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File: 1622898222482.png (543.64 KB, 426x600, soy bandicoot.png)

 No.9777

Improvements of the N-Sane Trilogy as per Crashmania:
>All games have auto-saving now. You don't need to beat Tawna's bonus rounds in the first game to save, since the game unobtrusively does that for you every time you beat a level or reach a checkpoint.
>The Dynamic Difficulty Adjustment from Crash 2 and WARPED was added to the first game. Taking notes from the sequels, the first game now gives you extra masks if you die too many times before reaching a checkpoint, then replaces certain crates with checkpoints if you're still having trouble. Boulders will also slow down if you're having trouble outrunning them, like in the second game.
>The floor in Toxic Waste now has marks where the bouncing barrels will hit, making it much easier to position yourself accordingly.
>Chase levels in the second game have a trail of green squares before each dash pad so you'll know when you're approaching them.
>A bird can be seen flying into the alien sign post in Road Crash. This is a hint on how to reach the level Hot Coco.
>Some bosses get cartoony symbols over them when they're vulnerable to let you know it's safe to attack them.
>An aiming reticle was added to biplane levels.
>Biplanes no longer snap back to a position parallel to the ground. You can also slow down using the Circle button.
>Extra fruits have been added as hints above invisible platforms in the first game and after you hit the switch in Up The Creek.
>TNTs always explode nearby crates regardless of Crash's distance.
>Many precarious platforms now telegraph when they're about to fall down.
>The bounce crate behavior from WARPED was applied to the first two games, so you always get two fruits per bounce.
>It's easier to spin an enemy into a specific direction.
>The second island in Crash 1 is horizontally inverted to make the navigation consistent.
>The third island in Crash 1 adds a shortcut to N. Sanity Beach if you've unlocked Stormy Ascent.
>Bringing Aku Aku to Lights Out or Fumbling in the Dark starts him off in the illuminated state. Since checkpoints now remember which crates you've broken, an Aku Aku mask will spawn near you if you've broken the nearest Aku Aku crate before triggering the checkpoint.

Meanwhile in vidya journo land: https://www.kitguru.net/gaming/matthew-wilson/its-not-just-you-the-crash-bandicoot-remaster-is-harder-than-the-original/
>It’s not just you, the Crash Bandicoot remaster is harder than the original
>N.Sane trilogy does contain some “subtle differences” from the original games, resulting in making it harder to land jumps.
>jumping in the N.Sane trilogy is not the same as in the original games
>players slipping off or falling through the edge of platforms, making jumps harder to land properly
>jumping bad = game is harder
why are games journos still picrelated

 No.9782

I mean it does kinda sound like they fucked it up if jumping is bad. Like, it's a platformer. Nobody cares about some minor UI changes compared to that.

 No.9802

Have you actually played the game or are you just shitting on >le games journalists? They rounded the edges off the player's collision box, making it more like a pill then a box, such that he'll slide right off a ledge if he only just barely makes it on. It's not much of a problem in 2 or 3 but some of the jumps in 1 are set up so that you only can only just barely make it from the edge of one platform to the edge of another, and the pill shaped collision box makes those jumps twenty times harder then they should be.

Not being able to complete a level because a jump is now nearly impossible more then compensates for all the signposts they put on optional secrets or QOL fixes like TNT crates exploding predictably.


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