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Crash Bandicoot 4: It's About Time (PS4 / Xbox One)


Jango

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I am crazy or Coco sounds different? She doesn't sound like Jimmy Neutron in this. I know that Debi did confirmed she's still voicing Coco. Maybe she was asked to take a different approach this time. Either way, I like how they all sound... Minus Crash.

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On 8/7/2020 at 4:20 PM, BadBehavior said:

Toys for Bob: We made Dingodile and Cortex playable, what about you?

Sonic Team: YoU CaN PlAy As ClAsSiC SoNiC!1!

That's 3 things this game is doing better than Sonic Forces. 4 if you include the character outfits.

Guess I can add Tawna to that first quote. Great stuff.

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Yeah, I was about to mention that Coco sounds SUPER different. Doesn't really sound like Debi at all. (Which is a shame if it isn't her, as she's had the longest consistent stint as her character of the entire main cast.)

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BTW, they mentioned during the gameplay that Tawna is the last playable character, so that makes 5. Almost a Sonic Adventure 😅

About the cutscene again: I really liked the part were Tawna asks what Crash and Coco are collecting this time. And how she quickly tries to change the subject after Coco asks if they die in her dimension xD 

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55 minutes ago, Jango said:

BTW, they mentioned during the gameplay that Tawna is the last playable character, so that makes 5. Almost a Sonic Adventure 😅

 

...unless Crunch is a secret playable character...

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Interesting to hear she is the last playable character when N. Tropy (or an alternate dimension counterpart of him) was also in the artwork that showed Cortex, Dingodile and Tawna. Did they scrap that campaign? The playable cast is already so varied and surprising that I'd be fine with it, I'm a big fan of all three extra characters and hopefully fans of Tiny, Crunch, Nina and co will also get something in the future.

Also love the fact that she is supposed to be this guardian angel for the bandicoots whereas Dingodile is just a random dude caught up in everything.

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1 hour ago, LukA8 said:

Interesting to hear she is the last playable character when N. Tropy (or an alternate dimension counterpart of him) was also in the artwork that showed Cortex, Dingodile and Tawna. Did they scrap that campaign?

Could still be in as an NPC.

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Looks sweet. I still hate that this is £49.99 (regardless of the amount of content) but slowly the more that is shown off makes it feel a bit more worth the value... only a bit. 

I am Warming to Coco’s design a bit more now... sort of. Voice is defo off, but it doesn’t bother me too much - seems to fit her new look. 

Also Digging the Tawna Gameplay, not convinced she will be the final character to play as (unlockables they’ll surely want to keep a secret).

Im unsure of the Tawna Redo as well, I don’t like the hair and punk-ish dress sense. Hopefully they have included her original look as a unlockable. I do think the new model build for her works as previously discussed though, especially considering her character is a lot taller than Crash and Coco. 

I say all this fully appreciative of the fact that this is supposed to be alternate dimension Tawna... Although in truth I’m not actually convinced of that. A lot of message boards seem to think she’s hiding that Crash and Coco died in her dimension from her reaction in the cutscene... but I actually think she IS the OG Tawna and was ripped out from the original dimension. It would be neat way of explaining why we haven’t seen her since Crash 1. That’s what I reckon they are gunning for with a misdirect anyway.

 

9 hours ago, Nina Cortex Jovahexeon said:

Having a demo that you have to pay money to pay, literally defeats the purpose of a demo.

Activision - because even demo’s can’t be free. Marketing and advertisement MUST be paid for... even by the customer. 
 

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I'm not sure about the Tawna design. It's fine, I guess, but I can't say I particularly like it. Punk seems to be the generic go to design choice for a cool woman/girl character and I'm not a big fan of that. I like the skull tank top one more, but get rid of the streaks in her hair and maybe the skull. Add a bit of the adventurer design to it.

And give more cartoony proportions. Her gameplay looks more stiff and awkward compared to Crash and Coco, even though she seems to handle the same, but with more human proportions and animations and it looks weird to me.

It's definitely better than the old one, at least. I liked the cutscene, too. I'm not a Crash fan, but I do like seeing him and Coco together so much. Makes them feel like equal protagonists and not Crash and the barely secondary Coco.

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24 minutes ago, Jango said:

My favorite memory is from when I didn't had to pay full price for a demo xD

 

Or when games promoted other games with hidden demos inside them.

Oh the simpler days...

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Those demo cheat codes were the bomb.

One thing just came to my mind, didn't this game supposedly have a multiplayer mode up to 4 players? We're less than a month from release and nothing was spoke about that.

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15 hours ago, Son-icka said:

It would be neat way of explaining why we haven’t seen her since Crash 1.

