Let's Play: Crash Bandicoot - The Wrath of Cortex (Longplay)

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So because the Crash Bandicoot series is mostly dead, Sony decided to reveal that they're remastering the Crash Bandicoot PSX trilogy at E3 this year to put Crash on the Playstation 4 somehow because, well, lets face it, Crash is mostly dead. ("It just so happens that your friend here is only MOSTLY dead. There's a big difference between mostly dead and all dead. Mostly dead is slightly alive. With all dead, well, with all dead there's usually only one thing you can do.") Sure he's got a cameo coming up Skylanders, but isn't doing much else, at all. Which is why with his remasters coming up, and a cameo appearance also to come, I replayed the one Crash game that I loved the most, but for some reason is the Cereza of Crash Bandicoot, aka, the reason the series took a shit; Crash Bandicoot: The Wrath of Cortex. Let's start off with the first game though. Crash Bandicoot 1 was a decent platformer on the PSX, albeit its issues, which were pretty big. But I'll give it a break because it was the first game in the franchise, and was still pretty fun overall anyway. Crash 2 was an excellent addition to the series, taking everything great from the first game, and fixing the bad parts, like awkward platforming, and oh yeah, doing something as simple as saving the fucking game. But I digress, because it still had minor issues. Like Naughty Dog's unhealthy hard-on for snow levels. Seriously. Roughly 43%, nearly half the fucking game involved Crash running in icecaps, in snowy mountains, or away from prodigious pedophile polar bears. And the controls still felt strange despite being tuned, because platforming is a bitch with D-pads. It was still an alright game, and was followed up with Warped. Warped was, ok. It was practically the same as 2, but with minor fixes, such as analog controls, which finally perfected crash's movement, vehicle levels, and an easier time keeping track of gems and boxes which made 105%ing the game not such a chore. Level variety was an issue in the previous games, and was still one in this game, reusing level concept as soon as the second warp room. Needless to say though, this was still a good game, along with the other two games in the trilogy, but it wasn't until Crash was handed over to Travellers Tales that I felt this franchise was finally going somewhere. Wrath of Cortex fixed everything about the trilogy and amplified the overall fun of crash. Platforming never felt more smoother, with the definite analog support of the PS2, Xbox, and GCN, instead of the half-assed analog control in Warped that had to accommodate those who only had a D-pad on their controller still. In grate climbing sections, I'd kill for 2's grate climbing speed, but that's not too big of an issue. New atlasphere levels that take a marsupial and turn him into a hamster take place. They're pretty fun, and vehicle levels return as well, whether you're getting in a giant fuckfest in the sky or running from shit. Coco is finally a fully integrated character too. By the 3rd and 4th warp room she's a watered down version of crash without his powers, but she's still fun anyway. And level variety is incredible. Travellers tales finally understood what fucking level variety is, and didn't rehash the same shit over and over like Naughty Dog, albeit Knight Time. Honestly, I have no idea what the big fucking issue was with this game. Majority of people who complain say that its the same thing as the original trilogy, its nothing special, and it continues to drone on the same decaying/getting old crash formula. This game was perfectly fine, but people complaining about how the old crash formula was getting stale, bought the farm on this franchise. They were the cause of Crash dying. Travellers tales took the innovation statement and tried to revamp the franchise, and thus Crash Twinsanity was born. Oh yeah, those assholes who called upon innovation praised the game for being something new, but the game still received scores lower that Wrath of Cortex, because the game simply wasn't Crash Bandicoot. Crash has never been an open world platformer. The final shit was taken when Crash was passed on to Eurocom, who fucked him to hell and back so badly with the Titan series that Crash was an unrecognizable mess, the PSX days long gone. You don't want innovation. Crash Bandicoot 4 brought the same greatness of the PSX trilogy to the table, but it was shunned for being cliche. This criticism was taken into effect, and the rest, was history. Hopefully Sony has a little more planned for Crash along with his remasters on the Playstation 4. which could bring him back to his former glory.







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