Crash 4 is great, but like Lonely Goomba said, less is more, they really went overboard with collectibles and annoyingly hidden crates. It just makes getting 100% in the game a chore.
But why is it a chore its actually a good game its not ridiculous to play which is why I don't understand how people feel like that it seems ungrateful if you ask me after waiting 10 plus years
I agree buddy. It felt like a chore to get 100%. And 106% was absolutely agonizing. 106% is in my opinion a waste of time. The game was ONLY fun, when went from start to finish casually. I love the story and how it progressed.
@@calisurfrguy7220 just because we got a new game after so long doesn't mean its immune from criticism. Its very good yeah, but the amount of extra stuff to get for 106 in the end isn't that fun and just irritating and repetitive with likely over a half dozen runs in each level to get everything. Crates are a prime example of this, being obnoxiously hidden instead of being cleverly hidden.
Especially since they advertised that Crash 4 had “over 100 levels” when what they clearly meant to say was “you play through every level twice, and collect relics, and that technically counts as 114 levels”.
@@Trecherousbeast They never said Crash 4 had "over 100 levels" the Gamestop email said "over 100 levels of play", which it does 38 main levels, now all 38 in N. Verted, and all 38 in Time Trial (38 x 3 = 114), plus the 21 Flashback levels and 5 bosses (and their N. Verted modes) which comes to a grand total of 145 levels of PLAY So it wasn't false advertisement, people just stopped reading after levels
@@MelancholyJoker19 I still would say that it was poorly worded. Playing the same level over again with an overblown filter shouldn’t count as a “new level” or a “level of play”, whatever that’s supposed to mean!
I kinda dont care because Nverted is supposed to be a harder mode Imagine time trial of Nverted Road to nowhere, stormy ascent, cortex crash 2 boss, you name it
@@Davidpoland2005 i would probably say that the Timeline levels are really the harder versions of the level. N.Verted levels are really just mirrored, and only a small number of them affect the way you play.
My personal problems with the game: Extreme hiding areas for boxes making it nearly impossible to find on the first 5 tries, sometimes having to switch to Modern just to die a few times to find the boxes. Vehicle levels, specifically Polar and the Alien Creature, are too hard to control and can miss a box, having to die in order to repeat the area. Another way of wasting lives. The pointed out inverted levels by Canadain Guy. The filters are so ugly and eye damaging that you forget to do basic things. Repeating the same level for 100% on multiple modes gets more annoying than enjoyable. The replayability idea felt like it backfired on them. Overall there's a lot of people talking about these problems so hopefully they work on them for future Crash games.
My only issue: riding levels. They're supposed to be cute and fun but not frustrating as the polar and that alien thing levels. I really hope they fix their hitboxes. Ah, also the loading times are utterly annoying. A patch is much needed.
@@limepie3801 I lost around 80 lives killing myself while trying to get boxes in the polar level. And I do NOT want to do it AGAIN in the reversed mode and again in the other timeline and again in the reverse of the other timeline!
@@Davidpoland2005 "Slightly"? I'm hopin' you mean the loadin' times would BE 5 to 10 seconds long, 'cause I ain't tryna spend $500 just to deal with loadin' screens that are only 5 to 10 seconds less than the current 48 second long screens, that ain't cuttin' it
@@Azurryu This game would literally be 1000 times more enjoyable if those things didn't exist. These levels are too long & masks are DAMN SURE too scarce for that shit (& of course the controls for 3 of the 4 vehicles don't help). They should'a just made it a harder mode DLC or some shit
It doesn't help that there's two loading times. The standard one which shows the level and then the little spinny wheel one which makes you anxious of it crashing. It also doesn't help that for some reason Cutscenes play in levels EVERY TIME you play the regular stage or start over. Which didn't help with my frustration with getting the flashback tape in Cortex Castle. You have to start the stage, wait through the first 40 second loading screen, then get past the next 10 second loading screen then have to skip a cutscene just to get started and if you die, not only do you have to do the entire stage again but you have to go through both loading screens but have to skip the cutscene every single time. The only way you can speed things up is by doing inverted mode which has its own challenge. The dialogue being constantly repeated also done my head in. For the first time in any game I've ever played, I had to mute the dialogue because I got sick of hearing Cortex go on about his grandfather's fausa .
For Timeline levels, they should just end it where the story connects with the bandicoots' perspective. No need to play through it. Maybe make the Timeline section longer so that it's an actual level of its own.
I completely agree. Bears repeating was a nightmare just in normal mode and knowing that I had to run that bear section three more times (because of tawna's timeline) was really awful and painful for me, specially with that whacky hitbox
@@Megumi_Bandicoot Oh sorry, I did not notice that. Did you want to fill up all of the save slots for the sake of completion, or did you later on start enjoying completing this game 106%?
Ngl, Crash 4 has felt like such a chore to play through. I've defeated the final boss and gone on a few more times to get skins, but I'm honestly having more fun going back to CTR.
Never had an issue with nausea, eye-strain or anything like that for any of the N. Verted filters. But I completely agree that having to complete the same levels basically four times is too much, becomes boring and repetitive.
dude i was literally thinking about this morning... i said to myself and i quote “FUCK N.VERTED MODE!!! I REFUSE TO PARTICIPATE IN CHEAP ATTEMPTS AT REPLAY VALUE!”
This Is the first time I've heard anyone really critique the N verted mode, I can definitely understand the repetition and I'm only halfway through but their filters can definitely unpleasant. But i'd argue the N sane perfect relic is more aggravating than anything else
Yes, Crash 4 was already a worthy challenge with tasks like breaking all the boxes, reaching the exit with no more than 3 deaths (this limit could have been different for each level imho) and collecting hidden gems. Doing this all at once for the Perfect run should be something you do only because you want to (like, if you already knew the level and just wanted to clear more objectives in one go), not a requirement for 106% completion. N. Sanely Perfect Relics are a useless and frustrating objective, and that's why in Crash 2 you don't have to break all the boxes without ever dying anymore if you want the gem. That stuff wasn't enjoyable in the first Crash game on PS1 and should have just stayed there, unless you had to do it only for a few levels (like in the N. Sane Trilogy version of Crash 1)
Perfect relic AT LEAST has a courtesy to allow the player to pace themselves. HOWEVER, Platinum relics are not as generous... And i would say, because of that (speaking from experience) are FAR worse than Perfect Relics. Yes, I personally enjoyed Perfect Relics more than Time Relics... bite me.
Platinum relics were honestly way harder for me as well. Especially those cortex levels. His levels just don’t seem like they were meant to be sped through. It’s possible though, but I just think they should have kept the lowest relic standard for full completion at gold like the n sane trilogy and nitro fueled.
@@benbridge3451 Exactly. Like Nitro Processing and Toxic Tunnels broke me so hard, i bashed my controller against my head. (no joke btw) Which hasnt happened since i was a teen and i was trying to beat personal best times on OG Crash 3. Like getting under 40 seconds on High Time was an utter pain that broke me back in the day. Now i can control myself quite well, but the triple spin and those 2 levels..... just absolutely broke me.
Couldn’t agree more. Also, as others have mentioned, Polars movement physics are a disaster and the hitbox is infuriating. Riding Polar for the first time reminded me that this was definitely not a Naughty Dog game. Should have emulated the n’sane physics for the animals.
I highly agree here. I mean I understand the world building, but a lot of the levels went on for way too long. I got to the sewer area before the final boss and I just stopped playing. That level just feels like it never ends.
@@midianrises1742 they could’ve easily solved the problem too by just cutting most of the levels in half, and then they’d also technically be giving us double the levels
Completed the main story but yeah the length of the levels is kinda of putting me off time trials, ill probably come back to it in a week or so. I actually do in principle like that there is so much replayability you probably just have to take breaks and try to 100% over a long time to escape the repetitiveness.
I wanna keep playing the game but going for a 100% just isn't worth it. The levels are super long and you have to do a time trail through them flawlessly without dying. It just gives me no incentive to play
Another thing that i can't stand anymore and forced me to wait for a patch to keep playing are the stupidly long forced loading times for every attemps at the N'Sanely Perfect relics. Why time relics can have isntant replay at every failed attemps, making them less of a chore, and the N'Sanely Perfect relic force you to go to pause menù and hit the "RELOAD THE WHOLE LEVEL ALL OVER AGAIN" option that force you to wait evena whole minute before reattempting a try?
The biggest issues in my oppinion are the following. 1: The repetition is so aggravating at times. It is like you already said. You have to play some levels 10 or more times with almst no variation. I had to play Run it Bayou for what feels like 20 times because of the hidden gem and difficult boxes for the perfect relic and that is not even a stage you need to play four times. I am not compleating Bears repeating and the Tawna part. I am not willing to torture myself. The hitboxes on that bear are bad and for the perfect relic you need to complete that part two times. The worst thing about it is that this bear part is at the very end of the level and the rest of the level is not easy with the yellow gem path and all. I completed the original crash 1 so often that i can not even count anymore and never got so frustrated. 2: The relic races feel so unprecise because of the tripple spin instead of the running shoes. i do not feel like i am in control and that gets frustrating pretty fast. The platinum times are not easy to get and i just can not keep trying when it feels like i fly all over the place to keep up. Maybe this is a thing you need to get used to but the running shoes felt awesome the moment you got them and i used them afterwards even when just playing a level. The spin feels just weird. 3: Only a small thing but i kind off dislike some of the box placements. I think some of the boxes placements are just unfair. In some locations there are just no clues of where these boxes are, like the boxes in Level 3, that are hidden behind a stack of tires and even get blocked of after the bonus round or when you need to go towards the screen on only one random location. It just feels so unfair.
I agree. I understand Toys for Bob wanting to add replayability, but it can be repetitive at times. Crash Warped and the N Sane Trilogy only had the relics, but they were a blast to do. Like some people say: less is more.
I don’t like the timeline levels in general, they’re fine until you need to repeat the level you’ve already completed...just harder. It’s not enjoyable in my opinion.
Honestly it should’ve been an option to have a filter and mirror mode on the original level not actually a level to complete, it’s pointless and a drag on overall gameplay for 100%. Should’ve made it a filter option if you ever wanted to replay the level again.
The 11th Dimension and Eggipus Dimension N. Verted modes really hurt my eyes. They were not fun or enjoyable in the least. I think Crash 4 has other issues, though. -There's too much repetition, for starters. Doing a level a minimum of 4 times for all the Gems is too much, and that isn't even counting time trials. The Dingodile/Tawna/Cortex levels should have been entirely dedicated to them, with absolutely no switching back to Crash/Coco. That would help the repetition at least a little bit. -The Polar and little alien-thing riding sections are terrible. Steering is a nightmare and the hitboxes on the crates is borderline broken. -I've encountered some clipping here and there, enough that it's made getting all the collectables nearly an impossible task through no fault of my own. -N. Sanely Perfect Relics were a terrible idea and should not have been a thing. There's a reason they dropped the whole "break every crate without dying" thing after just the first game. It's plain and simply bad game design. -Time Trials. Several of these levels are just not suited for time trials. Furthermore, requiring Platinum Time Relics for 106% and a PSN Trophy/Xbox Achievement is TRASH. Absolute, objective trash. -Three-Deaths-or-Less Gems should gradually increase the number of allowed deaths as the game progresses. A flat three for every single level ain't great. These things really hinder the game for me. It's a shame because I think Crash 4 does SO MUCH right. Lots of these levels are designed really well, with few exceptions. The characters are all awesome. I like the art style and graphics. I enjoy the story. So much of that good is hindered by those other unfortunate bad things.
