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BadBehavior

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  1. Thumbs Up
    BadBehavior got a reaction from Miragnarok in Could a Devil-type character in Sonic work?   
    Just take Mephiles, untangle his plan and give him a but more personality and boom. You've already got someone x1000 times better than most Sonic villains in the past decade.
    So yes, they can work. Can they work well is another question.
  2. Thumbs Up
    BadBehavior reacted to MetalSkulkBane in Could a Devil-type character in Sonic work?   
    This is pretty pointless question, because answer is boring.
    "Yes, if done properly by smart writer"
    You know how many dang devils are in fiction for kids?

     
    A lot. (not every example here is kid friendly but shush)
    Don't give me this "ooh, think of controversy" bull. Don't tell me we're so afraid of public opinion that we must be less edgy than Powerpuff Girls.
    Done by smart writer would work. Heck, topic starts with dismissing Mephiles, but I think his very existence proves that devil could work. I know some people do not like Mephiles (the fools!) but they usually complain about his over complicated plan or something, not on his demonic-eque style.
    One thing I can't have hard time imagining would be making actual devil. No dancing around, just straight up saying he is a devil. Even less likely if would be saying out loud that bad people go to hell. (That and games don't need god like recurring villain. Chaos is the closest to this and Sonic can now beat him without super form).
  3. Thumbs Up
    BadBehavior got a reaction from Syntax Speedway in I have a bad feeling the 30th Anniversary 2021 game will be delayed till 2022   
    Obligatory "Forces took 4 years to make and look how that turned out" comment.
    Just saying, all the time in the world doesn't matter if that time is being pissed down the drain like it must have been during that games development.
  4. Thumbs Up
    BadBehavior got a reaction from FReaK in I have a bad feeling the 30th Anniversary 2021 game will be delayed till 2022   
    Obligatory "Forces took 4 years to make and look how that turned out" comment.
    Just saying, all the time in the world doesn't matter if that time is being pissed down the drain like it must have been during that games development.
  5. Thumbs Up
    BadBehavior got a reaction from Miragnarok in I have a bad feeling the 30th Anniversary 2021 game will be delayed till 2022   
    Obligatory "Forces took 4 years to make and look how that turned out" comment.
    Just saying, all the time in the world doesn't matter if that time is being pissed down the drain like it must have been during that games development.
  6. Thumbs Up
    BadBehavior reacted to Roger_van_der_weide in Sonic 30th predictions   
    In terms of storytelling, ESPECIALLY considering continuity, Sonic 06 was definitly the last big ambitious game.
    Altough Unleashed and Black Knight shot for the stars as well. They just feel more episodic.
    Which I'm fine with, but right now I feel we desperatly need a big epic game again, we had more then a decade of random low stake filler. About time for a fist pumping grand adventure again. Forces tried to be one, but had the impact of a wet fart.