She dumped Crash is why...

Nothing shown would imply misdirect, you need more...anything yo go off of for that.

Take it as face value for now at least.

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Those cheat code demos is what made me a Sly Cooper fan. Had zero interest in the game until I discovered Ratchet & Clank 3 had a cheat code for a demo one night, when I was looking up various cheats as a kid. Tried it and instantly fell in love with the Sly 2 demo. Immediately bought Sly 1 and 3 at a local pre owned store soon after, and then got Sly 2 later.

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49 minutes ago, StaticMania said:

She dumped Crash is why...

Nothing shown would imply misdirect, you need more...anything yo go off of for that.

Take it as face value for now at least.

She did? No in universe explanation as far as I recall. 

Well, Considering the type of game this is, it probably is as basic as it makes out.

...But I still like to think it could be a clever little rug pull so I’m calling it at the very least until proven otherwise on release 🤣

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21 minutes ago, Son-icka said:

She did? No in universe explanation as far as I recall. 

Well, Considering the type of game this is, it probably is as basic as it makes out.

...But I still like to think it could be a clever little rug pull so I’m calling it at the very least until proven otherwise on release 🤣

In-universe, the Japanese manual for Crash 2, as well as the manga stated that Tawna ended up dumping Crash and getting with Pinstripe. However, not only was that only featured mainly in the Japanese lore, but given her increased appearances, plus the more action girl take they’ve been giving her, that’s non-canon at this point, and she only ended up drifting apart from the two.

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I thought for sure the 100% epilogue mentions what happened but I guess not. Had no idea the Pinstripe part in particular was only mentioned in JPN stuff, lol.

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1 hour ago, StaticMania said:

She dumped Crash is why...

Nothing shown would imply misdirect, you need more...anything yo go off of for that.

Take it as face value for now at least.

To quote Chris from OneyPlays: "Crash saves her and then she dates a fucking piece of shit?". XD

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I remember the bosses getting epilogues on 100%... but Wow! I had no idea about The Japanese manual tidbit 😅 that’s pretty interesting!

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Pretty much, yeah. Japan is the only place where it's a thing, here's the art for both the manual of Crash 2, as well as the manga panel about it (yeah, for some reason - Tawna is more like a manga woman in Japan). As for the manga, it's hard to tell, but I think that's Pinstripe she's meant to be fawning over (it's the only image of Tawna in the manga that describes the breakup).

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There was one official mention of Tawna's role following 2, which is in line with the Japanese canon.

In Crash Boom Bang, the only other major appearance of Tawna, following Crash 1, the game mentions that she's "crazy about Pinstripe", implying the same situation as the Japanese manual of Crash 2, and the manga.

However, that said - the game was also developed in Japan, unlike the rest of the series, and as you can probably tell from these character models: 

latest?cb=20200811190546 latest?cb=20200705041424 latest?cb=20110626171649

Crash Boom Bang in general has a more anime/manga inspired art-style, which likely means the game in of itself was designed more so for Crash's Japanese audience, who'd be more familiar with the lore established over there, hence why this is the only official in-game worldwide mention of Tawna's affection towards Pinstripe. 

So yeah, apart from Boom Bang, which is heavily inspired by the manga/Japanese Crash to begin with, Tawna leaving Crash for Pinstripe is more or less just a Japanese thing to explain her absence post Crash 1. 

Tawna's current portrayal in the N Sane Trilogy, and the games following it is actually much more faithful to her original vision by Naughty Dog:

latest?cb=20190920202635

As shown by her page in the game bible, Tawna was originally envisioned as not only a stunning beauty, but one of the only intellectual creatures mutated by Cortex, and was supposed to be able to match wits with both Cortex and Brio, as well as being a general inspiration for the army, able to encourage others to rebel against Cortex. This is also why Cortex sets her up as the next promising candidate to be the general of his mutant army after Crash's failure. 

So her current set-up as being a strong action-girl, as well as her competitive streak, and friendly nature to Crash and Coco is actually fairly on point for what was intended for Tawna originally, instead of what happened in the Japanese lore, where she ended up being fairly ungrateful, and just ended up dumping Crash for one of her captors.  

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It could be the way the artist has drawn this... but oddly they actually fit their opposite/alt costumes better XD

If anything this makes me really hope OG Tawna (if it isn’t OG Tawna) gets her OG look to unlock like the main duo get costumes. 

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You know, during that gameplay video, it is said that this new Tawna plays the role of a guardian angel to Crash and Coco. And do you guys remember that in the prehistoric level, the t-rex that chases Crash is knocked out by some rocks, which ultimately saves him? I guess we now know who did that. She even says in this new cutscene: "I'll lend a hand where I can. In fact, I already have". It's possible that she's always around looking after those 2, perhaps she feels responsible / guilty for the death of Crash and Coco from her universe? Who knows...