I have another piece of criticism with this game and its "THE HIDDEN GEMS". The game have shown to establish the rule: - Hidden gem in Normal mode in "SPLIT LEVELS" (E.g Potion Commotion) is in (E.g Tawna's part). Right? - Hidden gem in N.VERTED MODE in "SPLIT LEVELS" is in the Crash/Coco's part. Right?! And that's how it was for the whole game.... the nice pattern. Until they throw that out of the window and said screw it. There is few levels like that only, but that wasted FEW DAYS to find. Example from top of my head was level "ROCK BLOCKED". Both hidden gems were in Dingodile's Part of the level... and yet since i found the pattern, i was looking almost all day for the hidden gem in Crash/Coco's part of the Rock Blocked. I was legit pissed. After Rock Blocked bullcrap, i went to find those last few hidden gems with a guide, and all of them except for one, had their script flipped on them.
What are you talking about the Eggipus Dimension being... MY EYES? It’s a beautiful masterpeice that should be in a museum, it perfect! *_This is a joke, you would be surprised how many people would think this is my actual opinion_*
Honestly my biggest flawl with crash bandicoot 4 is how difficult it is compared to crash 3, not only are there too many gems per level,but the levels themselves are tediously long with not much making them interesting aside from level to level gimmicks which are extending the level to a degree where I don't want to play anymore, the level I stopped playing at was run it bayou because that level is already a really difficult level and I'm trying to beat it and it's just stupid, I'm not even talking about the hidden stuff just beating the level normally is too darn difficult, I feel like crash three is still the best crash game even though crash 4 has good elements, I can see why everyone loves this game, it's just I think in my opinion that this game is more comparable to crash bandicoot n-trance on the GBA then and crash 3, it has so much difficulty and so many things to get in that it's hard to want to even play it normally.
Crash ntranced was kinda easy for me. Honestly the only game in the franchise that compare with Crash 4 dificulty is Crash bash, but there it was mostly due to the cpu cheating bs. At least the dificulty in Crash 4 is always fair, the only thing that brings the game down is really the padding and repetition. Also if you found run it bayou hard wait till you get to the Snaxx dimension xd. Edit: OK, the placement of the boxes are outrifht unfair at times, but the base game was fair, if Crash 4 didnt had the hidden boxes&padding it would have been the best Crash game ever made, its a shame.
N. Verted modes in Dimensional Map: N. Sanity Island Dimension (in present day)'s N. Verted mode: Covered in Darkness,... The Hazardous Wastes (in the year 2084 into the future)'s N. Verted mode: Limited Render Distance,... Salty Wharf (in the 1717 into the past)'s N. Verted mode: Blank and Colour Paint,... Tranquility Falls (in the year 1402 into the past)'s N. Verted mode: Traditional Japanese Art,... Mosquito Marsh (in a few days ago)'s N. Verted mode: Speed Up ×1.25.,... The 11th Dimension (in the year 1954 into the past)'s N. Verted mode: Comic Book Tones,... Eggipus Dimension (in the year 88 million B.C.B. into the past)'s N. Verted mode: Children's Colouring Book,... Bermugula's Orbit (???)'s N. Verted mode: Negative Photography,... The Sn@xx Dimension (in the year 3023 into the future)'s N. Verted mode: Slowed Down to x0.5.,... And finally, Cortex Island Dimension (in the year 1996 into the past)'s N. Verted mode: Retro Video Game Graphics. 🙂
1:20 Haha, this was a tip in my guide! I did find the N.Verted Modes rather redundant. In particular, it didn't really make sense to me to give them their own Box Gem when all the boxes are literally in the EXACT same places as the first time around, and the same can be said for the Survival Gem and arguably the three Wumpa Gems as well. We got those the first go, do we REALLY have to do them again? I also thought it was a shame that we couldn't apply all the N.Verted filters (including the Flashback Levels one) to other levels. I REALLY like the Eggipus, Salty Wharf and Hazardous Wastes ones for example. But more importantly, the echolocation filter for N. Sanity Island is a damn near PERFECT accessibility feature for the visually impaired, because it highlights boxes, enemies and obstacles SUPER clearly. To lock this behind the N.Verted Mode for only two levels that you have to unlock by completing four worlds seems almost willfully cruel to me. Lastly, I didn't find Mosquito Marsh's filter that fun. Those levels are already a big difficulty spike, so asking the player to do it again at double speed is INCREDIBLY difficult, and it makes the N. Sanely Perfect Relic as hard as getting it in Bears Repeating. I have many other complaints with the game on top of all these, so for me this game doesn't rise above the likes of Crash 2.
I feel like filters like the underwater one wouldn't work well with most levels do to water being a hazard in most worpds, so that may be one reason there specific to each world.
N. Sanely Perfect Relic in N. Verted mode? I don't think that's mandatory. You can get it from either version of the level, but it's not like it is with 2 separate sets of gems
After replaying Crash 2 and 3 and going straight to Crash 4, ive noticed it’s just not as good has the OG trilogy. Levels are too drawn out, too many crates, less focused on fun levels while more focused on challenging levels with fun sections, and the fact there is no secret levels or entrances is lame. It’s a good game but I’d rather replay 1-3
Right. The "OG trilogy syndrome". So many people suffer from that plus some nostalgia. You might as well like the OG Crash 4 better than anything. Poor child.
I agree. I wanted to attempt to 100% complete the game, but I got exhausted after having to play the same level over and over, not counting the times I died or missed something on the level.
One of my problems with the game is that theycould expore more the alternete villains, not just the female N.Tropy. The game needed more new evil guys and new kinds of worlds.
They really did not explore the idea of alternate universes at all, Tawna's world was the most we got and even then it was just her and female N Tropy. And most worlds just felt like time periods, even the 11th Dimension just felt like the arctic or something there was nothing special about it. I can assume they didn't want it to be too close to Crash 3's time travel roots but they clearly knew enough to do something with Tawna so why not do more? That and it was a massive shame to see so little returning cast on the villain end, and massively disappointing to know they killed off Uka Uka pretty much and gave him no fanfare, Aku Aku doesn't even comment on it. Hell, Aku Aku is barely in the damn thing at all. Of course, I understand his voice actor sadly passed away, but I still would've loved a little more out of our favorite mask Course I also haven't seen the bonus endings, and probably never will without looking them up, so maybe they do a little more, but still there should've just been more in the main game. Like man, why was Brio a bad guy again? Where was Tiny, or Ripper Roo, or Pinstripe, or Koala Kong, or hell even Papu Papu
@@bunglesnurch2062 you couldn't have said it better. Everytime I start the game up, it feels more and more empty. The ice world had zombie sailors in it which I found cool at first. I thought they were gonna expand upon that, but then it just became an old ice world. And they only add Dingodile and the other characters which makes the world feel more empty once I realize how many more characters they could've added. Even if they weren't playable, have them in a cutscene or something. The most we got was Ripper Roo in Off Beat and fake crash in Run it Bayou.
Some very true points here. I think the inverted filters will be enjoyed by some, and hated by others. I think the idea behind them is to disorient the player a bit more than just flipping the screen, but some are more successful than others. They are meant to be harder to look at, but that can work too well. The Mosquito Marsh levels aren’t really faster, they just tweaked the animations to appear jittery like old films. It still results in throwing you off a bit because it feels faster. The repetition is good point, though. I don’t think I’m alone in enjoying repeat playthroughs, and I’ve already gone through 3 save slots replaying the game before even finishing it, but the timeline replays especially tax one’s patience a bit. Doesn’t help that they chose some of the most irksome parts of irksome levels to apply it too, as well. Even though it’s technically different each time, it does feel like a lot of repeating. I might have preferred to see the remixed difficulty applied to the whole game as an “expert” run through instead of interrupting the flow with several small instant replays.
Here's what I think they should've done: First off, instead of having the Timeline levels switching from Tawna/Dingodile/Cortex to Crash, it should've just ended at the point of interaction. Secondly, instead of the Timeline levels having a part of an earlier level with different box placements, they should've made the different box placements be part of the N. Verted levels. That would've really made them feel more different from the standard version.
this. Thats exactly what I was thinking, also they should have splitted some levels into 2, because seriously some levels are basically the size of 2 Sunset vistas from Crash 1 together(Rush Hour and Crash Landed came to mind).
Honestly. I think N. Verted mode is just pointless padding. It should be a fun bonus thing. Not required for 100%. I’m just glad there aren’t N. Verted Flashback Tapes or N. Verted Relics.
I am so glad you said this. I thought it was just me. The snow levels and the future levels give me headaches. Especially when the brightenss of everything is ridiculous once its underwater.
@@themenacingsloth It does. It was the last N. Sanely Perfect relic I did, and it was NOT fun... If only because of the last box. *WHY did they put it THERE?!*
@@greatsageclok-roo9013 It's like I said elsewhere, this game would be a million times better if those things didn't exist. People didn't like that "Not dyin'" crap in Crash 1, why would we like it in a HARDER Crash game? With long ass levels no less. And it REALLY don't help that they be GREEDY AS FUCK wit the Aku Aku masks. Only ONE in Out For Launch & NONE in Shipping Error? Like fuckin' REALLY TFB?
@@themenacingsloth This description right here describes what kills this game for me. I still fail to understand how anyone can call this the 'best Crash Bandicoot game' when it has too many amateur game design failures.
4 года назад+1
Completely agree. I especially hate the weird glow that happens when you break a checkpoint box in the N.Gin section's N.Verted mode. The actual effect on the levels isn't that bad, but I don't need the entire screen turning white when I break a checkpoint box.
I like it, it lets me play the levels again without thinking "i already finished this level lets move on" which was a problem for me in the n sane trilogy.
The main problem of this inverted mode is that they made it necessary to walkthrough collecting 6 gems in it. The levels are mostly just mirrored and with a filter. Even the inverted modes that change gameplay like in salty wharf, insanity beach, snaxx dimension and so on feel fun to play only the first minute. Then you just get used to it and have to replay all over again the same levels you already had in the original view, but this time with those god damn filters you miss crates because you can't see a sh't and that pisses you off, making you replay the inverted levels that are replays of the original levels themselves. CTR NF has mirrored mode too, but it wasn't necessary. I just played it twice because i didn't like it. I felt awkward playing it and turned it off. That was okey and this is an example of how it should look. The same goes to timelines. If those were just about the characters that you begin the level with, it wouldn't be a problem, but they felt too lazy to make the whole levels so for each of them they did just a half and the second half is the same level with a bit changed crate placement. This is the reason why i disliked timeline levels and now prefere original Crash/Coco levels This game is really great, but for me this is its main problem - the fact that they tried to stretch it just to write in trailers and announcements that there are 100+ levels when in fact there are 38 levels including timelines, 21 flashback levels which are shorter and 5 boss fights. This made me really angry when I finally got to play the game and I consider that counting these inverted levels in the level counter just to tell there are 100+ levels was a crime.