    But yeah, Unleashed and Mania were definitly passion projects. Generations too, even if it's short and only concentrated on gameplay.
    I don't know. Honestly, i don't think passion is so much the problem. Even now I still see glimpses of passion, good ideas and respect coming trough.
    I just think Sonic is suffering severely from 'Too many cooks in the kitchens" syndrome. As soon as Classic Sonic showed his face in Sonic Forces, you just knew that game reeked of "suits in a boardroom made a grocery list of popular things" rather then any kind of artistic endeavor.
    The only thing that would give me more confidence in the next game is if Sega can gurantee they just put a team of visionairies on the project and let them be. Frick, I wouldn't even care if it's a new Classic style game, Adventure game, boost game, brand new crazy thing. Don't care what you do, but DO IT. Have a vision and go for it. Better then trying to please everyone with a half assed uneducated blind grasp at the past.
    But with all the other problems Sega's going trough now, you can bet they're desperate for succes with the next Sonic game.
    Which to me sounds like we're getting another soulless grocery list Frankenstein game up next.
  7. Thumbs Up
    BadBehavior reacted to Kuzu in Sonic Colo(u)rs: 10 Years Later   
    This isn't really the game's fault, but people's reaction to it. And I get where it comes from, because people are deathly afraid of another experimental title bombing the series` reputation even further. But as a result, the series has just kind of lost any sense of ambition imo. I know people mock that word, but it's genuinely how I feel about the series nowadays. It's certainly nowhere near as bad as it used to be, but I really don't feel like the series is living up to its potential and just coasting on brand recognition alone. 
    I really don't want to downplay the people who genuinely love this game for what it did, but I also can't help but feel that it just reinforced to people that Sonic shouldn't be experimental at all and just needs to play it as safe as possible. Sonic never got to where he is by playing it safe, and I kind of wish people started to realize that. 
  8. Thumbs Up
    BadBehavior reacted to Miraculous Milo in Sonic Colo(u)rs: 10 Years Later   
    My thoughts on Colors as of today reflect back to this comment from @Indigo Rush back in 2017:
    "Sonic Colors was seen as the best Sonic game in a decade.
    When was the last time you've played it?"
    ...and I would reply "not since I first beat the game, back in early 2011." After playing to essentially 100% completion (all Red Rings and Chaos Emeralds from Sonic Simulation/unlocking Super Sonic), I've had minimal interest in going back to the game since then.
    Or to put it another way (for those who don't use replayability as a metric on recommending games)--there are a good handful of other Sonic games and many other platformers in general; that I would vouch for checking out first before offering Colors. For me, this is one of those games in which I'd say it's only worth looking into in a "when you've got no other games to play" scenario, if you're merely looking for a competent Sonic game and nothing more beyond that, or if you're just *that* curious about this game above all else.
    It's definitely not a lousy game and it does have its merits--the presentation (art direction, stage settings, graphics --esp. for a Wii title-- and soundtrack) is probably the last outstanding one for a largely original Sonic work (compared to stuff like Generations and Mania, which are heavily built on existing environments/zones and remixes of existing music). And in terms of being the "comeback" game after a string of divisive, unfocused games; it deserves that title far more than the other hyped "comeback" 2010 Sonic game of that year. But the gameplay, namely the platforming/level design, is just too clunky and rigid for Sonic gameplay and too generic when measured to other platformers for me to really enjoy. And a lot of the levels are in 2D for what's supposed to be a 3D Sonic title; although since we're dealing with Unleashed-lite Boost gameplay, there not much good to talk about here either (in the sense of the "3D platforming" that isn't boosting through levels).
    Colors also has the "unwitting instigator of doom" stain on it where all of the things it brought to the table in 2010 (the Wisps, the laidback sitcom tone, the simplistic stories, the Sonic/Tails character focus); have overrun the series as a whole as of 2020, with those elements getting explicitly worse over time. What used to be a welcome departure from the then-immediate era of games as of 2010, I would have no qualms of not seeing ever again as of 2020. They've successfully inherited the mantle of exhaustion people had with the games of the 2000s--the serious-to-grim tones, the focus on ensemble casts/new characters, the fairly developed (even convoluted) stories, and Sonic games proudly wearing blatantly gimmicky gameplay concepts on their sleeves, among other things. I imagine it's only a matter of time before we get a new major Sonic game that rejects everything this game established, and either goes back to the 2000s era (and not in a half-assed way like Forces) or does something completely different altogether.
    Where I used to consider this as a great game shortly after I first beat it, I only consider it on the higher end of decent nowadays. You can certainly do worse, but there are a lot of better options out there too. I think it only really excels for people with a very specific criteria of what they want out of a platforming game or a Sonic game.
  9. Thumbs Up
    BadBehavior reacted to Wraith in Sonic Colo(u)rs: 10 Years Later   
    I used to like this game a lot when I didn't have Generations or Unleashed to reference it to, but it didn't take me long to realize that almost no mechanic it has holds up under any real scrutiny. Sonic is easier to control but part of that is just because they removed as many obstacles and options as they could from the last game. Sonic only isn't sliding off the map because it's nearly impossible to die that way outside of very specific sign posted areas. The drift "works" now because they made it a scripted segment. Didn't like the QTEs? Well, they're still here except now there's no reason to worry about failing them or dealing with the fallout of that. Platforming is re-emphasized but only in the most restrained way possible. In a way, it feels like it's cheating a lot of the time instead of addressing any real problems. 
    Wall jumping, quick stepping light dashing and drifting weren't useful outside of specific places but at least there were at lot of places in Unleashed where you had to chain them together to get by. It's a fun reflex/knowledge test even if it's shallow. Sonic Colors basically locks them to their own segments of gameplay when they don't remove them outright, which feels like it's missing the point. The drift in Sonic Unleashed is kind of like a drift in a lot of racing games where it has a surprising amount of application outside of the places where you're obviously supposed to use it. Sonic Colors can't hope for that type of emergent gameplay because it doesn't allow for anything outside of the script to happen.
    The wisp system is like a beat for beat emulation of the power up system from Mario Galaxy, and most people are willing to admit it doesn't hold up well in that game. Simplistic puzzle solving is alright for an initial playthrough, but Sonic games, good or bad pride themselves on some kind of flexibility that makes replaying them fun that these types of mechanics really don't suit. To put it another way, there's not many unique ways to use the laser wisp, You either point it in the right direction and get the obvious score/time benefit or you don't. 

