So finally beat the final boss and have had some time to process my thoughts. As such, I felt the need to write this since everyone else seems to be voicing their views, though I feel mine might infuriate most fans of the game (I don't mean too, it is just an opinion after all). Also, my history with Crash games is mostly limited to the N.Sane Trilogy and CTR: Nitro Fueled and beyond that I've played like one level from the first crash game on the original Playstation, so I don't have the long term nostalgic history to have a full on discussion about the franchise (though I have seen the cutscenes and gameplay of other Crash games). As such, I'll break down my thoughts in sections and yes, I'll put in a light Spoiler Warning just in case.
Gameplay:
So since this is where most of my problems lay, this is where I'll start. Most of the mechanics are the same as the previous games, though I don't feel the slide-jump is really used as well like in said games (except in the Flashback levels). I'm also not sure if there are any response time differences in the various versions as there was in the N.Sane Trilogy, though that's because this time I only got the Xbox One version. Perhaps down the road someone will have a comparison out, simply cause at times I felt the Xbox version didn't respond quickly enough to my actions.
I did have some issue with Tawna's wall jumping ability in a few spots, but I feel the biggest issue I had was with depth perception. Certain parts of levels became unnecessarily difficult for jumps and landings plus some of the obstacles on the rail sections, but at least the side scrolling sections were great (though that last level was such a pain). While I did expect the game to be very difficult (they did say it would be harder then Crash game), some of the levels were just really annoying, particularly the second half of The Crate Escape and the last level Cortex Castle.
I did enjoy Dingodiles gameplay and felt it was the most fun to play out of the three addition characters and feel he should have had more levels. I do feel the level design was alright for the most part, though I felt there needed a few shorter levels thrown in as some of these levels go on for far too long. I feel they went for a more epic scale at times. The masks and their abilities were great for the most part, but they become less fun or interesting towards the late game (also, Akano is the least interesting of the mask powers). Bosses are a mixed bag. Thought both the N.Gin and the final boss
were the most creative and fun to battle while some others were more
annoying.
There is some multiplayer aspects, but considering the difficulty, I don't think anyone I know would want to play it. As such, I can't comment on it. Gems are also a thing, with each level having six (one for getting 40%/60%/80% of total Wampa fruit in level, all boxes, dying no more then three times and a hidden gem) and once you unlock N.Verted Mode, there are the same six gems in each levels N.Verted stage. Each level has a skin to unlock with a number of gems needed to unlock them. The first few worlds only require six gems, but once you pass the point in which you unlock N.Verted mode, those levels going forward require more gems to unlock the skins (with the final level requiring all twelve to get). There are also Flashback Tapes in certain levels which you need to get too without dying in order to collect and unlock the Flashback level (basically, challenge levels themed as Cortex experiment chambers). So as far as unlocks go, there are plenty.
Visuals & Sound:
People seemed to have mixed opinions on both the character designs and the art style. For me, I place the character designs below those of N.Sane Trilogy and CTR:Nitro Fueled, but above everything else (especially that of the Titans/Mutants game). As far as the visuals for the levels go, I think they're amazing. Very creative and imaginative, with so many smaller details that really add to design. One of the games biggest positives for me.
Music was alright, still going to need more time on this one as I'm going over the tracks to find a few that will stand out to me. Mostly don't remember really any beyond the first two levels, but that might be just personal taste, so I'm still considering this a positive. Voice work is also great, though once again we have a few characters who have had their voice actors recast again, but Cortex is still the same so I'm happy (though the ending does have an In Memory of Mel Winkler who was Aku Aku's original voice actor, which I'll be honest, I was unaware he passed away so I'm very glad they put this in).
There are references galore in this game. This can be things like the letters on the fridge in the first level that spell Crunch, to pictures of characters from various games scattered about to even box placement in parts of levels that are placed in the same way from levels from previous games. They really put a lot of work into these references and easter eggs and it'll be interesting to see how many will show up on people's lists.
Story:
Oh boy, so for the most part the story is alright, though honestly I feel there was some missed opportunities with this. Taking place after the Crash 3 Warped, the villains of Uka Uka, N.Tropy and Cortex are stuck in their time prison and their conversation does state that many years have passes for them (so did they just age normally or did they transform back because of something is still unclear). Uka Uka exhausts his power to tear open a portal in time and space, with the villains abandoning him to go through. This leads to Aku Aku sensing something serious and sending Crash on his way.
This game decides to make it a Crash and Coco team story, though it seems Coco has the more prominent roll when dealing with other characters, particularly with Tawna (I think I was on to something when I said she may have seen Tawna as a big sister figure). At least the game confirms what happened to Tawna's world version of Crash and Coco, though what dimension is hers I still don't know as the world map indicated she emerges from a rip in reality instead of just being on a world and getting involved like Dingodile does.
However, they could have done a lot more with this multiverse/timeline theme. Perhaps have levels, music and bosses from the other sequel games to show off how they still exist in alternate dimensions (guess I really just love to have a Twinsanity level with a comedic Cortex escort level with A cappella music track). I mean, they even use time travel towards the end and don't have any conflict with the heroes wanting to use it to prevent certain events from happening. Perhaps down the road I'll look into this plot line and what I would prefer to have seen happened. Overall, still more in the story then in the original trilogy, so a positive I guess.
The humour is absolutely perfect (though that one part from the 100% ending is just dark). I think the moment it fully won me over was when the games credits kicked in and that voice over began. My frustration just washed away with the joy of that comedy piece. It's obviously toned down from Twinsanity, but is stronger then most other games in the series. Oh yeah, there are bonus endings for 100% completion and 106% completion of the game.
Overall:
If you found the challenge of the first Crash Bandicoot game to be fine or easy, then you'll no doubt enjoy the challenge of this game. Trying to get all the gems feels harder then it did in Crash 1 and I wish people would stop comparing games to Dark Souls when it comes to difficulty (I find trying to get all the gems to be a lot harder then playing Dark Souls anyway). While I love the visuals and the references, I just didn't enjoy some of the levels and I doubt I'll play them again. I'd probably have more to say on this game, but for the life of me I just don't know how to word it right.
So overall, I think most people will love this game for various reasons and if you feel like a challenge then certainly give this game a go.