He finally brought up the problems as to why I haven’t gone back to crash 4. Idk if I will ever want to 100% this game or even 106% it. I also have to say that the nverted mode should not be something you have to do to get 100% or 106%. I feel it’s wayy too much repetition
100% requires you to get all gems. That's it. Its a bit of a pain, but... doable.Just look up the guide for hidden gems, cause some.... are just straight up bs, as the break the rule they established in the game. 106% is NOT worth your time! So much agony over one 20 second cutscene that you can look up on youtube. Trust me. I speak from experience, i got 106% and it was a waste of my time and it was all around NOT FUN. In case if you're wondering, 106% requires you to get Platinum Relics, PERFECT Relics and Platinum flashback tape medals.
@@deoxysandmew2162 Wait, really? I thought you needed the flashback tapes as well as the perfect relics. Do I really need to get the platinum relics too!?
@@xICYx117 Yeah i know. This is why i always recommend people to just get ALL of the gems for 100%. And instead of going for 106%, cause its a waste of your time, cause all it unlocks is a 20 second cutscene, which you can spare yourself the pain and wasted time and watch it on youtube. Unless you want 102% (i believe), you can try and get all platinum medals on flashback tapes + the skin. That is at least... "mostly" fun. Until you hit some of the coco levels.
Meanwhile I just want it easier. Let me put it this way: between the default difficulty of level, the boxes hidden out of view, the amount of backtracking, many sections of "get it right first try or restart the level/checkpoint" and having to do it all twice plus N Sane Relics, after I beat the story I was considered trying for 100% and immediately laughed because it wouldn't be a fun challenge, it would be a slog.
Every naughty dog game is better easily imo. Sometimes less is more and if we’re looking at all the content in each game crash 4 has way too much filler content.
I also have the same sentiments for the N.Verted mode but it was fun when they added something to the gameplay. I particularly like the underwater gameplay in the Sn@xx dimension which was particularly helpful in getting the Perfect Relic for Crate Escape. More than the dimensions you mentioned, the one that really hurt my eye was the last one. I hated seeing the color green for a while after doing the N.Verted mode for those levels. PS. For anyone struggling with the polar sections, USE THE DIRECTIONAL BUTTONS. It's WAAAY easier to control Polar and know where to position in order to hit those crates especially the 2x2 ones.
Did anyone else get annoyed with coco in this game like she had not that many lines in the game but something about her made me mad and I have no idea why
I HAD to look away from my iPad during the same inverted modes that made you sick when I was watching your live-streams... I got motion sickness even with short peaks at the live chats... to type out a single comment of TWO WORDS took, I estimate, a MINIMUM of 4 - 5 peaks at the chat because I was so sick from the effects of the inverted mode... but the ones you enjoyed playing didn’t make me sick which surprised me... I don’t know what was so different between the different inverted modes that some made me sick and others didn’t, but TFB should take more of what you and I could watch / play without getting sick and put that into the other levels... and hopefully remove what made us so sick
The whole idea behind N. Verted Mode was interesting IN THEORY. But in the end, all it is is backtracking made even MORE tedious... I've mentioned it on twitter before - heaven knows during my CTRNF rants - but I will say it again: They LITERALLY ditched CTRNF for something that's probably going to fuck someone's eyesight eventually. SO wasn't worth it. I would have done away with N. Verted mode completely, and just added those last three datamined characters for Nitro-Fueled that people -- not just myself -- had been hoping and waiting to see for MONTHS. The sacrifice wasn't worth it. My stance toward Crash 4 was already kind of on the fence thanks to the ditching of CTRNF. The inclusion of N. Verted mode, however, has sullied the game for me even more. The original trilogy was not without it's moments of being incredibly challenging -- and hell, it's had it's fair share of backtracking as well. But it seems that Crash 4 - VERY early on - JUST has this sort of "fuck you" after "fuck you" after "fuck you" feel to it. Then to find out mid-game that you have to go through all those levels AGAIN, except EVERYTHING is turned around, and now you have to deal with screen filters-- I HONESTLY could have handled the game except for THAT. It was unnecessary, and that honestly ruins whatever enjoyment I MIGHT have had for the game. I LOVE the art style. I like the storyline. I'm NOT particularly keen on their soft retcon of things... It's one thing having your game challenging, but it's another thing to make it UNFAIR... And then they throw in the whole N. Verted mode aspect mid-game -- like... One of the most tedious things in video games - besides babysitting - is backtracking. Like, holy shit, why would you make backtracking even MORE tedious than it already is? And dear god, you've got these levels in the game where you do NOT want to go through that much pain and agony again - like Bears Repeating and Run it Bayou. There's replayability in the original three, but I can't say the same for Crash 4...
I like the idea of N.Verted levels. The filters that some of the levels have can look pretty cool sometimes, but I have had it mess with my gameplay a lot in other levels. For example, usually when I’m looking for hidden gems, I look for the glow that’s around it, but most of the filters are either really bright, or have splotches of white in them making it impossible, for me at least, to see the gems. Some of the effects of the N.Verted levels, like Mosquito Marsh’s speed up, and Sn@xx Dimension’s speed down were frustrating to deal with, with added eye pain in the Sn@xx Dimension’s underwater levels, because it’s just so bright!
In short, make the n verted levels actually change the gameplay (like the first island) and make the other characters' levels their own and not continuing with a level we already played
@@splash_067 up until N tropy dimension they arent to difficult to obtain, but from that point till the end they specifically start putting them towards the end making them a chore to get. like cortex castle puts it mere inches before the finale of the level. just be grateful they didn't lock the tapes behind the insane relic ( also be glad the hidden gems aren't required for insane relic also )
I have a problem with this game, and it’s the lack of characters. Not a lot of characters appear in this game and I feel like more of them should have a role in the story. I also think that post ND characters should be added to make the story better. For example, Nina looks over N. gin and N. Brio, Cortex creates Crunch to get rid of our Heros but he eventually team up with them, etc. I also wish we had more playable characters. Maybe they can bring more characters in Crash 5, who knows?
My biggest gameplay complaint is the rail slide/zipline segments. They don't really mesh well with the goal of collecting all boxes because you can't go back.
I agree with the reputation of some of the levels, also I fell some levels are too hard, i died over 100 times in a level in some levels and most it was dying 30-50 times.. never had that happen in the original 3 crash games, the only one i died over 100 time was the stormy ascent. i do still love the game, but it gets frustrating when you die so many time in more then one level. i hope in future games the do turn back on some things.. I won't mind the longer levles if i didn't die 50 times trying to get to the end.
That'i interesting. I felt like this game was just a bit (not too much) harder than the original trilogy, aside from completion goals of course, those are def way more challenging in this game.
I like the concept of N.verted, but I feel like they missed the mark with it. First, Only 3 of the N.verted modes actually affect gameplay. N.Sanity Island, Mosquito Marsh, and The Sn@xx Dimension, the rest are just filters. Also I don’t understand how the N. Verted mode in Salty Wharf changes the gameplay. To me, all it does is make the level look prettier when you spin, I will admit that it looks amazing, but it does nothing for the gameplay. A neat idea I had for how it could affect gameplay is maybe when there is no color, nothing can be interacted with. Like enemies don’t hurt you, nitros don’t explode when you touch them, etc. And in order to interact with them, you need to spin to paint them. Second, it didn't really make sense to me to give them their own gems that are almost identical to the original level aside from the Hidden gem. We got those the first go, why should we get them again? I think it would have been better if there were only 3 gems in N. Verted mode, and they were challenges you had to complete, like in Cortex Castle, maybe you have to get a certain score in order to get all the gems. Or with my idea for the Salty Wharf, maybe you have to paint a certain percentage of the level to get all the gems. Finally, I feel the alternate timeline levels should just end right after you learn how they helped Crash/Coco. That way you could avoid the repetition of the levels entirely, because the box placement doesn’t change the level at all. Also they really have to fix the bug that despawns crates if you die right after switching characters. I really liked the game, but to me these issues and more felt like padding more than anything else.
I had no visual strain issue with any of the nverted mode filters. I was actually blown away by a few of them especially the dinosaur and pirate levels. One of my main criticisms that I haven't seen addressed at all is that the level soundtracks are not nearly as good as in the first 3 games. They're not bad by any means but the first 3 had some really memorable slappers.
I'm gonna guess you ain't played the future levels in inverted mode yet. The stuff you've been saying is what I've been saying since day 1. Probably cos I went in wanting to100% from the start. So the problems were immediately obvious. Especially when the game insists on putting crates in ridiculous places. It gets too much that I just stopped playing. I guess using a guide circumvents a lot of these issues but I'd rather just not play than use a guide tbh.
I’ve stated in a comment that this game has too much of a good thing in terms of collecting. But it’s an obvious developer oversight in not thinking this would botch replayability. Maybe they should’ve kept the length of the old Crash games, but that’s my opinion.
@@demetriusnp49 I feel like if they’d chosen two from extreme difficulty, marathon-length levels and hidden collectibles in every level instead of all three it’d be a lot more bearable, but yeah as is it’s really tedious
The real problem with Crash 4 is that it asks too much of us all just to pad out the time to justify a $60 price tag. Way too many gems and relics to collect that add nothing substantial but pain.
Agreed on the filters, the ice dimension's comic style was murder on the eyes. Like, I was trying to do the N.Verted levels one after the other, but after the first ice level I just stopped and switched to another world! I kinda had the same experience with the future dimension, I ended up straining my eyes more than I should trying to see if I missed any boxes. The slowdown and distortion effects didn't help either, it felt like fake difficulty to be honest: those levels were hard enough without adding issues with judging distances and feeling like the game was running through molasses! And honestly, I'm not fond of the sped-up gameplay of the swamp dimension: while I agree with the idea of changing gameplay through the filters (N.Sanity Island is one of my favourites for that exact reason), the speed-up made platforming far harder than it should have been, it took me over 30 attempts to do the cart section, and I swear it was easier in normal mode. As for the repetition, while that's a serious issue, in the end it's just an extension of the issue with the timelines. Personally, I'd have kept the timeline levels entirely with the other character, and moved the "hard mode" part of the timeline to the N.Verted mode. This way, the timeline levels feel more original, and the N.Verted mode becomes a Mirror Hard Mode with extra graphical pizzazz to make it a bit more fresh. There's still repetition, but at least it feels more like a different level this way (plus we avoid having to get the Box Gem with Polar 4 times, because seriously, I hate that level -_-)
The hardest parts of the 106% journey is getting the N. Sanely Perfect relics in the Run It Bayou stages, Food Run stages, and all the polar stages. I spent over 6 hours on Crash Landed, and I was about to quit right there, but I didn't. Getting all Platinum Relics is so much more doable than the freaking Perfect relics. I do wish there were more flashback levels, as they are a lot of fun to get all the boxes.
Bears repeating isn't that hard and the boxes aren't much of a problem, what I would advise is, hit checkpoint before starting the polar section, and go through the ride and suicide at the end, then you repeat at the checkpoint and go through the polar section again, until you hit all the boxes, when you can ride through it 3 times in a row without missing a box, then you can try and complete the N.Sanely Perfect Relic which should be alot easier then. The boxes need to be hit at a certain point so when you look at the stripes or shadows in the snow, you'll eventually know how to ride polar. I tried this before going for Perfect relic and I can hit every box pretty much every time I ride polar. Timing and patience is everything in crash 4.
Snaxx Dimension is my least favorite for inverted due to moon jumping gravity under water, the boxes are also hard to see to break like in Rush Hour for Tawna, traffic sections of Tawna can be a nightmare to survive in inverted mode. Fast vehicles in the traffic sections makes it hard to land on them due to slower jumping and landing, that Aku Aku box in the last section of Rush Hour can be dangerous to try to break.