    Compare this to like, grinding in SA2. Hopping on the rail is just one part, but there's enough of a benefit for balancing on the rail properly that there's ways to clean up your play on a subsequent run. You won't exactly die if you can't balance yourself in SA2's early stages, but that little bit of optimization along with things like the tricks in the down hill segments or the poles Sonic can spin on makes replaying an easy level interesting.  In Sonic Colors, most of the optimization is either done for you already or too easy to achieve. There are some wisps that have some margin for error here and there and that's the most interesting the game gets, but they feel like the exception to the rule of stuff like the rocket wisp that are just kind of hard to get wrong or the frenzy wisp which just feels kind of unfinished. The Drill Wisp is like the clear standout because of how much more fun it makes swimming. I wish the other ones had multiple uses like that. 
    The game's atmosphere is great, but I'm a little underwhelmed by it compared to Sonic Unleashed because it doesn't take any opportunity to let the player take it in. A more straightforward approach for an action game isn't bad, but in a case like this where the stakes are so low and and the atmosphere so jovial, some more ways to cool off between levels would have been a good fit. A hub world in a new Sonic game is probably a pipe dream, but even something small like gens would have been nicer than what we got. An overpriced souvenir shop, a small little plaza you can acces levels from instead of a map screen, a place to talk to the first round of patrons trickling in, anything to make it feel more like you're at an amusement park. 
    Sometimes the game is such a strong mood piece that I feel like the cutscenes focusing entirely on it's sense of humor was just a bad choice. Almost everything that Eggman has done wrong this time can be conveyed with a simple glance at the map screen. Freeing wisps is pretty satisfying. I like the way that the first 3 levels are such extravagant, playful experiences before Planet Wisp hits you with a nice dose or reality that you probably won't shake entirely for the rest of the game. The ever alert Eggpawns now fill out the park's staff. Eggman's PA announcements provide a nice splash of humor and world building without being overbearing. A lot of the more understated storytelling in this game is actually great, so much so that the cutscenes feel like they were bolted onto something that already works at the last minute. I made a long post about the story not too long ago that I'll link here since nothing has changed. TLDR: I think they blew a golden premise. 
    I don't like being so mean to a game that's obviously supposed to be light reading. For all it's faults, I don't think it's a bad way to introduce new players to Sonic before they move onto something more interesting. It's just constantly brought up as a highlight of the series when I just don't think that it's true by any metric. It's used as an example of Sonic getting things back on track and being competitive again when in terms of content and depth it comes up short of most of it's competitors on the same platform. It's not as tight as the classics and doesn't offer the experimental factor of the dreamcast era. Gens even nails a lot of it's strengths in polish and pacing with better level design to go with it.
    'Ambition' is starting to be seen as a dirty word nowadays, but it's absolutely true that this game lacks mechanical ambition imo. Almost every gaming classic has mechanics or ideas that were absolutely game design "do nots" at the time including Sonic himself. I don't like to float the terms overrated or underrated around because I think most people are being genuine when they say they like this game, but I wish people would be more...open minded about the experimentation in the other ones? Idk, it definitely made them a lot more interesting to me which goes a long way toward making up for the lack of polish. There's no way Sonic can compete with Mario or Donkey Kong or Crash in the 'solid 2.5D platformer' space. It stands a much better chance being it's best self. 
     
  10. Thumbs Up
    BadBehavior reacted to Kuzu in Sonic Colo(u)rs: 10 Years Later   
    This is absolutely not true at all. The people who like Colors still do as we see in this topic. 
    The only "hate" it gets is from the vocal minority of Sonic fans who never cared about the game to begin with, its just that their voices were drowned out by the game's praise in 2010 and were just forced to stir.
    10 years of this game dictating the series direction has only made said vocal minority louder in their hate towards it. 
     
