around that and platforming and collecting the mojo and vodoo dolls was pretty cool, but then you have blanks in your memory like that beachside level, the plot of the game itself, there are areas my mind must be blanking all together because the brawler elements were never that well fleshed out; i believe if the games had been made with the titans before the brawler elements i think it would have been quite sick, picking a level to go into with a specific titan to access a different route in the level to collect more stuff, kind of an open world but instead of being an interconected world it would be different levels with open choice.
The loss of momentum from the double jump and slide jump in IAT stupid. Did they even sit down and play the originals?
Noah Martinez
Hey there user and yes exactly, the fact that crash can double jump at any point just completely ruins the risk factor of making jumps in IAT. It's as bad as the way the tornado spin can skip so much of a level's design in Warped but at least in warped you get the spin later in the game whereas the double jump is available right at the start.
About the slide, there are two big things i don't like about it in IAT which're the physics and design/usage of it. The fact that the slide no longer conserves your momentum in IAT feels very "off" and jarring to me and honestly feels more unsatisfying to use which becomes even more evident if I replay the origina trilogy, WoC, Twins or NST as all of these games have much better slide physics. I also don't like that IAT no longer allows you to make good use of the slide spin jump combo as that's a fun extra physics thing you can do and I liked that you could still do it in NST.
Getting to my point of it's usage, I feel like TfB misunderstood the usage of the slide in crash's design as there's so many areas in the game that involve sliding or making use of it (especially in TTs) and normally I wouldn't really consider that a complaint but when the slide feels so unsatisfying to use I found myself getting really bored as I spent the vast majority of a level doing slide spins/slide jumps when I felt like there's alot more to crash's design then just sliding around everywhere and using the slide to make alot of jumps.
I think MOM's added counter mechanic genuinely made the combat way more fun, to the point where in my most recent playthrough of the game I only used the titans themselves when I had to, for most fights against other Titans I just used base Crash and used the counter mechanic to crush them super quickly, even giant bosses like Scorporilla or Cortex.
Ethan Russell
What would you do if Coco was real?
What would you do if Ripper Roo was real?
Xavier Murphy
It's the sanitized characters. Everything is made to look sound and feel like a kiddy dreamworks game. Crash has gone from the goofy, crazy shithead to the adorbale, endearing goofball for example. All the edges have been grounded off