I like the idea of the game packing itself with so many things to do that it gives you a lot of playtime for your buck, it's definitely a solution to that issue in modern platformers like crash, but the sheer ammount of times it asks of you to replay the levels is just too much. It wouldn't be as bad if it was just normal and inverted, but the flashback levels with the side characters is such a drag when you for some reason have to play though the other half of the level again as crash/coco. It feels like obvious padding, even if things are changed slightly. It makes 100%ing the game unreasonable for fans who now have full time jobs among other things. This is the first Crash game I actively did not want to 100% half way through despite liking it so much, hell I haven't even found the time to finish it. It's very unfortunate.
Favorite Crash Game probably. But my biggest problem is the timeline levels. For example, in Thar He Blows, you only get to control Dingodile for like 1/5th of the level, then go back to repeat the same level. I went in these levels thinking it was be full Cortex/Tawna/Dingodile levels where it ENDS on the cutscene.
I agree. Some filters just make me miss a box when I was certain I got them all or make me miss a jump when I knew I did it right. Thank goodness you don’t have to get the Perfect Relics in this mode.
I wish the N. Verted levels had extra enemies and traps instead of just being flipped and took place at different times of the day/color palette swaps or even seasons (snow or a burning version of a level) kind of like how Crash Bash and NST had certain locations raining or take place at night instead of day. Or a foggy N. Verted mode would've been pretty cool or a dark one like Bug Lite from Crash 3. Giving the Tranquility Falls levels a space skybox with a dark blue color palette and glowing plants and added crystals would look amazing.
Oh my god! You summed up my experience spot on. I love the ice world, but that screen filter makes my eyes bleed. Same with the Dino realm at some points. They made such beautiful sets in the this game, and I don’t know why they would want to insult their hard work by coving the levels with such awful filters.
Ya I totally agree, n.verted modes are grand, but don't add a whole pile to the game for me, it's like they just added to pad the game out, same with timeline modes, the storyline links are cool but they could have had the crossovers right at the end of the level rather than mid-way for some, so you really only end up with half a level playing as a different character and the other half is just a repeat of a level you've already passed. Of all the kinda additional stuff the tapes are the best executed because they're tough to unlock which gives more replayability of the main levels, but with a rewarding goal, and then those levels are actually worthwhile, whereas the n.verted levels are not fun at all imo, they're just worse versions of the regular levels, that you're already after completing, get all the gems, boxes, get the tape, time trial and then do it again in a bad paintjob.
I literally can’t play any of the Mosquito Marsh N. Verted levels. “I HAVE SPECIAL EYES” (No, for real) So, I noticed this subtle flicker in the filter. Like it flashes between grey and sepia, really quickly, and it gives me a really bad headache. It makes playing through the levels I already have a hard time with even harder.
Im not ashamed to say ill never 100% this game. Ever. The willpower and patience I needed to finish the final level of the game was complete bullshit. Death count was over 180 deaths btw..🙄😒😡👎 Theres a difference between challenging and flat out unfun, and many times crash 4 was exactly that. Felt too much like a chore. Crash 1 was challenging but very tame in comparison to this crap. All the shit and jumping through hoops they make u do just for a secret cutscene is complete bs. I think TFB wanted this game to be challenging but that went straight to their heads and into overdrive. It was too much for me. Not saying the game was bad. Its not. But in my opinion its the least replayable game in the series cause of the extreme difficulty. This game made me wanna go back and play the classic trilogy again. In fact I did EXACTLY that when I finished crash 4. I finished it once with just over 60% by the end and haven't touched it since. If you enjoy this then power to you. But as for me, ill stick to the classics.
I loved this game but my biggest issues are - cortex gameplay,polar bears hit box being to small, stupidly placed boxes in some levels, the level where you have to jump from cargo to cargo to get to cortex blimp and I died 120 times trying to get all boxes, and a certainty flash back tape being more about luck than skill also repeating dialogue with cortex in the flash back tapes or the mask's
I quite enjoyed most of the filters I thought they were all really good apart from the snow levels, I get what they were trying to do but the Comic like action words popping up all the time made it hard to see what you were doing if you were doing a section quick like the Polar level (Took me ages!) I also agree with the side levels they just become a chore if you're trying to fully complete the level! and don't get me started on the Hunt for the hidden gems and Boxes the put in.. I've used a guide for all the Hidden Nverted Gems becuase some of them you'd never find in a month of Sundays! & the Hidden Boxes for example, I completed The toxic Tunnels level took atleast 3 hours,79 deaths and I missed 3 HIDDEN BOXES so I got stressed & wasted my time & had to re do the whole thing again 😫
Never had an issue with the majorly white backgrounds as it helps see better in the Eggipus Dimension But I do agree I wish they did more than just filters... The filters that felt like they did something were: Echo Location, Painting, Old-Time Crank, and Underwater Even the Retro Arcade filter made you feel like you were playing something a bit different with the high score counter
After having picked up Crash 4 again recently, I think the way N.Verted Mode was handled is one of the worst things about the game when it comes to completion. There are already hundreds of gems to collect as is, and watching that number suddenly double after beating N.Brio left an awful taste in my mouth. Plus like you already said here, some of the filters are a total eyesore, and might even be a health hazard for people who are photosensitive. If they absolutely *had* to include this mode, I think it should have been a completion bonus, not a completion requirement. Shoot, if I had it my way, I probably would have nixed N.Verted Mode entirely and put those resources toward content that didn't make it in the final game, so we'd see things like Ripper Roo having more of a presence beyond a blink-and-you'll-miss cameo, a fully realized N.Tropy fight that utilizes all the playable characters, etc. There are other problems when it comes to completing this game, but that's my take on N.Verted Mode specifically.
Personally I don't mind the filter ones too much. I think the REAL big problem that you touch on here is where the alternate timeline levels are concerned. And the most egregious example of which being Bears Repeating/Building Bridges. I've done the math. And I'd expect to put about 30+ hours into these two levels (if you could even really call them 2 levels) just to get all the gems, all the N verted gems, both Perfect Relics, and both Platinum time trial relics adding in the horrible loading times. That I really hope are somewhat improved on playing the game on this next gen.
The filters were fine for me. The timeline stages are alright but yes going through the same stage a minimum of 6 times (you forgot about the relics) does get annoying....but my biggest complaint imo are the perfect relics. Crash 1 it was fine going through levels without dying because they were short and straightforward...crash 4 however the levels are longer, harder and so many hidden boxes you will miss its dumb. Add on the vehicle sections where if you miss a box you need to go back to the start...F these perfect relics
Some of the N-Verted modes are really eye-straining. But I did like the echo-location, paint the world and 8-bit modes. My biggest problem with IAT is N. Gin's design. His ears are too big...
My eyes agree with you on all of those filters. I thought they were very cool & exciting in the first few minutes on some of them, and then my head actually started to hurt. It would have been nice to have them just toned down a little or gave the gamer an option to modify it or even turn it off but keep the mirrored affect. But I do love the gameplay ! Such a long awaited reunion to have crash back in 2020
I agree with what Caddicarus said in his videos that the alternate timeline levels should have just ended at the points where they altered the main timeline instead of continuing on what is essentially a copy of the 2nd half of the original level. The slightly different box placement doesnt change the level enough to warrant having to play through those copied segments again.
I didn't have any of these problems Maybe my eyes are more resistants, but this is not the case. You said about changes in gameplay, but for example, cortex island doesn't really change the gameplay, but it is still a very cool mode. In the future, the gameplay does change and it's easier to get the perfect relic. Some of the modes don't really change too much, but i still find it cool and i nice idea i would like to see more times. I understand your point, but i think the worst problem this game has is the hitbox of the crates when you are on a steed, they should make it bigger. Btw, i still find this game the funniest to play when you are going to 100%. But if you are going for 106%,it's the hardest (not saying this is bad, we actually need hard games nowadays). I can say i loved this game and i would love a sequel in this same art style and controls and mechanics
I don't know what's the biggest problem: the wasted opportunities for more bosses, the purple gem being cut, the requirements for the N Sanely Perfect and Platinum relics or the loading times.
Even tho they seem to be repetitive, I can't help but partially feel like N-Vertd mode acted as filler material. Not in a bad way, seeing as it does encourage replayability. I just felt the game could've been longer without it. But having the other playable characters levels (in Crash 5) Not connect to Crash or Coco's like they do in Crash 4. I would feel is a better approach next time. *Sorry about the repost, gotta remember to use the main account when commenting.
It can be pretty stressful to reply the same hard parts from the same checkpoints over and over and over again. It keeps making me lose my patience. The visuals in N. Verted mode doesn’t really bother me that much though. I just get confused in mirror mode sometimes.
...way to reinforce how dumb and stupid I am for thinking the filter in the snow levels isn't that bad =w= The crayon filter in the Eggipus dimension *is* terrible though
The only problem I had was that some of the filters made it harder to see certain obstacles/items, mainly the comic filter on snow levels and the sketch filter on the prehistoric levels.
funny how yesterday i was doing n.vertid mode on all of the levels to get the skins and today this comes kainda as a warning call for the filters ahead.
I fill like N.Verted mode filters should have a filter off option and just play the level inverted. But I do agree about the repetitiveness on all of these levels. However the big problem I have with Crash 4 is the inconsistency of the riding levels especially polar.
I actually like the Prehistoric N. Verted mode. It made me think of a wildlife book. As for Polar in the Comic filter the 'BAMB' and 'BOOM' got in my way and I wasn't sure if I hit the crates.
My issues with the Snow/Dino n verted filters is how it affected the landing circle for those levels. It's a little hard to see when navigating through with those bright colors. I didn't mind repeating the Booty Calls normal/timeline levels much since I liked that verted filter and those levels were cool for me. The Marsh levels verted made it tough for those gems with the speed up but practice paid off for me in finally getting the gems (just dreading the perfect run relic). That feature in the Polar levels are another reason why I'm not aiming for 100% I turned off Motion Blur for the game since Toys for Bob ran into that issue wit the Spyro trilogy but yeah those 2 color filters were iffy. The other ones turned out well too (such as the space one, the underwater Sn@xx dimension, and Cortex Island).
@@themenacingsloth the water physics in that dimension are mostly helpful in spots with slowing everything down (makes Crate Escape less of an issue though it’s not that bad after some practice with it). It’s more of an issue with Tawna’s section with the grind rails and avoiding the killer cars.
@@themenacingsloth Rush Hour wasn’t too bad except for trying to go 3 deaths or less. Trying to get a perfect relic is tough for both the length and not dying as Tawna (Dingodile section was bulky but not too bad except the nitro part). I’m not aiming for 106% though so I’m leaving that death gem challenge alone.
Crash 4 is great, but like Lonely Goomba said, less is more, they really went overboard with collectibles and annoyingly hidden crates. It just makes getting 100% in the game a chore.
But why is it a chore its actually a good game its not ridiculous to play which is why I don't understand how people feel like that it seems ungrateful if you ask me after waiting 10 plus years
@@calisurfrguy7220 I did complete the n.sane trilogy at it's max. I don't want to do it with Crash 4, it feels so overwhelmingly tiring...
I agree buddy.
It felt like a chore to get 100%. And 106% was absolutely agonizing. 106% is in my opinion a waste of time.