    And that's just kind of how it goes with Sonic games. There's always going to be a subset of fans who hate what the series does that's not to their specific preferences, and they vocalize it over social media.
    "Its not Adventure" "Its not classic" etc etc. Colors is absolutely still loved by the people who loved it back in 2010, but the vocal people who hate it for stripping the things they loved about the series away have only just grown up to be more vocal...hence all of the video essays of Adventure fans tearing the game down and why its shit.
  11. Thumbs Up
    BadBehavior reacted to Roger_van_der_weide in Sonic Colo(u)rs: 10 Years Later   
    I actually massively prefer the DS version over the Wii version of Colors. Gameplay has a better rhytm, there's actually playable themepark rides, story is less cringe. That said, I would have preffered a Sonic Rush 3. Sucks this kickstarted the trend of only having watered down main games as handheld titles rather then them being spinoffs in their own right.
    ....
    And then Handheld games completely died and now we only have the same endless runner phone game over and over. Yay.



    I like to call Sonic Colors Wii to be the Best 3d Sonic game there is...
    For people who hate 3d Sonic games.
    In the same way Grand Theft Auto 4 is my favorite Bowling simulator.
    As a fan of 3d Sonic games, I'm annoyed at it for being a sheep in wolf's clothing. If it was honest about it being a more Game Gear esque 2d Sonic platformer, I'd have a lot less vitriol for it.
    But taking it for what it is, it's fine. Compotent enough, and definitly more easy going and clean compared to other Sonic games, so I can see the appeal.
    The music and graphics are great. And Sonic definitly needed a more light hearted filler adventure after all the intensity of the 2000's.

    The idea of levels taking place in an interstellar amusement park is great. I just really wish they focused more on that aspect and had more interactive themepark setpieces in the levels Like what Twinkle park in Sonic Adventure did. As it is now, the Themepark is merely background wallpaper and rarely takes an active part in the level design, minus some rollercoasters in the penultimate zone. Even Eggmanland in Unleashed got more mileage out of the themepark setting then Colors in it's entirity did.

    Back to the positive side, like what some folks said before me, it's the only 2010's Sonic game that has a legit setting. The Themepark world is pretty cool. Especially after later Sonic games are nothing but throwaway aesthetics in limbo.
    Ah right, forgetting about the Sonic Boom games again. The Boom games had a proper setting too but most levels are so generic that I can't remember a single level but the Gothic Disney castle zone from Fire and Ice.


    The sense of humor tough, arghh. I love Sonic games to have a sense of humor, but this style of low energy, smug sitcom humor is exactly the wrong kind of humor that sucks Sonic's natural energy away.


    Either way, if Sonic Colors gets a re-release, I'd love to read the new reviews for the game. I always had a hunch Colors got most of it's praise for merely being "not another Sonic 06" rather then it's own merits. Not to mention the return of more prominent 2d gameplay. I would love to see the public's reaction toward the game now that Sonic Mania stole most of it's thunder.
    I've read various "THIS IS WHY MODERN SONIC IS DOOMED!" articles written in the past 5 years, and I'm always fascinated at how those articles go down the list of all the usual suspects, but curiously end their Sonic beatdown right when we're past 06 and Unleashed, about the halfway point of Sonic's lifespan. Maybe Rise of Lyric and Forces get a quick kick in the gut and Mania a small tip of the hat but most of the 2010 era of Sonic seems curiously missing in these articles, despite being an explanation of why supposedly Sonic's DOOMED in 2017-2020. As if the post Unleashed era is just so boring, everyone keeps forgetting about it.
  12. Thumbs Up
    BadBehavior reacted to Kuzu in Sonic Colo(u)rs: 10 Years Later   
    Like, I really do feel bad for this fanbase at times because the opinions of the masses always outweigh the voices within the fanbase. The public had deemed Sonic was "bad" and "needed to change" and Sega had almost no choice but to listen to move away from all of the controversy surrounding it. And all of that overwhelming praise this game got just reinforced the idea that everything from the 2000's was "wrong" and that Sonic Colors was the way to go. 
    It's a game that is the complete inverse of its predecessors in a way; instead of getting unwarranted hate, it gets unwarranted praise unto itself for doing the bare minimum. 
     
