Review of the video game Crash Bandicoot 4: It’s About Time
Crash bandicoot 4 (It’s About Time): The first several Crash Bandicoot games, which were released in the 1990s, were partially studies on how to move around in three-dimensional space. Crash did not wander aimlessly over an open environment; rather, he traveled through carefully constructed digital tunnels.
At the time, the camera’s ability to zoom in and out of the action and pan around the figure gave the impression of being innovative. However, Crash’s mobility was restricted in ways that, when compared to today’s expectations, look overly constrictive. In a certain way, the gameplay of Crash Bandicoot was a product of those limitations of technology as much as it was a product of any one particular creative concept.
Despite this, the game became one of the most iconic examples of the platformer genre in 1996 thanks to its constraints. The fact that the traditional formula is still successful in the year 2020 is demonstrated by the game Crash Bandicoot 4: It’s About Time.
Crash and his sister Coco embark on a journey through space and time in the latest installment of the Crash series, which was developed by Toys for Bob. During one sequence of stages, I had to defend myself from cannon fire while battling pirates that looked like seahorses.
In another, I had to jump over lava flows and dino skulls as I made my way through the level. In another another, I negotiated my way via a crowded skyway that was located many miles above a futuristic city. Every level is packed with hilarious sights and sounds that put a smile on my face, and I couldn’t wait to find out what came next in this adventure.
However, this experience is more about the journey than the destination, and Crash’s platforming continues to be faithful to his earlier experiences in ways that are both positive and negative. On the one hand, the controls are more responsive than they have ever been, and I had a lot of fun leaping from one dangerous level to the next while stomping on crates full of Wumpa fruit.
However, in order to master the precise platforming sequences in Crash 4, practice is required. The satisfaction of achieving mastery over Crash 4’s most difficult stages is gratifying, but because some of the game’s most lethal obstacles appear out of nowhere, you will need to repeatedly go through certain sections of the game in order to commit each level’s structure to memory.
Even though I was able to play with an unlimited number of lives thanks to a “modern” difficulty setting, which took away some of the frustration, I was still put to the test by far-flung checkpoints, which required me to repeatedly jump through the same hoops in order to get back to the section of the platforming game that I had trouble with.
Although Crash’s platforming seems to have emerged from some kind of time warp, this bandicoot does have a few new moves in his arsenal. During the course of his adventure, Crash acquires a number of Quantum Masks, each of which bestows upon him a unique set of superpowers.
For instance, one mask gives the user the ability to reverse gravity, allowing Crash to sprint along the ceiling. Another mask enables the user to morph into a spinning vortex that can float over vast chasms. I found the Kupuna-Wa mask to be very useful because it slowed down time, allowing me to platform over falling objects and avoid missiles travelling at a rapid pace.
These masks appear in and disappear from the game at predetermined periods; therefore, you are unable to access them whenever you want to, but I was always thrilled whenever one did. Even more, I am thrilled with the way in which the Quantum Masks provide fresh twists to the gameplay of Crash’s classic levels in a way that feels like it is staying loyal to the spirit of the franchise.
In addition to the Quantum Masks, Crash and Coco are joined by a few unusual allies, such as Doctor Neo Cortex, Dingodile, and Tawna. The Quantum Masks are also present. These new characters come equipped with their very own one-of-a-kind movesets, which they can demonstrate on a select few dedicated levels dispersed throughout the game.
These unusual levels provide a welcome break from the norm and an exciting new challenge. For instance, Cortex is unable to perform a double jump, so the objective of each of his levels is to use a gun to turn enemies into bouncy platforms that allow him to ascend into the air. However, my favorite new character is Tawna, who is a counterpart of Crash’s love interest from the first game who exists in an other dimension. I always made sure to rush into Tawna’s special stages as soon as I unlocked them because she has a grappling hook that enables her to zip across enormous gaps and destroy containers from a distance.
Crash Bandicoot 4
It’s About Time has the appearance of a game that ought not to function properly in many respects. Hardcore, mascot-driven, single-player platformers are becoming increasingly rare in today’s gaming landscape. In addition, the majority of brands that were established in the middle of the 1990s have been forced to undergo frequent reboots in order to adapt to the preferences of an ever-evolving market. Crash 4 sticks closely to its predecessor’s gameplay mechanics, however this is not necessarily a negative aspect of the game. If you squint your eyes, Crash 4 appears exactly the same as the classic platformer you’ve always liked, despite the improved visuals and the addition of a few new tricks for Crash.