The game was ONLY fun, when went from start to finish casually. I love the story and how it progressed.
@@calisurfrguy7220 just because we got a new game after so long doesn't mean its immune from criticism. Its very good yeah, but the amount of extra stuff to get for 106 in the end isn't that fun and just irritating and repetitive with likely over a half dozen runs in each level to get everything. Crates are a prime example of this, being obnoxiously hidden instead of being cleverly hidden.
Cali Surfguy it's not being ungrateful, it's okay to kot like aspects of the game. I love playing Crash 4 but unlocking skins is a pain in the ass
I have to say N.verted just felt like unnecesary filler to increase the gametime. Not very funny to play every level again.
Especially since they advertised that Crash 4 had “over 100 levels” when what they clearly meant to say was “you play through every level twice, and collect relics, and that technically counts as 114 levels”.
@@Trecherousbeast They never said Crash 4 had "over 100 levels" the Gamestop email said "over 100 levels of play", which it does 38 main levels, now all 38 in N. Verted, and all 38 in Time Trial (38 x 3 = 114), plus the 21 Flashback levels and 5 bosses (and their N. Verted modes) which comes to a grand total of 145 levels of PLAY
So it wasn't false advertisement, people just stopped reading after levels
@@MelancholyJoker19 I still would say that it was poorly worded. Playing the same level over again with an overblown filter shouldn’t count as a “new level” or a “level of play”, whatever that’s supposed to mean!
I kinda dont care because Nverted is supposed to be a harder mode
Imagine time trial of Nverted Road to nowhere, stormy ascent, cortex crash 2 boss, you name it
@@Davidpoland2005 i would probably say that the Timeline levels are really the harder versions of the level. N.Verted levels are really just mirrored, and only a small number of them affect the way you play.
I do NOT want to ride Polar with that filter. It was already bad enough when I COULD see where I was going!
I actually finished those portions and I would rather safely say this- I’d rather be blindfolded
I won the N. Sane relic and took all the boxes in the inverted mode on that level... I'm feeling tired just writing about it.
@@mauriziod.358 I found it easier as well in inverted along with building bridges
Agree. Those popups in the inverted level were distracting, and to be honest, I could barely see anytime that was away from me.
My personal problems with the game:
Extreme hiding areas for boxes making it nearly impossible to find on the first 5 tries, sometimes having to switch to Modern just to die a few times to find the boxes.
Vehicle levels, specifically Polar and the Alien Creature, are too hard to control and can miss a box, having to die in order to repeat the area. Another way of wasting lives.
The pointed out inverted levels by Canadain Guy. The filters are so ugly and eye damaging that you forget to do basic things.
Repeating the same level for 100% on multiple modes gets more annoying than enjoyable. The replayability idea felt like it backfired on them.
Overall there's a lot of people talking about these problems so hopefully they work on them for future Crash games.
My only issue: riding levels. They're supposed to be cute and fun but not frustrating as the polar and that alien thing levels. I really hope they fix their hitboxes. Ah, also the loading times are utterly annoying. A patch is much needed.
Yeah, it's very difficult to get all of the boxes on the Polar level due to his hitbox :/
@@limepie3801 I lost around 80 lives killing myself while trying to get boxes in the polar level. And I do NOT want to do it AGAIN in the reversed mode and again in the other timeline and again in the reverse of the other timeline!
Like Snurrgle isnt perfect but if Polar at least controlled like him, it would be better
Okay but that loading time after repeated retries gets really annoying at times
Unless you get to ps5, it should change slightly, like 10 or 5 seconds
They could easy fix it. Just chose at the beginning that you dont want to count deaths, but also dont have checkpoints. Easy.
@@Davidpoland2005 "Slightly"? I'm hopin' you mean the loadin' times would BE 5 to 10 seconds long, 'cause I ain't tryna spend $500 just to deal with loadin' screens that are only 5 to 10 seconds less than the current 48 second long screens, that ain't cuttin' it
@@Azurryu This game would literally be 1000 times more enjoyable if those things didn't exist. These levels are too long & masks are DAMN SURE too scarce for that shit (& of course the controls for 3 of the 4 vehicles don't help). They should'a just made it a harder mode DLC or some shit
It doesn't help that there's two loading times. The standard one which shows the level and then the little spinny wheel one which makes you anxious of it crashing. It also doesn't help that for some reason Cutscenes play in levels EVERY TIME you play the regular stage or start over. Which didn't help with my frustration with getting the flashback tape in Cortex Castle. You have to start the stage, wait through the first 40 second loading screen, then get past the next 10 second loading screen then have to skip a cutscene just to get started and if you die, not only do you have to do the entire stage again but you have to go through both loading screens but have to skip the cutscene every single time. The only way you can speed things up is by doing inverted mode which has its own challenge. The dialogue being constantly repeated also done my head in. For the first time in any game I've ever played, I had to mute the dialogue because I got sick of hearing Cortex go on about his grandfather's fausa .
For Timeline levels, they should just end it where the story connects with the bandicoots' perspective. No need to play through it. Maybe make the Timeline section longer so that it's an actual level of its own.
Or just leave it as is and have a short but fun distraction from the main story.
That'd work as well.
@@greatsageclok-roo9013 the levels are way too long as is, we don’t need them even longer
@@blakchristianbale Ummmmmmmmmm...
That's the OPPOSITE of what I was saying.
@@greatsageclok-roo9013 no I’m saying the levels in general are too long, so it’d be fine if the timeline levels were short
@@blakchristianbale Oh.
Right.
My bad...
I completely agree. Bears repeating was a nightmare just in normal mode and knowing that I had to run that bear section three more times (because of tawna's timeline) was really awful and painful for me, specially with that whacky hitbox
Yh good it's been fixed
@@leevee8288 yeah I got back to completing the game after the update
I had fun just beating the game, but I'm not having fun going for 106%.
Didn't you complete the game 106% like, four times?
I made that comment wayyyyy before I did the 106%.
@@Megumi_Bandicoot Oh sorry, I did not notice that. Did you want to fill up all of the save slots for the sake of completion, or did you later on start enjoying completing this game 106%?
Ngl, Crash 4 has felt like such a chore to play through. I've defeated the final boss and gone on a few more times to get skins, but I'm honestly having more fun going back to CTR.
Never had an issue with nausea, eye-strain or anything like that for any of the N. Verted filters. But I completely agree that having to complete the same levels basically four times is too much, becomes boring and repetitive.
dude i was literally thinking about this morning... i said to myself and i quote “FUCK N.VERTED MODE!!! I REFUSE TO PARTICIPATE IN CHEAP ATTEMPTS AT REPLAY VALUE!”
N.verted mode is literally just padding.
Like Time trials weren't already enough. They found a worse way to add "replayability" and "length" to the game.
This Is the first time I've heard anyone really critique the N verted mode, I can definitely understand the repetition and I'm only halfway through but their filters can definitely unpleasant. But i'd argue the N sane perfect relic is more aggravating than anything else
Yes, Crash 4 was already a worthy challenge with tasks like breaking all the boxes, reaching the exit with no more than 3 deaths (this limit could have been different for each level imho) and collecting hidden gems.
Doing this all at once for the Perfect run should be something you do only because you want to (like, if you already knew the level and just wanted to clear more objectives in one go), not a requirement for 106% completion.
N. Sanely Perfect Relics are a useless and frustrating objective, and that's why in Crash 2 you don't have to break all the boxes without ever dying anymore if you want the gem. That stuff wasn't enjoyable in the first Crash game on PS1 and should have just stayed there, unless you had to do it only for a few levels (like in the N. Sane Trilogy version of Crash 1)
Perfect relic AT LEAST has a courtesy to allow the player to pace themselves.
HOWEVER, Platinum relics are not as generous...
And i would say, because of that (speaking from experience) are FAR worse than Perfect Relics.
Yes, I personally enjoyed Perfect Relics more than Time Relics... bite me.
Platinum relics were honestly way harder for me as well. Especially those cortex levels. His levels just don’t seem like they were meant to be sped through. It’s possible though, but I just think they should have kept the lowest relic standard for full completion at gold like the n sane trilogy and nitro fueled.
I havent tried the platinums really at all just cause I need to be in the right mindset for them the real question is why Dev time trials
@@benbridge3451 Exactly.
Like Nitro Processing and Toxic Tunnels broke me so hard, i bashed my controller against my head. (no joke btw)
Which hasnt happened since i was a teen and i was trying to beat personal best times on OG Crash 3.
Like getting under 40 seconds on High Time was an utter pain that broke me back in the day.
Now i can control myself quite well, but the triple spin and those 2 levels..... just absolutely broke me.
Couldn’t agree more. Also, as others have mentioned, Polars movement physics are a disaster and the hitbox is infuriating. Riding Polar for the first time reminded me that this was definitely not a Naughty Dog game. Should have emulated the n’sane physics for the animals.
I only feel the levels are Toooooo long for me
I highly agree here. I mean I understand the world building, but a lot of the levels went on for way too long. I got to the sewer area before the final boss and I just stopped playing. That level just feels like it never ends.
@@midianrises1742 they could’ve easily solved the problem too by just cutting most of the levels in half, and then they’d also technically be giving us double the levels
Completed the main story but yeah the length of the levels is kinda of putting me off time trials, ill probably come back to it in a week or so. I actually do in principle like that there is so much replayability you probably just have to take breaks and try to 100% over a long time to escape the repetitiveness.
I wanna keep playing the game but going for a 100% just isn't worth it. The levels are super long and you have to do a time trail through them flawlessly without dying. It just gives me no incentive to play
Another thing that i can't stand anymore and forced me to wait for a patch to keep playing are the stupidly long forced loading times for every attemps at the N'Sanely Perfect relics.
Why time relics can have isntant replay at every failed attemps, making them less of a chore, and the N'Sanely Perfect relic force you to go to pause menù and hit the "RELOAD THE WHOLE LEVEL ALL OVER AGAIN" option that force you to wait evena whole minute before reattempting a try?
The biggest issues in my oppinion are the following.
1: The repetition is so aggravating at times. It is like you already said. You have to play some levels 10 or more times with almst no variation. I had to play Run it Bayou for what feels like 20 times because of the hidden gem and difficult boxes for the perfect relic and that is not even a stage you need to play four times. I am not compleating Bears repeating and the Tawna part. I am not willing to torture myself. The hitboxes on that bear are bad and for the perfect relic you need to complete that part two times. The worst thing about it is that this bear part is at the very end of the level and the rest of the level is not easy with the yellow gem path and all. I completed the original crash 1 so often that i can not even count anymore and never got so frustrated.
2: The relic races feel so unprecise because of the tripple spin instead of the running shoes. i do not feel like i am in control and that gets frustrating pretty fast. The platinum times are not easy to get and i just can not keep trying when it feels like i fly all over the place to keep up. Maybe this is a thing you need to get used to but the running shoes felt awesome the moment you got them and i used them afterwards even when just playing a level. The spin feels just weird.
3: Only a small thing but i kind off dislike some of the box placements. I think some of the boxes placements are just unfair. In some locations there are just no clues of where these boxes are, like the boxes in Level 3, that are hidden behind a stack of tires and even get blocked of after the bonus round or when you need to go towards the screen on only one random location. It just feels so unfair.
I agree. I understand Toys for Bob wanting to add replayability, but it can be repetitive at times. Crash Warped and the N Sane Trilogy only had the relics, but they were a blast to do. Like some people say: less is more.