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Caddicarus did a livestream of the older demo, after the embargo was dropped.

 

EDIT: We also have an exclusive interview from Gameinformer, revealing info on the first cutscene and the final mask, Akano, and his Dark Matter abilities!

https://www.gameinformer.com/2020/09/11/an-exclusive-look-at-crash-bandicoot-4-its-about-time

akano_01.jpgdarkmattercrash_03.jpgspin_04.jpg

Spoiler

Opening Spoilers!

Spoiler

The opening cinematic for Crash Bandicoot 4: It’s About Time is of an extreme close up of Neo Cortex. He’s laughing maniacally, aggression lines his brow, but his eyes carry a different story – they’re crazed nearly to the point of spinning. The camera pulls out to show Cortex is violently beating something with a stick. As we continue to drift away from Cortex, we see his anger is being taken out on a straw dummy made to look like Crash Bandicoot. He’s beating it senseless.

As we pull back more, we see Cortex is trapped on a small asteroid floating deep in space. This shot not only shows us he’s losing his mind, but he isn’t alone on this rock. He’s joined by the equally notorious Doctor N. Tropy, who just happens to be conversing with Uka Uka, a floating mask that may out-evil both N. Tropy and Cortex combined.

As the trio argues about their fate on the asteroid and how they need to keep trying to escape from this floating prison, we are shown a quick snapshot of a rock used as a chalkboard has 22 tally marks on it. This number is significant in two ways: For this story, it shows the number of years the villains have been stranded here, and for us in the real world, the number of years that have passed since the release of Crash Bandicoot 3: Warped on PlayStation.

It’s About Time’s story picks up exactly where that game left off 22 years ago. Developer Toys for Bob is essentially retconning all of the sequels and stories that came after, designing It’s About Time to be a true continuation of the original PlayStation trilogy.

The intro movie concludes with Uka Uka growing so angry that he knocks himself out, but his rage opens a tear in time and space that leads to the world he previously tried to conquer. When finding a way to escape, his science wasn’t exact; the tear also leads to different dimensions and eras. Cortex and N. Tropy waste no time fleeing the asteroid. Although Uka Uka is their savior in this moment, they leave him behind.

Entities that are tuned to the cosmos are aware there’s a tear and that time and space are being upended. Aku Aku, the mask that has sworn to protect the Bandicoot family, is one of those beings hit with a sense of dread, and fears something terrible is about to happen. He hastily awakens Crash, who just happens to be napping on an old patched-up couch sitting on N. Sanity Beach. The orange marsupial is startled but determined to help his old friend.

 

Quote

For fans of this series, N. Sanity Beach was the first level that greeted players in the original Crash Bandicoot game. Within a couple of minutes of starting this new adventure, Toys for Bob cleverly connects the final moment of the PlayStation trilogy with its first shot. The journey players are about to embark on is backed heavily by nostalgia, but the story carries the promise of going to unexpected places and trying new things. Crash won’t just be running through jungles. He’ll be traveling to prehistoric times and even to a fishing town operated by zombies.  

Toys for Bob took me on an extensive tour of It’s About Time to show off these new worlds and the nostalgia that drives them, along with the new changes players can expect. It’s going to play like the Crash games of old, but with more depth, especially in the collectibles that players can find. From new costumes to more gems to hunt down, there should be plenty of reasons to invest serious time in this sequel.

Crash and Coco are the stars of this time-bending adventure, but the true “heroes” may be the Quantum Masks. Aku Aku isn’t the only one that will be helping the marsupials. Different masks that provide unique powers are spread across the world, and they must unite if the fabric of space and time is to be repaired. The masks, of which there are four of the quantum variety, need the marsupials’ help. They need physical beings to meld with to unleash their powers.

As fans know, Aku Aku provides both protection and a form of invincibility that help the bandicoots survive. He is joined by Lani-Loli, a mask that can make objects phase in and out of reality; Kupuna-Wa, a mask that can partially freeze time; and Ika-Ika, a being that can flip gravity, leading to the bandicoots walking on ceilings.

In an exclusive look for Game Informer, Activision showed me the final new mask. Named ’Akano (with the apostrophe), the wearer spins violently like a top or tornado. As you would expect, Crash and Coco can use this power to smash through crates and enemies with ease, but its biggest benefit is revealed when a jump is performed. Given the inertia behind the spin, Crash and Coco lift high into the air and then settle into a slow glide. The spin continues indefinitely, but can be stopped by a quick button press, leading to sections where you can run around like normal and then activate ’Akano’s ability to spin dangerously across a stretch of the stage.

