CRASH BANDICOOT N.SANE Developer Explains Why Movement Is Harder Than Originals

Not long after Crash Bandicoot N.Sane Trilogy launched, some complaints regarding the game's move mechanics are starting to surface. One specific complaint on twitter by DingDongVG identified a problem with the jump and landing mechanics. The collisions with objects were challenging if not awkward.

And Vicarious Visions has confirmed that the movement mechanics are indeed much harder than the original games. Kevin Kelly, editorial manager of Activision, advised on the Activision blog space that jumping in the remastered edition is very tricky, especially in the first game. He also provided a reason why.

Many fans have picked up on the fact that Crash’s jump isn’t quite the same as it was, particularly in the first game, Crash Bandicoot™. We carefully considered the choice to unify the design of these games, for example, how save and bonus rounds work, so that players could have a cohesive experience across all three games in the Crash Bandicoot™ N. Sane Trilogy.
The reason for that is because we want the best experience for all players, and Crash’s handling falls into this category.  We spent a lot of time studying the three titles and chose the handling from Crash Bandicoot™ 3: Warped as our Trilogy’s starting point; it represented the most improved and modern approach as it gives players the most control.

So basically, they were trying to bring some consistency by having the latest of the games chosen as the preferred mechanics and then worked their way backwards. This is why Kelly is also suggesting players play the 2nd and 3rd games first to get used to the controls before attempting the 1st game, which appears to be the hardest to acclimate to.

Surely this isn't so surprising? I don't think this should put anyone off. It's definitely not the first time we've had move mechanics updated to something more modern. I would have actually thought players would be happy with a new system. Unfortunately, this doesn't seem to be the same with Crash. Where players rely on jumping and landing a certain way to collide with objects, that failsafe mechanism has now been altered to a point where frustration abounds

However, it's not all doom and gloom. Besides players now having to become used to a new way of playing the old games, Kelly does provide us with some hope:

The modernization of the save and checkpoint systems make the first game a heck of a lot more forgiving than the original. On top of that, we added DDA (the dynamic difficulty adjustment that was originally only present in the second and third games) to our Crash Bandicoot, which gives Crash Aku Aku masks and checkpoints after a certain number of failures in a level. This certainly helps when players need it the most!

 

Source: EUROGAMER; ACTIVISION

 

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