They outright hide crates off camera. You just have to run into corners and spin and hope you hear something break.
I don’t like the timeline levels in general, they’re fine until you need to repeat the level you’ve already completed...just harder. It’s not enjoyable in my opinion.
None of the filters hurt my eyes, I'm just confused on most of them are supposed to be
I just figured out the dino world is for crayons and stuff
Honestly it should’ve been an option to have a filter and mirror mode on the original level not actually a level to complete, it’s pointless and a drag on overall gameplay for 100%. Should’ve made it a filter option if you ever wanted to replay the level again.
The 11th Dimension and Eggipus Dimension N. Verted modes really hurt my eyes. They were not fun or enjoyable in the least. I think Crash 4 has other issues, though.
-There's too much repetition, for starters. Doing a level a minimum of 4 times for all the Gems is too much, and that isn't even counting time trials. The Dingodile/Tawna/Cortex levels should have been entirely dedicated to them, with absolutely no switching back to Crash/Coco. That would help the repetition at least a little bit.
-The Polar and little alien-thing riding sections are terrible. Steering is a nightmare and the hitboxes on the crates is borderline broken.
-I've encountered some clipping here and there, enough that it's made getting all the collectables nearly an impossible task through no fault of my own.
-N. Sanely Perfect Relics were a terrible idea and should not have been a thing. There's a reason they dropped the whole "break every crate without dying" thing after just the first game. It's plain and simply bad game design.
-Time Trials. Several of these levels are just not suited for time trials. Furthermore, requiring Platinum Time Relics for 106% and a PSN Trophy/Xbox Achievement is TRASH. Absolute, objective trash.
-Three-Deaths-or-Less Gems should gradually increase the number of allowed deaths as the game progresses. A flat three for every single level ain't great.
These things really hinder the game for me. It's a shame because I think Crash 4 does SO MUCH right. Lots of these levels are designed really well, with few exceptions. The characters are all awesome. I like the art style and graphics. I enjoy the story. So much of that good is hindered by those other unfortunate bad things.
In the trilogy, you only needed to get a gold relic for the psn achievement. I don't know why they didn't stick with that
Just don't play these levels🤦🏽♂️
I mean kinda have to play them to get everything, so.
I have another piece of criticism with this game and its "THE HIDDEN GEMS".
The game have shown to establish the rule:
- Hidden gem in Normal mode in "SPLIT LEVELS" (E.g Potion Commotion) is in (E.g Tawna's part). Right?
- Hidden gem in N.VERTED MODE in "SPLIT LEVELS" is in the Crash/Coco's part. Right?!
And that's how it was for the whole game.... the nice pattern. Until they throw that out of the window and said screw it.
There is few levels like that only, but that wasted FEW DAYS to find.
Example from top of my head was level "ROCK BLOCKED".
Both hidden gems were in Dingodile's Part of the level... and yet since i found the pattern, i was looking almost all day for the hidden gem in Crash/Coco's part of the Rock Blocked.
I was legit pissed.
After Rock Blocked bullcrap, i went to find those last few hidden gems with a guide, and all of them except for one, had their script flipped on them.
What are you talking about the Eggipus Dimension being... MY EYES? It’s a beautiful masterpeice that should be in a museum, it perfect!
*_This is a joke, you would be surprised how many people would think this is my actual opinion_*
Honestly my biggest flawl with crash bandicoot 4 is how difficult it is compared to crash 3, not only are there too many gems per level,but the levels themselves are tediously long with not much making them interesting aside from level to level gimmicks which are extending the level to a degree where I don't want to play anymore, the level I stopped playing at was run it bayou because that level is already a really difficult level and I'm trying to beat it and it's just stupid, I'm not even talking about the hidden stuff just beating the level normally is too darn difficult, I feel like crash three is still the best crash game even though crash 4 has good elements, I can see why everyone loves this game, it's just I think in my opinion that this game is more comparable to crash bandicoot n-trance on the GBA then and crash 3, it has so much difficulty and so many things to get in that it's hard to want to even play it normally.
Crash ntranced was kinda easy for me.
Honestly the only game in the franchise that compare with Crash 4 dificulty is Crash bash, but there it was mostly due to the cpu cheating bs.
At least the dificulty in Crash 4 is always fair, the only thing that brings the game down is really the padding and repetition.
Also if you found run it bayou hard wait till you get to the Snaxx dimension xd.
Edit: OK, the placement of the boxes are outrifht unfair at times, but the base game was fair, if Crash 4 didnt had the hidden boxes&padding it would have been the best Crash game ever made, its a shame.
@@bandicootsmwcentral2950 Easy /=/ Bad
Agree. Crash 3 and NTranced were a lot more fun and fair.
@EROD3R Didnt play it.
My biggest problem is the n. sanely perfect relic. Just give me a mode where I can go for it without have to restart the level every. Single. Time.
"I hope I don't get demonetised."
RUclips: We care not for the context, only that it happened.
N. Verted modes in Dimensional Map:
N. Sanity Island Dimension (in present day)'s N. Verted mode: Covered in Darkness,...
The Hazardous Wastes (in the year 2084 into the future)'s N. Verted mode: Limited Render Distance,...
Salty Wharf (in the 1717 into the past)'s N. Verted mode: Blank and Colour Paint,...
Tranquility Falls (in the year 1402 into the past)'s N. Verted mode: Traditional Japanese Art,...
Mosquito Marsh (in a few days ago)'s N. Verted mode: Speed Up ×1.25.,...
The 11th Dimension (in the year 1954 into the past)'s N. Verted mode: Comic Book Tones,...
Eggipus Dimension (in the year 88 million B.C.B. into the past)'s N. Verted mode: Children's Colouring Book,...
Bermugula's Orbit (???)'s N. Verted mode: Negative Photography,...
The Sn@xx Dimension (in the year 3023 into the future)'s N. Verted mode: Slowed Down to x0.5.,...
And finally, Cortex Island Dimension (in the year 1996 into the past)'s N. Verted mode: Retro Video Game Graphics. 🙂
1:20 Haha, this was a tip in my guide!
I did find the N.Verted Modes rather redundant. In particular, it didn't really make sense to me to give them their own Box Gem when all the boxes are literally in the EXACT same places as the first time around, and the same can be said for the Survival Gem and arguably the three Wumpa Gems as well. We got those the first go, do we REALLY have to do them again?
I also thought it was a shame that we couldn't apply all the N.Verted filters (including the Flashback Levels one) to other levels. I REALLY like the Eggipus, Salty Wharf and Hazardous Wastes ones for example. But more importantly, the echolocation filter for N. Sanity Island is a damn near PERFECT accessibility feature for the visually impaired, because it highlights boxes, enemies and obstacles SUPER clearly. To lock this behind the N.Verted Mode for only two levels that you have to unlock by completing four worlds seems almost willfully cruel to me.
Lastly, I didn't find Mosquito Marsh's filter that fun. Those levels are already a big difficulty spike, so asking the player to do it again at double speed is INCREDIBLY difficult, and it makes the N. Sanely Perfect Relic as hard as getting it in Bears Repeating.
I have many other complaints with the game on top of all these, so for me this game doesn't rise above the likes of Crash 2.
I feel like filters like the underwater one wouldn't work well with most levels do to water being a hazard in most worpds, so that may be one reason there specific to each world.
N. Sanely Perfect Relic in N. Verted mode? I don't think that's mandatory. You can get it from either version of the level, but it's not like it is with 2 separate sets of gems
After replaying Crash 2 and 3 and going straight to Crash 4, ive noticed it’s just not as good has the OG trilogy. Levels are too drawn out, too many crates, less focused on fun levels while more focused on challenging levels with fun sections, and the fact there is no secret levels or entrances is lame. It’s a good game but I’d rather replay 1-3
Right. The "OG trilogy syndrome". So many people suffer from that plus some nostalgia. You might as well like the OG Crash 4 better than anything. Poor child.
I agree. I wanted to attempt to 100% complete the game, but I got exhausted after having to play the same level over and over, not counting the times I died or missed something on the level.
One of my problems with the game is that theycould expore more the alternete villains, not just the female N.Tropy. The game needed more new evil guys and new kinds of worlds.
They really did not explore the idea of alternate universes at all, Tawna's world was the most we got and even then it was just her and female N Tropy. And most worlds just felt like time periods, even the 11th Dimension just felt like the arctic or something there was nothing special about it. I can assume they didn't want it to be too close to Crash 3's time travel roots but they clearly knew enough to do something with Tawna so why not do more? That and it was a massive shame to see so little returning cast on the villain end, and massively disappointing to know they killed off Uka Uka pretty much and gave him no fanfare, Aku Aku doesn't even comment on it. Hell, Aku Aku is barely in the damn thing at all. Of course, I understand his voice actor sadly passed away, but I still would've loved a little more out of our favorite mask
Course I also haven't seen the bonus endings, and probably never will without looking them up, so maybe they do a little more, but still there should've just been more in the main game. Like man, why was Brio a bad guy again? Where was Tiny, or Ripper Roo, or Pinstripe, or Koala Kong, or hell even Papu Papu
@@bunglesnurch2062 you couldn't have said it better. Everytime I start the game up, it feels more and more empty. The ice world had zombie sailors in it which I found cool at first. I thought they were gonna expand upon that, but then it just became an old ice world. And they only add Dingodile and the other characters which makes the world feel more empty once I realize how many more characters they could've added. Even if they weren't playable, have them in a cutscene or something. The most we got was Ripper Roo in Off Beat and fake crash in Run it Bayou.
Some very true points here. I think the inverted filters will be enjoyed by some, and hated by others. I think the idea behind them is to disorient the player a bit more than just flipping the screen, but some are more successful than others. They are meant to be harder to look at, but that can work too well. The Mosquito Marsh levels aren’t really faster, they just tweaked the animations to appear jittery like old films. It still results in throwing you off a bit because it feels faster.
The repetition is good point, though. I don’t think I’m alone in enjoying repeat playthroughs, and I’ve already gone through 3 save slots replaying the game before even finishing it, but the timeline replays especially tax one’s patience a bit. Doesn’t help that they chose some of the most irksome parts of irksome levels to apply it too, as well. Even though it’s technically different each time, it does feel like a lot of repeating. I might have preferred to see the remixed difficulty applied to the whole game as an “expert” run through instead of interrupting the flow with several small instant replays.
Here's what I think they should've done:
First off, instead of having the Timeline levels switching from Tawna/Dingodile/Cortex to Crash, it should've just ended at the point of interaction.
Secondly, instead of the Timeline levels having a part of an earlier level with different box placements, they should've made the different box placements be part of the N. Verted levels. That would've really made them feel more different from the standard version.
this.
Thats exactly what I was thinking, also they should have splitted some levels into 2, because seriously some levels are basically the size of 2 Sunset vistas from Crash 1 together(Rush Hour and Crash Landed came to mind).
Have you tried adjusting your tv color/brightness settings?
It worked for me when I played some N. Verted levels.
Honestly. I think N. Verted mode is just pointless padding. It should be a fun bonus thing. Not required for 100%. I’m just glad there aren’t N. Verted Flashback Tapes or N. Verted Relics.
I am so glad you said this. I thought it was just me. The snow levels and the future levels give me headaches. Especially when the brightenss of everything is ridiculous once its underwater.
