Crash Twinsanity
Developer: Traveller’s Tales
Publisher: Vivendi Universal Games
Release Date: Out Now
Players: 1
Words By:

The Crash Bandicoot franchise has proved extremely popular since its release eight years ago, with total sales running into many millions of copies. With popularity like this, you could probably get away with just dishing out sequel after sequel, and the huge fan base would lap it up, year after year. So what have Traveller’s Tales done with the latest adventure?

Crash and his arch enemy, Cortex, have teamed up together to save their world from the evil Eagle Twins. They have travelled from the infinite dimension to steal all the fruit from Crash and Cortex’s world and are going to use it for an energy source in their world.

The game is played in a typical ‘Bandicoot fashion, where you have to go through levels making “leap of faith” jumps, picking up apples, collecting crystals and avoiding the Nitro crates. The twist in ‘Twinsanity is that you aren’t always on your own. Crash and Cortex are playing through the levels together, and they are attached together by holding a crystal. Crash can use Cortex to smash enemies (like a hammer), or reach floating platforms by throwing him so he can flick a switch to create a bridge. Cortex is also equipped with a gun that can shoot enemies when they are near by. At the end of each area there is a boss to fight, and the story is driven by cut scenes. There are also some neat levels where Crash uses Cortex as a snowboard, or they roll themselves into a controllable ball by fighting on the floor, and you have to take them through a series of platforms and cave sections. So the basic premise of the game has been seen in many Crash games before, but using Cortex is a nice new feature to the series (reminiscent of Whiplash) and boss fights (which are designed around the idea too) work very well.

Although this is a new release, ‘Twinsanity’ looks dated up against the Jak & Daxter and Ratchet and Clank games. Texture quality and detail isn’t up to the same standard as those games, and ‘Twinsanity’ also suffers from noticeable frame rate and texture swapping at times too. However, the draw distance is incredible, and at times you are able to view the entire level that you have travelled if you look back from a high platform. It’s rather impressive and shows that there is a lot going on. Load times are also virtually non-existent which is always nice, and even between levels and new areas etc, you are never presented with a load screen. In fact, you only ever see one when you have died and have to restart the level.

Jordan Reichek (from Ren & Stimpy) was involved in the writing of the cut scenes, and you can tell. Some of them are very humorous indeed, and will genuinely make you chuckle. One scene has Cortex having a conversation with a penguin, which ends in a Star Wars Greedo-style death scene – very funny. The music throughout is generally well made, but can be annoying, so you might want to get ready with the mute button if your ears start to hurt.

Crash Twinsanity isn’t without its problems though. Some are new issues, and some are problems that plagued the PlayStation version eight years ago and still haven’t been fixed or improved on. First, and probably the worst thing in the game, is the camera. It’s okay when you are running along through a level that doesn’t require any delicate or precise movement, or the need to look around, but as soon as you need to jump to a small platform or look at a higher level, the camera is a complete pain and next to useless. It’s nigh on impossible to judge the arc of your jump as you scramble for the exact pixel required to be able to just about land on the tiny platform. A pixel either way and you are dead. There is no grabbing on to the edge like in Mario 64 or Jak and Daxter here - if you miss the jump, or jump too far (both incredibly easy to do), it’s life over. Again. And Again. And Again. How many more Crash Bandicoot games are going to be made with this mechanic that punishes the player so harshly for something that is not their fault? Camera systems are hard to do properly, so when other developers add assists into their games such as the grabbing of edges, why have Traveller’s Tales decided to not take that route? Perhaps they think their fans enjoy the outrageous leaps of faith the game asks of people, only to punish them for a slight error of judgment. I’d like to apologise to our neighbours because when I was playing this game the words coming out of mouth were not pretty, and I think I need a new controller as this Dual Shock 2 has been thrown a few times this week. Twinsanity is probably the most frustrating game I have played this year - I thought games were supposed to be fun?

The rubbish camera and jumps requiring pixel-perfect judgement wouldn’t be so bad if the player wasn’t forced to replay entire sections when they have lost all their lives. Checkpoints are dotted around in sensible places through an area, but these are only for your current lives total, if you lose all your lives, you will have to prove yourself and potentially complete an entire bitch of a level again. You‘ll have to make sure you are incredibly careful after killing a boss too, as the game doesn’t always allow you to save after killing it, so you might die afterwards and have to fight him again. Be careful not to touch a felled boss after he’s dead, as incredibly, that’ll kill you instantly too.

Basically I think the health and lives system in the series needs an overhaul, as you can only get hit a couple of times before losing a life. Perhaps a system like Sonic the Hedgehog would work better where you lose your pickups, (fruit in this case) if an enemy hits you, would be a fairer way of doing it. I think it would cut the frustration, like when the little bastard tribesmen poke you when you have – by a pixel again – just missed hitting them during your spin attack.

The game can be enjoyable, and does have some great moments, but it just gets so incredibly frustrating at times I find it hard to recommend the game to anyone used to the highly playable Jak, and Rachet & Clank series. I am sure the dedicated fans will love it, but it’s just too hard to be fun.

 


Best Bits

- Nice twist to the gameplay.
- The Boss fights are really well done.
- Genuinely funny at times.
Worst Bits

- The Camera.
- The Save system.
- The Lives system.
- Just too hard and unfair.

by: DC

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