    And that is not a condemnation of people who like the game; if you feel like Sonic Colors was an amazing title, then by all means. But the contention surrounding this game cannot be ignored. 
  13. Chuckle
    BadBehavior reacted to Jango in Sonic 30th predictions   
    Nice, you're gonna be able to revive the franchise yourself. 
  14. Chuckle
    BadBehavior reacted to Roger_van_der_weide in Sonic 30th predictions   
    Yeah, let's get the Sonic adventure 3 hype train rolling!!!
    When the new game is finally anounced, I want to see an entire room with fans wearing SA3 shirts, chanting for SA3, waving flags for SA3, while Iizuka nervously shuffles to the stage to anounce a third Sonic Boom game for the 3ds.
  15. Chuckle
    BadBehavior reacted to Dr. Detective Mike in What if Square Enix made a Sonic RPG?   
    It'd get announced, take a decade to come out, and when it did it'd be the best damn Sonic game I've ever played probably.
  16. Thumbs Up
    BadBehavior reacted to Miragnarok in What if Square Enix made a Sonic RPG?   
    A VISUAL NOVEL would satisfy at this point (unless it’s too... metahumorous), compared to Team Sonic Racing. 
  17. Thumbs Up
    BadBehavior got a reaction from Shadow Chaos Control in What if Square Enix made a Sonic RPG?   
    To answer the question, it would be amazing.
    That is to say: amazing relative to whatever is going on with Sonic at this present moment in time. I'd say yes to a Sonic themed RTS if it meant we got something to end the drought.
  18. Thumbs Up
    BadBehavior got a reaction from Rabbitearsblog in What if Square Enix made a Sonic RPG?   
    To answer the question, it would be amazing.
    That is to say: amazing relative to whatever is going on with Sonic at this present moment in time. I'd say yes to a Sonic themed RTS if it meant we got something to end the drought.
  19. Thumbs Up
    BadBehavior got a reaction from Miragnarok in What if Square Enix made a Sonic RPG?   
    To answer the question, it would be amazing.
    That is to say: amazing relative to whatever is going on with Sonic at this present moment in time. I'd say yes to a Sonic themed RTS if it meant we got something to end the drought.
  20. Thumbs Up
    BadBehavior reacted to MetalSkulkBane in Does the Master Emerald hinder Knuckles' potential as a character?   
    @Titan Mecha SonicI have no idea where you getting your info.
    Knuckles guards Master Emerald in IDW
    Knuckles guards Master Emerald in last issues of Archie Comics.
    Including Mega Drive.
    Knuckles guards Master Emerald in Forces tie-in Comics.
    Lego games, official description, he's pretty much always guarding Master Emerald... except the actual games.
    Sweet Chaos, I'm convinced. Let's go with "Don't ask, don't tell" rule.
    I prefer sticking Knuckles to be a Guardian AND keep appearing in games with no explanation, over Sega giving us answer that ruins everything.
    And maybe it it for the best. People want Knuckles to appear a lot AND to be Guardian. If we can accept that Eggman never goes to jail, we might as well  accept that Knuckles keeps taking breaks.
    Yeah, I think this is best option,
  21. Thumbs Up
    BadBehavior got a reaction from MetalSkulkBane in Does the Master Emerald hinder Knuckles' potential as a character?   
    Well considering how every game post Heroes has managed to include knuckles without so much as even paying lip service to the Master Emerald (heck, Lost World and Forces haven't even mentioned the Chaos Emeralds. Despite both having playable Super Sonic. 🤔), I'd say not really.
    Besides this might be a case where we're better off not knowing. We wanted to know how the Classic and Modern games took place in the same world and we got the whole "Two Worlds" BS for our troubles. Sonic's just a few handwave/retcons like that away from turning into Kingdom Hearts.
  22. Thumbs Up
    BadBehavior got a reaction from RadicalLaRuby in Does the Master Emerald hinder Knuckles' potential as a character?   
    Well considering how every game post Heroes has managed to include knuckles without so much as even paying lip service to the Master Emerald (heck, Lost World and Forces haven't even mentioned the Chaos Emeralds. Despite both having playable Super Sonic. 🤔), I'd say not really.
    Besides this might be a case where we're better off not knowing. We wanted to know how the Classic and Modern games took place in the same world and we got the whole "Two Worlds" BS for our troubles. Sonic's just a few handwave/retcons like that away from turning into Kingdom Hearts.
  23. Thumbs Up
    BadBehavior got a reaction from Son-icka in Crash Bandicoot 4: It's About Time (PS4 / Xbox One)   
    Yeah I only just discovered that it does loop around recently. Also thanks for the heads up on the level select, though idk why it's buried under a menu I didn't even go in until now. It says "level stats" which teels me its the stat for the levels, maybe if it was renamed Level Select then i'd have noticed it earlier. Even Sonic Forces had a clear menu for selecting levels. You know, for as much that it mattered in Sonic Forces.