Still haven’t picked up the game yet but I want to
Trust me it's good
Me three!!
Same
Better do it now its 40 $ now
I'm waiting to see if their going to have a black friday sale or Christmas sale.
I noticed that he doesnt show gameplay of oxide station or snaxx dimension, or even the final cortex levels...
Yeah...
Especially since Sn@xx dimension DOES have a gameplay altering N. Verted Mode.
In fact, it arguably makes the levels easier.
@@greatsageclok-roo9013 Yeah, but due to the slower pace, it's also more tedious (oh GOD Rush Hour's gonna SUCK)
@@themenacingsloth It does.
It was the last N. Sanely Perfect relic I did, and it was NOT fun...
If only because of the last box.
*WHY did they put it THERE?!*
@@greatsageclok-roo9013 It's like I said elsewhere, this game would be a million times better if those things didn't exist. People didn't like that "Not dyin'" crap in Crash 1, why would we like it in a HARDER Crash game? With long ass levels no less. And it REALLY don't help that they be GREEDY AS FUCK wit the Aku Aku masks. Only ONE in Out For Launch & NONE in Shipping Error? Like fuckin' REALLY TFB?
@@themenacingsloth This description right here describes what kills this game for me.
I still fail to understand how anyone can call this the 'best Crash Bandicoot game' when it has too many amateur game design failures.
Completely agree. I especially hate the weird glow that happens when you break a checkpoint box in the N.Gin section's N.Verted mode. The actual effect on the levels isn't that bad, but I don't need the entire screen turning white when I break a checkpoint box.
I don't like the zoomer artstyle, I would preferred the 90s cartoon style, more simple and unique
I like it, it lets me play the levels again without thinking "i already finished this level lets move on" which was a problem for me in the n sane trilogy.
The main problem of this inverted mode is that they made it necessary to walkthrough collecting 6 gems in it. The levels are mostly just mirrored and with a filter. Even the inverted modes that change gameplay like in salty wharf, insanity beach, snaxx dimension and so on feel fun to play only the first minute. Then you just get used to it and have to replay all over again the same levels you already had in the original view, but this time with those god damn filters you miss crates because you can't see a sh't and that pisses you off, making you replay the inverted levels that are replays of the original levels themselves. CTR NF has mirrored mode too, but it wasn't necessary. I just played it twice because i didn't like it. I felt awkward playing it and turned it off. That was okey and this is an example of how it should look.
The same goes to timelines. If those were just about the characters that you begin the level with, it wouldn't be a problem, but they felt too lazy to make the whole levels so for each of them they did just a half and the second half is the same level with a bit changed crate placement. This is the reason why i disliked timeline levels and now prefere original Crash/Coco levels
This game is really great, but for me this is its main problem - the fact that they tried to stretch it just to write in trailers and announcements that there are 100+ levels when in fact there are 38 levels including timelines, 21 flashback levels which are shorter and 5 boss fights. This made me really angry when I finally got to play the game and I consider that counting these inverted levels in the level counter just to tell there are 100+ levels was a crime.
He finally brought up the problems as to why I haven’t gone back to crash 4. Idk if I will ever want to 100% this game or even 106% it. I also have to say that the nverted mode should not be something you have to do to get 100% or 106%. I feel it’s wayy too much repetition
100% requires you to get all gems. That's it.
Its a bit of a pain, but... doable.Just look up the guide for hidden gems, cause some.... are just straight up bs, as the break the rule they established in the game.
106% is NOT worth your time! So much agony over one 20 second cutscene that you can look up on youtube.
Trust me. I speak from experience, i got 106% and it was a waste of my time and it was all around NOT FUN.
In case if you're wondering, 106% requires you to get Platinum Relics, PERFECT Relics and Platinum flashback tape medals.
@@deoxysandmew2162 Wait, really? I thought you needed the flashback tapes as well as the perfect relics. Do I really need to get the platinum relics too!?
@@xICYx117 Yes. For 106% you need Platinum relics also.
Dev time relics are only for bragging rights.
@@deoxysandmew2162 Mf! It’s already a pain in the ass getting the perfect relics!
@@xICYx117 Yeah i know.
This is why i always recommend people to just get ALL of the gems for 100%.
And instead of going for 106%, cause its a waste of your time, cause all it unlocks is a 20 second cutscene, which you can spare yourself the pain and wasted time and watch it on youtube.
Unless you want 102% (i believe), you can try and get all platinum medals on flashback tapes + the skin.
That is at least... "mostly" fun. Until you hit some of the coco levels.
Meanwhile I just want it easier. Let me put it this way: between the default difficulty of level, the boxes hidden out of view, the amount of backtracking, many sections of "get it right first try or restart the level/checkpoint" and having to do it all twice plus N Sane Relics, after I beat the story I was considered trying for 100% and immediately laughed because it wouldn't be a fun challenge, it would be a slog.
4th or 5th best crash game, not even close to being the best.
Every naughty dog game is better easily imo. Sometimes less is more and if we’re looking at all the content in each game crash 4 has way too much filler content.
I also have the same sentiments for the N.Verted mode but it was fun when they added something to the gameplay. I particularly like the underwater gameplay in the Sn@xx dimension which was particularly helpful in getting the Perfect Relic for Crate Escape. More than the dimensions you mentioned, the one that really hurt my eye was the last one. I hated seeing the color green for a while after doing the N.Verted mode for those levels.
PS. For anyone struggling with the polar sections, USE THE DIRECTIONAL BUTTONS. It's WAAAY easier to control Polar and know where to position in order to hit those crates especially the 2x2 ones.
Did anyone else get annoyed with coco in this game like she had not that many lines in the game but something about her made me mad and I have no idea why
I HAD to look away from my iPad during the same inverted modes that made you sick when I was watching your live-streams... I got motion sickness even with short peaks at the live chats... to type out a single comment of TWO WORDS took, I estimate, a MINIMUM of 4 - 5 peaks at the chat because I was so sick from the effects of the inverted mode... but the ones you enjoyed playing didn’t make me sick which surprised me... I don’t know what was so different between the different inverted modes that some made me sick and others didn’t, but TFB should take more of what you and I could watch / play without getting sick and put that into the other levels... and hopefully remove what made us so sick
Whoa! Honestly can’t say I blame you. They should’ve had n verted mode as an alternate option rather than being necessary for 106% completion.
The whole idea behind N. Verted Mode was interesting IN THEORY. But in the end, all it is is backtracking made even MORE tedious... I've mentioned it on twitter before - heaven knows during my CTRNF rants - but I will say it again: They LITERALLY ditched CTRNF for something that's probably going to fuck someone's eyesight eventually.
SO wasn't worth it. I would have done away with N. Verted mode completely, and just added those last three datamined characters for Nitro-Fueled that people -- not just myself -- had been hoping and waiting to see for MONTHS. The sacrifice wasn't worth it. My stance toward Crash 4 was already kind of on the fence thanks to the ditching of CTRNF. The inclusion of N. Verted mode, however, has sullied the game for me even more.
The original trilogy was not without it's moments of being incredibly challenging -- and hell, it's had it's fair share of backtracking as well. But it seems that Crash 4 - VERY early on - JUST has this sort of "fuck you" after "fuck you" after "fuck you" feel to it. Then to find out mid-game that you have to go through all those levels AGAIN, except EVERYTHING is turned around, and now you have to deal with screen filters-- I HONESTLY could have handled the game except for THAT. It was unnecessary, and that honestly ruins whatever enjoyment I MIGHT have had for the game.
I LOVE the art style. I like the storyline. I'm NOT particularly keen on their soft retcon of things... It's one thing having your game challenging, but it's another thing to make it UNFAIR... And then they throw in the whole N. Verted mode aspect mid-game -- like... One of the most tedious things in video games - besides babysitting - is backtracking.
Like, holy shit, why would you make backtracking even MORE tedious than it already is? And dear god, you've got these levels in the game where you do NOT want to go through that much pain and agony again - like Bears Repeating and Run it Bayou.
There's replayability in the original three, but I can't say the same for Crash 4...
I like the idea of N.Verted levels. The filters that some of the levels have can look pretty cool sometimes, but I have had it mess with my gameplay a lot in other levels. For example, usually when I’m looking for hidden gems, I look for the glow that’s around it, but most of the filters are either really bright, or have splotches of white in them making it impossible, for me at least, to see the gems. Some of the effects of the N.Verted levels, like Mosquito Marsh’s speed up, and Sn@xx Dimension’s speed down were frustrating to deal with, with added eye pain in the Sn@xx Dimension’s underwater levels, because it’s just so bright!
In short, make the n verted levels actually change the gameplay (like the first island) and make the other characters' levels their own and not continuing with a level we already played
Canadian Guy Eh: The N. Verted mode is an issue.
Flashback Tapes: Am I a joke to you?
insanely perfect relics: hold my drink kid
Polar and that F** green alien: ha! Amateurs
Are you saying the flashback tapes are bad or something? I felt that they were the best part of the game.
@@splash_067 They can be a pain in the ass, but I'll GLADLY take those over the things the previous 2 comments mentioned
@@splash_067 up until N tropy dimension they arent to difficult to obtain, but from that point till the end they specifically start putting them towards the end making them a chore to get. like cortex castle puts it mere inches before the finale of the level. just be grateful they didn't lock the tapes behind the insane relic ( also be glad the hidden gems aren't required for insane relic also )
I have a problem with this game, and it’s the lack of characters. Not a lot of characters appear in this game and I feel like more of them should have a role in the story. I also think that post ND characters should be added to make the story better. For example, Nina looks over N. gin and N. Brio, Cortex creates Crunch to get rid of our Heros but he eventually team up with them, etc. I also wish we had more playable characters. Maybe they can bring more characters in Crash 5, who knows?
They will most definitely reintroduce Crunch and Nina in the future, they know how much of a fan favorite they both are
My biggest gameplay complaint is the rail slide/zipline segments. They don't really mesh well with the goal of collecting all boxes because you can't go back.
I agree with the reputation of some of the levels, also I fell some levels are too hard, i died over 100 times in a level in some levels and most it was dying 30-50 times.. never had that happen in the original 3 crash games, the only one i died over 100 time was the stormy ascent. i do still love the game, but it gets frustrating when you die so many time in more then one level. i hope in future games the do turn back on some things.. I won't mind the longer levles if i didn't die 50 times trying to get to the end.
That'i interesting. I felt like this game was just a bit (not too much) harder than the original trilogy, aside from completion goals of course, those are def way more challenging in this game.
I like the concept of N.verted, but I feel like they missed the mark with it.
First, Only 3 of the N.verted modes actually affect gameplay. N.Sanity Island, Mosquito Marsh, and The Sn@xx Dimension, the rest are just filters. Also I don’t understand how the N. Verted mode in Salty Wharf changes the gameplay. To me, all it does is make the level look prettier when you spin, I will admit that it looks amazing, but it does nothing for the gameplay. A neat idea I had for how it could affect gameplay is maybe when there is no color, nothing can be interacted with. Like enemies don’t hurt you, nitros don’t explode when you touch them, etc. And in order to interact with them, you need to spin to paint them.
Second, it didn't really make sense to me to give them their own gems that are almost identical to the original level aside from the Hidden gem. We got those the first go, why should we get them again? I think it would have been better if there were only 3 gems in N. Verted mode, and they were challenges you had to complete, like in Cortex Castle, maybe you have to get a certain score in order to get all the gems. Or with my idea for the Salty Wharf, maybe you have to paint a certain percentage of the level to get all the gems.
