Yes, it’s another one of these. And contrasting with my last entry (but coincidentally enough, within the same genre), this time, we’re discussing a modern game: Crash Bandicoot 4: It’s About Time, the newest Crash Bandicoot game, released in 2020 for the PlayStation 4 and Xbox One and in 2021 for the Switch, PlayStation 5, and Xbox Series X. There was also a PC version, but apparently it was tied to some Blizzard online thing or something, so I’m not really sure where you get that, and anyway, if a PC game isn’t available on Steam or as a DRM-free copy, it’s dead to me. Crash Bandicoot was one of those series that I played and enjoyed growing up, and it went for quite a long time without a new entry that wasn’t a spin-off or genre change; the last main-series platformer was Crash Twinsanity, released in 2004, and the last one that played like the PS1 originals was Crash Bandicoot: The Wrath of Cortex in 2001. Incidentally, it’s pretty silly that they called this game “Crash Bandicoot 4”, because Crash 4 already existed and was called The Wrath of Cortex. The Japanese version even had the number explicitly in the title (and I still don’t know why the English-speaking world is so averse to numbered sequels sometimes). Now that this game exists, you have to refer to it by the full title when out of context because just “Crash Bandicoot 4” is ambiguous. That aside, though, you may be thinking, as the first Crash Bandicoot game in 17 or possibly even 20 years that returns to the series’ roots, how does this hold up? Is it a good game? Well…I’m afraid that the framing pretty much spoils the answer to that. If I liked the game, I’d be doing a regular review of it. So you may commence with the wailing, gnashing of teeth, mourning, and wearing all black clothing (unless you’re a goth who already dresses in black, in which case you might consider expressing your sorrows by wearing bright pink sparkly clothing instead).
This game follows the ending of Crash 3. Cortex escapes his predicament with the help of N. Tropy, and they proceed to wreak merry havoc causing holes to open in the space-time continuum, so Crash and his friends must stop them. In addition to Crash, Coco, and Aku Aku, this game also introduces four new masks, each with their own powers and personalities (I know what you’re thinking, and no, none of them protect the bandicoots from viruses, nor do they have to stay 6 feet apart) and each available for certain parts of some levels. Also, while Crash and Coco are the regular playable characters (Coco playing exactly the same as Crash), there are a few levels where you get to play as other characters for a bit. So far, I’ve seen an alternate-universe version of Tawna who is much stronger and more adventurous than her Crash 1 counterpart, and Dingodile, who seems to have just ended up in the wrong place at the wrong time (no pun intended), and I’ve heard that it’s also possible to play as Cortex later on.
The game looks and sounds good enough. Being on modern consoles, it certainly has a much higher polygon count than the PS1 or even PS2 Crash games. I’ll admit that I don’t remember much of the music; the only track that stuck with me was the theme for the first boss, where you fight N. Gin as he’s playing the drums in a rock band (yes, really). But it’s possible that I’d be able to appreciate the soundtrack more if I listened to it by itself. Where this game really screws the pooch is in the gameplay, mainly because of how hard it is. Basically, this is Crash Bandicoot on Lunatic Mode. What would be endgame difficulty in Crash 2, 3, the other 4, or even 1 is reached and passed a third of the way through this game, and it only gets tougher from there. Where it gets really bad is when you’re trying to go for all of the gems and other items. Bonus rooms in this game are ridiculously hard compared to anything in the other games (the closest thing would be Crash 1’s Brio and Cortex bonus rounds, but even those weren’t this nasty), and quite often, boxes are hidden in very obscure and often unfair locations. I played the first half of the game, about 20 levels, and got the box gems on maybe three of them. And it wasn’t due to there being a lot of colored gem routes, either; there are only four colored gems in this game, as opposed to the five of Crash 2-4A or the six of Crash 1, and they don’t seem to be used a whole lot. It also takes a lot more time to replay levels if you missed anything (or, heaven forbid, failed a time trial) because they are much, much longer than anything in the old games. I don’t mind long levels in a vacuum, but long and ridiculously hard is a bad combination (see also: Giana Sisters: Twisted Dreams), even more so when you’re trying to look for items. The final straw for me as far as getting the boxes goes was Run It Bayou, the last level in the fifth area and the last level that I beat before shelving the game. After trying nine times just to get the boxes before the first checkpoint and not even coming close, I decided that I just wasn’t having fun and pretty much rushed through the rest of the level to see if that would make it any better. I also somehow managed to glitch through the bottom of the same section when trying to jump on the jet-ski, had the camera freak out, got stuck, and had to restart the level, so that was nice.
