On the other hand, Crash 4's precise platforming sequences demand practice. On one hand, the controls are more responsive than ever, and I loved bounding from one precarious platform to the next while smashing crates full of Wumpa fruit. However, this experience is more about the journey than the destination, and Crash’s platforming remains faithful to his early adventures in ways both good and bad. Every level is full of wacky sights and sounds that made me smile, and I couldn’t wait to see where I was headed next. In yet another, I navigated a busy skyway, miles above a futuristic metropolis. In another, I bounced off dinosaur heads and over creeping lava flows. ![]() In one set of levels, I battled seahorse-like pirates while dodging cannon fire. With Crash 4, developer Toys for Bob sends Crash and his sister Coco on an adventure through space and time. Crash Bandicoot 4: It’s About Time proves the classic formula still works in 2020. And yet, those limitations helped produce one of 1996's most memorable platformers. In some sense, Crash Bandicoot’s gameplay was a product of those limits of technology as much as it was any single creative vision. ![]() However, Crash’s movement was limited in ways that seem restrictive by today’s standards. ![]() The camera zoomed in and out of the action and panned around the character, which seemed novel at the time. Crash didn’t freely traverse an open world he marched down tightly designed digital tunnels. The early Crash Bandicoot games of the ‘90s were partially experiments in how to navigate 3D space.
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