    I also just discovered how the triple spin works. You don't just mash the Square button, you have to time it just right. And it does give you a burst of speed. Got the gold relic in the 1st level: Rude Awakening. But jeez it's asking me to shave of about 20 seconds of time. Unless theres some cheeky shortcut I missed then how does TfB expect me to improve on that?
  24. Thumbs Up
    BadBehavior reacted to Jovahexeon Jax Joranvexeon in Crash Bandicoot 4: It's About Time (PS4 / Xbox One)   
    Hell, I went so far as to unlock EVERYTHING in all those games to the pointing of besting the flipping Dev times in CTR NF, and I can tell you that completing Crash 4 is some bullshit.
    The problem really extends to the sense of difficulty collapsing upon itself. I mean, relying on the lack of lives to make bigger difficulty is questionable itself, but at least with the main game, it never truly feels unfair so far.
    That all goes out the window with completionism of the game. You have to pixel hunt hard for boxes, the relics are Crash 1 bad without the saving graces that the N. Sane trilogy had, not to mention, a baffling lack of the Crash Dash. The insane challenges are baffling too at times, and the box dickery extends to even the bonus levels.
    A game should be fun, even while being difficult. That's something the original trilogy and Twinsanity managed even with completionist runs. Crash 4 unfortunately,  falls flat on its face with everything that's not the main levels. 
    And again, I repeat, the rewards just don't feel worth it after all that suffering.
    Of course the multiplayer still feels half-baked and lazy with the characters made and used, along with the lack of modes.
    Shame too, because outside of that, the game is pretty fantastic. 
  25. Thumbs Up
    BadBehavior reacted to Ryannumber1gamer in Crash Bandicoot 4: It's About Time (PS4 / Xbox One)   
    TfB dropped the ball hard on basically everything that isn't the main levels themselves. Gameplay wise, I like a lot of these levels, but the completion and difficulty spike in general is atrociously horrid. So many of the design ideas clash against each other in silly ways. It's like they realised that since there's no lives counter, they could go nuts with the difficulty, because you wouldn't be risking game overs, but then they immediately thought "we need all of this other junk from the other games" to count or something, and so they copy/pasted it without thought.
    Time trials have never been fun in this series, especially platinum trials. But Naughty Dog, and to their credit - even Vicarious Visions both realised this, and didn't ask for absolute perfection. You only needed sapphire relics in Crash 3 for full completion, and you only need gold for platinum trophies in N. Sane. The latter was still difficult as hell, but it was doable at least.
    But Crash 4 is just a total joke. You have levels with literal hundreds of crates in them, most of the time requiring you to go out of your way and risking death to get one or two stray crates. You need to do platinum time runs through these ungodly long levels, where any mistake, any fuck up will send you back to Square 1. You need to get all of the crates in every level, yet a lot of them are hidden in ridiculously cryptic places. 
    Even the bonus stages, the things that were meant to be a quick break from the main level to bolster your fruit and life count has now been turned into a trial in tedium and frustration, missing the point so damn hard that it's not even funny. 
    And then there's the N Sanely Perfect Relics, where they expect you to not only finish the level without dying, but they expect you to get 80% of the boxes, they expect you to do it collecting enough wumpa for the three gems, and they expect you to do basically every requirement bar getting the secret gem. 
    It's just too fucking much, and none of it is remotely fun. It's infuriating, it's frustrating, it's tedious, it's disheartening, and it's all around just completely unfun. Crash 1 has it's fair share of bullshit, but Crash 4's requirements feel like Stormy Ascent in every single level. 
    That's not to mention that these requirements might've been fine for an original Crash level where the level is done within like 3 minutes tops, but that's not the case - these levels stretch on for ten minutes, and even that's being generous. They require absolute perfection for 10+ minute intervals. It's too much.
    It's so annoying because there's a great game here, but it's just lodged under so much unneeded garbage only thrown in for the hell of it without thought or reason.
    You get some kind of spin move for beating either the game, or the N Verted levels. Be warned, it's nowhere as effective as the Crash Dash.
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