Then there are the alternate characters. Their differing movesets are actually pretty neat, and they would have been a great idea in a better game. Tawna has a grappling hook and a wall-jump, and Dingodile has basically a big vacuum that he can use to suck things up and launch them back out. But you don’t actually get to play as them for an entire level, just the first half or so of one, and then you finish it by switching back to Crash/Coco in a level that you’ve already beaten with them, except that now it has more obstacles. If you give me alternate playable characters with their own levels, let me actually play as them for the whole level, not just part of it. Also, I don’t know if it’s a problem with the game as a whole or if the Switch version has issues, but I swear the controls don’t always respond how they should (and no, I wasn’t even using the Joy-Cons); quite often, I’d try to move and Crash wouldn’t go quite the right direction even when I was using the D-pad. The Tawna levels were particularly frustrating in this way; her grappling hook is a bit finicky, and I swear her wall-jump just plain doesn’t work about 40% of the time. Considering that you have to use both of those moves above bottomless pits and other hazards, that is a problem. The rail-grinding sections were also pretty annoying, especially when going for boxes, because of how little reaction time they gave you. It all ties back to the high difficulty level, and in general, I feel like there was a lot in this game that just didn’t feel like it left enough room for error. You know, some of the levels in the older games could be difficult, and some of them could be quite a challenge to complete, but this game is on a whole different level. The High Road in Crash 1 was hard, but it wasn’t as hard as this game. Bee-Having in Crash 2 was annoying, but it wasn’t as annoying as making single-block-wide jumps at a 30-degree angle to get boxes. The motorcycle and flight levels in Crash 3 were tiresome gimmicks, but at least they didn’t require split-second reflexes to avoid missing boxes or dying. And Gold Rush in OG Crash 4 was long, but it wasn’t four times as long as a typical Crash trilogy level while also being difficult.
Summary:
Problems: The difficulty, the difficulty, the freaking difficulty. This game is tough enough when you’re just trying to get to the end, but if you’re actually going for completion? “Ridiculous” isn’t a strong enough word for it. No matter how hard you thought some parts of the other Crash Bandicoot games were, I guarantee you that nothing in those comes close to the kind of hell this game will put you through for 100%, let alone 106%. My lesser complaints mostly all tie into this.
Things that were okay: The presentation of the game was good. I thought the graphics and environments looked very nice, the characterization and story were fair enough for a Crash game (aside from the N. Tropies’ end goals and what happened to the alternate-universe Crash and Coco, which if you ask me is too dark for this series), and the idea of visiting all the different places and time periods was neat (even if Crash 3 kind of already did that), as were the ideas for the levels. The Quantum Masks were pretty cool as well.
Odds of returning to it: High
If I had a nickel for every video game I got in 2021 that was on the Switch, was a new entry in a series that I’d previously enjoyed, and should have been great but, due to poor design choices, ultimately ended up being more irritating than fun, I’d have two nickels, which isn’t a lot, but it’s weird that it happened twice, right? I’m giving this one a high rating because I do think that I might come back to it someday, but oof, this is the first Crash Bandicoot platformer that I’ve seriously considered not finishing. It’s not just a lack of skill…when I got 100% completion on the first four games (okay, the N. Sane Trilogy version of the first one), didn’t think that Stormy Ascent was that bad, have beaten every classic Mega Man game, and have gotten full completion on every Donkey Kong Country game including the super-tough secret levels, and yet I can only make it halfway through this game before feeling like it’s too frustrating to bother with, Toys for Bob done goofed. And you know what the absolute most painful thing about it is? There isn’t even a good alternative. There are vanishingly few games that play similarly to Crash Bandicoot; 3D platformers are already rather rare compared to many genres, and most of the ones that are out there are open-area and are collectathon junk that shouldn’t even qualify as a platformer, or at the very least consist of repeating the same levels like…well, like my previous List of Limbo entry. There’s Super Mario 3D Land and World, which I’ve long since finished, and there’s Donald Duck: Goin’ Quackers, and there is little if anything else worth playing. I really hope that they make more Crash Bandicoot games that are better (or at least easier and more fair) than Crash Bandicoot 4: It’s About Time, but considering that game developers have a marked tendency to get all the wrong messages when a game doesn’t do well or is disliked, I have an uneasy suspicion that it could be another 17 years before we get anything else that’s decent in the series. It’s just a huge disappointment all around.