I saw this power used in a level called Give it a Spin, which serves as the tutorial section for ’Akano. This stage is a part of the Tranquility Falls world that takes the bandicoots to the year 1402. I see Coco warp in and sprint forward to greet ’Akano. He’s sitting in the middle of a well-trodden path surrounded by beauty. Trees with red leaves are all around her, and behind them sits a city on the hillside with houses crammed together to make it look like one giant castle. A pink sky with a few white clouds overlooks this backdrop.

When ’Akano merges with Coco, she dons purple armor with ’Akano fastened to her back. He taps into dark matter to initiate his violent spin, which can even shred metal crates (which usually require a body slam). Coco uses the power to shatter stacks of boxes, and then glides over a massive gap. Given how far she can travel with it, Toys for Bob decided to change the realistic shadow under her to a yellow ring that is easier to spot. Yes, it breaks the immersion and gamifies the action a bit, but it’s needed given how fast the gameplay moves.

Enemies that shoot projectiles are also at a disadvantage against ’Akano, who we see knock back gooey green magics to their hosts. The level is filled with all sorts of crazy wildlife, including hungry lily pads that will try to eat the bandicoots if they stand on them for too long. Dangerous Nitro and TNT boxes are everywhere, posing another challenge that requires quick switches from gliding to running to avoid detonating the crates. I also see a new crate type that has fire shooting out of four of its sides. Again, this is something you don’t want to interact with unless you hit it from the top, an action ’Akano’s glide can help make easier.

As the level is explored, I notice that crate progress is now updated through a handy meter, in this instance reading 112/216 have been smashed. Wumpa fruit and gems are also tracked in the same way for end-of-the-level completion goals. If you earn enough of any of these things, you unlock gems. Toys for Bob also included a death meter that shows how many lives you have left if you are trying to get the gem for completing a stage with three deaths or less.

In runs through a level, a player could conceivably unlock six different gems, which could hit the required goal that unlocks a new costume for Crash or Coco. Both of these characters can unlock 26 unique costumes ranging from pirate attire to a dinosaur suit. These skins can be equipped at any time once they are unlocked.

Even if you obtain all six gems, the stage still holds more secrets. By entering that stage again through the new N.Verted mode, you can earn another six gems. In N.Verted mode, everything is mirrored, meaning a jump to the right will now be a jump to the left. Toys for Bob also changes up the art style. For Give it a Spin, the vibrant colors are washed away to stylish black and white tones inspired by sumi-e ink paintings. The level has an entirely new life to it, and Toys for Bob tells us the mirrored play will mess with your mind and throw off your muscle memory. The gems that are hidden in the level have also moved to new locations. N.Verted mode basically doubles the number of stages. The wumpa fruit in N.Verted mode is called bumpa fruit and is colored purple instead of orange.

The sumi-e art style is only used in the Tranquility Falls world. Each of the other worlds have their own unique art styles for this mode. Hazardous Wastes’ N.Verted look leans heavily on neon lighting to lead players along, only it dims over time and checkpoints have to be hit to brighten them. The N. Sanity Island world uses something Toys for Bob calls “sonar-like” that pings enemies and pits and gives players just enough of a visual indicator to get by.

I was given a tour of the Dimensional World map that draws heavy inspiration from the first game. You’ll see dotted lines leading from the different stages. The core levels are represented as circular spaces. The Timeline stories, which let you play as villains or other characters, are represented as square spaces. In most worlds I only saw one square space, but some have more.

The worlds I saw were Mosquito Mash, with the time of “a few days ago.” The Timeline square for this world is occupied by Dingodile, meaning you get to play as him and see how his interactions affect Crash and Coco’s progress through one of the world’s levels. N.Sanity Island’s world is set during the present day. Hazardous Wastes takes players to the future year of 2084, whereas Salty Wharf takes them back in time to 1717.

Time trials return to each level, but with a little twist: Toys for Bob recorded a playthough and created ghosts for each Relic (Sapphire, Gold, Platinum) so players can get immediate feedback in real-time to see if they are going to beat the time or not.

Crash Bandicoot 4: It’s About Time looks ridiculously fun, and is shaping up to be a charming love letter to the series Naughty Dog created. The new ideas blend right in with the existing platforming action. We just need to see how it plays and all comes together. Thankfully we don’t have long to wait, as the game hits PlayStation 4 and Xbox One on October 2.

 

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People guessed right. After 19 years, Debi has been replaced  😕

 

This is so unexpected. I'm pretty sure she confirmed a few months back that she would be returning to voice Coco, as Lex would to reprise Cortex, which happened. 

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