Steam Cleaning #53: Crash Bandicoot N. Sane Trilogy

Spyro the Dragon and Crash Bandicoot, two platforming stars that defined a console generation. At least, for PS1 owners. The two couldn’t be more different either. Spyro charges about wildly, careening through levels and challenges with speed. Crash is more stiff, moving and spinning in eight directions through focused platforming challenges, all while burdened with a fixed camera.

Does this stiff gameplay translate well to the modern era? To some extent, yeah. The eight-directional movement feels weird after getting used to analog stick platformers, but Crash makes the most of it. The platforming never requires analog precision, and instead the level design focuses on timing, reflexes, and planned decision-making. That level design varies from fair and fun to easy and chill to frustrating and unforgiving. The frustration is a problem, and I actually hopped from one Trilogy game to another to avoid a certain level.

I can’t lay any complaints about the variety here, though. Underwater levels, auto-runners, and quick-paced escapes pepper the game at every turn. Even the basic gameplay levels shifts seamlessly from vertical side-scrolling to more free-moving top down platforming.

The games have been lovingly modernized. Crash has tons of character in his animations, and I can say the same for the rest of the game. This is the definitive version of Crash in my opinion, and is as good as these games will get.

Is it good enough? I’m not sure I’ll personally ever beat these games. The frustrating bits are a turn-off due to the life system, which feels rather archaic to me. For those who seek perfection, the game provides plenty of incentive to grab every crate and 100% every level.

Eh. I may come back to this one later. There are three games worth of content here, and I feel like I’ve only scratched the surface. I’m just not champing at the bit to complete any of the three of them.

Verdict: One hour played, hopefully more to come.

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