Finally, I feel the alternate timeline levels should just end right after you learn how they helped Crash/Coco. That way you could avoid the repetition of the levels entirely, because the box placement doesn’t change the level at all. Also they really have to fix the bug that despawns crates if you die right after switching characters.
I really liked the game, but to me these issues and more felt like padding more than anything else.
I had no visual strain issue with any of the nverted mode filters. I was actually blown away by a few of them especially the dinosaur and pirate levels.
One of my main criticisms that I haven't seen addressed at all is that the level soundtracks are not nearly as good as in the first 3 games. They're not bad by any means but the first 3 had some really memorable slappers.
I'm gonna guess you ain't played the future levels in inverted mode yet.
The stuff you've been saying is what I've been saying since day 1. Probably cos I went in wanting to100% from the start. So the problems were immediately obvious.
Especially when the game insists on putting crates in ridiculous places. It gets too much that I just stopped playing.
I guess using a guide circumvents a lot of these issues but I'd rather just not play than use a guide tbh.
I’ve stated in a comment that this game has too much of a good thing in terms of collecting. But it’s an obvious developer oversight in not thinking this would botch replayability. Maybe they should’ve kept the length of the old Crash games, but that’s my opinion.
@@demetriusnp49 I feel like if they’d chosen two from extreme difficulty, marathon-length levels and hidden collectibles in every level instead of all three it’d be a lot more bearable, but yeah as is it’s really tedious
The real problem with Crash 4 is that it asks too much of us all just to pad out the time to justify a $60 price tag. Way too many gems and relics to collect that add nothing substantial but pain.
Agreed on the filters, the ice dimension's comic style was murder on the eyes. Like, I was trying to do the N.Verted levels one after the other, but after the first ice level I just stopped and switched to another world!
I kinda had the same experience with the future dimension, I ended up straining my eyes more than I should trying to see if I missed any boxes. The slowdown and distortion effects didn't help either, it felt like fake difficulty to be honest: those levels were hard enough without adding issues with judging distances and feeling like the game was running through molasses! And honestly, I'm not fond of the sped-up gameplay of the swamp dimension: while I agree with the idea of changing gameplay through the filters (N.Sanity Island is one of my favourites for that exact reason), the speed-up made platforming far harder than it should have been, it took me over 30 attempts to do the cart section, and I swear it was easier in normal mode.
As for the repetition, while that's a serious issue, in the end it's just an extension of the issue with the timelines. Personally, I'd have kept the timeline levels entirely with the other character, and moved the "hard mode" part of the timeline to the N.Verted mode. This way, the timeline levels feel more original, and the N.Verted mode becomes a Mirror Hard Mode with extra graphical pizzazz to make it a bit more fresh. There's still repetition, but at least it feels more like a different level this way (plus we avoid having to get the Box Gem with Polar 4 times, because seriously, I hate that level -_-)
The hardest parts of the 106% journey is getting the N. Sanely Perfect relics in the Run It Bayou stages, Food Run stages, and all the polar stages. I spent over 6 hours on Crash Landed, and I was about to quit right there, but I didn't. Getting all Platinum Relics is so much more doable than the freaking Perfect relics. I do wish there were more flashback levels, as they are a lot of fun to get all the boxes.
Bears repeating isn't that hard and the boxes aren't much of a problem, what I would advise is, hit checkpoint before starting the polar section, and go through the ride and suicide at the end, then you repeat at the checkpoint and go through the polar section again, until you hit all the boxes, when you can ride through it 3 times in a row without missing a box, then you can try and complete the N.Sanely Perfect Relic which should be alot easier then. The boxes need to be hit at a certain point so when you look at the stripes or shadows in the snow, you'll eventually know how to ride polar.
I tried this before going for Perfect relic and I can hit every box pretty much every time I ride polar. Timing and patience is everything in crash 4.
Snaxx Dimension is my least favorite for inverted due to moon jumping gravity under water, the boxes are also hard to see to break like in Rush Hour for Tawna, traffic sections of Tawna can be a nightmare to survive in inverted mode. Fast vehicles in the traffic sections makes it hard to land on them due to slower jumping and landing, that Aku Aku box in the last section of Rush Hour can be dangerous to try to break.
I like the idea of the game packing itself with so many things to do that it gives you a lot of playtime for your buck, it's definitely a solution to that issue in modern platformers like crash, but the sheer ammount of times it asks of you to replay the levels is just too much. It wouldn't be as bad if it was just normal and inverted, but the flashback levels with the side characters is such a drag when you for some reason have to play though the other half of the level again as crash/coco. It feels like obvious padding, even if things are changed slightly. It makes 100%ing the game unreasonable for fans who now have full time jobs among other things. This is the first Crash game I actively did not want to 100% half way through despite liking it so much, hell I haven't even found the time to finish it. It's very unfortunate.
Favorite Crash Game probably. But my biggest problem is the timeline levels. For example, in Thar He Blows, you only get to control Dingodile for like 1/5th of the level, then go back to repeat the same level. I went in these levels thinking it was be full Cortex/Tawna/Dingodile levels where it ENDS on the cutscene.
I agree. Some filters just make me miss a box when I was certain I got them all or make me miss a jump when I knew I did it right. Thank goodness you don’t have to get the Perfect Relics in this mode.
I wish the N. Verted levels had extra enemies and traps instead of just being flipped and took place at different times of the day/color palette swaps or even seasons (snow or a burning version of a level) kind of like how Crash Bash and NST had certain locations raining or take place at night instead of day. Or a foggy N. Verted mode would've been pretty cool or a dark one like Bug Lite from Crash 3. Giving the Tranquility Falls levels a space skybox with a dark blue color palette and glowing plants and added crystals would look amazing.
where Tiny, Pura, Nina and Crunch those are my only issues
Nina and crunch do not exist because this happens just after crash 3 which means the wrath of cortex and twinsanity didn't happen.
@@jeune-fou what if Crunch was a secret project finished in crash 5 and nina working with tiny
@@the_ej1970 it may always happen who knows
I thought he was going to be talking about the riding sections in the game!!!
Oh my god! You summed up my experience spot on. I love the ice world, but that screen filter makes my eyes bleed. Same with the Dino realm at some points. They made such beautiful sets in the this game, and I don’t know why they would want to insult their hard work by coving the levels with such awful filters.
Maybe it’s just me but the N. Verted stages feel like fresh takes on the levels and dimensions rather than padding
Ya I totally agree, n.verted modes are grand, but don't add a whole pile to the game for me, it's like they just added to pad the game out, same with timeline modes, the storyline links are cool but they could have had the crossovers right at the end of the level rather than mid-way for some, so you really only end up with half a level playing as a different character and the other half is just a repeat of a level you've already passed. Of all the kinda additional stuff the tapes are the best executed because they're tough to unlock which gives more replayability of the main levels, but with a rewarding goal, and then those levels are actually worthwhile, whereas the n.verted levels are not fun at all imo, they're just worse versions of the regular levels, that you're already after completing, get all the gems, boxes, get the tape, time trial and then do it again in a bad paintjob.
I literally can’t play any of the Mosquito Marsh N. Verted levels. “I HAVE SPECIAL EYES” (No, for real) So, I noticed this subtle flicker in the filter. Like it flashes between grey and sepia, really quickly, and it gives me a really bad headache. It makes playing through the levels I already have a hard time with even harder.
Actually, it's not 4 times minimum per level that have timeline levels; it's 6.
Because you have to beat the level to unlock its Time Trial.
What he means is you have to 100% the same level four times
Deleted the game half way of the game just not worth the stress. Love crash but I couldn’t anyone I’m not a 10 year kid that has infinite time
Im not ashamed to say ill never 100% this game. Ever. The willpower and patience I needed to finish the final level of the game was complete bullshit. Death count was over 180 deaths btw..🙄😒😡👎 Theres a difference between challenging and flat out unfun, and many times crash 4 was exactly that. Felt too much like a chore. Crash 1 was challenging but very tame in comparison to this crap. All the shit and jumping through hoops they make u do just for a secret cutscene is complete bs. I think TFB wanted this game to be challenging but that went straight to their heads and into overdrive. It was too much for me. Not saying the game was bad. Its not. But in my opinion its the least replayable game in the series cause of the extreme difficulty. This game made me wanna go back and play the classic trilogy again. In fact I did EXACTLY that when I finished crash 4. I finished it once with just over 60% by the end and haven't touched it since. If you enjoy this then power to you. But as for me, ill stick to the classics.
I loved this game but my biggest issues are - cortex gameplay,polar bears hit box being to small, stupidly placed boxes in some levels, the level where you have to jump from cargo to cargo to get to cortex blimp and I died 120 times trying to get all boxes, and a certainty flash back tape being more about luck than skill also repeating dialogue with cortex in the flash back tapes or the mask's
N Verted mode have to be an optional feature in the pause menu, games like Uncharted does this perfectly.
I quite enjoyed most of the filters I thought they were all really good apart from the snow levels, I get what they were trying to do but the Comic like action words popping up all the time made it hard to see what you were doing if you were doing a section quick like the Polar level (Took me ages!) I also agree with the side levels they just become a chore if you're trying to fully complete the level! and don't get me started on the Hunt for the hidden gems and Boxes the put in.. I've used a guide for all the Hidden Nverted Gems becuase some of them you'd never find in a month of Sundays! & the Hidden Boxes for example, I completed The toxic Tunnels level took atleast 3 hours,79 deaths and I missed 3 HIDDEN BOXES so I got stressed & wasted my time & had to re do the whole thing again 😫
Never had an issue with the majorly white backgrounds as it helps see better in the Eggipus Dimension
But I do agree I wish they did more than just filters...
The filters that felt like they did something were: Echo Location, Painting, Old-Time Crank, and Underwater
Even the Retro Arcade filter made you feel like you were playing something a bit different with the high score counter
After having picked up Crash 4 again recently, I think the way N.Verted Mode was handled is one of the worst things about the game when it comes to completion. There are already hundreds of gems to collect as is, and watching that number suddenly double after beating N.Brio left an awful taste in my mouth. Plus like you already said here, some of the filters are a total eyesore, and might even be a health hazard for people who are photosensitive.
If they absolutely *had* to include this mode, I think it should have been a completion bonus, not a completion requirement. Shoot, if I had it my way, I probably would have nixed N.Verted Mode entirely and put those resources toward content that didn't make it in the final game, so we'd see things like Ripper Roo having more of a presence beyond a blink-and-you'll-miss cameo, a fully realized N.Tropy fight that utilizes all the playable characters, etc.
There are other problems when it comes to completing this game, but that's my take on N.Verted Mode specifically.
Personally I don't mind the filter ones too much. I think the REAL big problem that you touch on here is where the alternate timeline levels are concerned. And the most egregious example of which being Bears Repeating/Building Bridges. I've done the math. And I'd expect to put about 30+ hours into these two levels (if you could even really call them 2 levels) just to get all the gems, all the N verted gems, both Perfect Relics, and both Platinum time trial relics adding in the horrible loading times. That I really hope are somewhat improved on playing the game on this next gen.
The filters were fine for me. The timeline stages are alright but yes going through the same stage a minimum of 6 times (you forgot about the relics) does get annoying....but my biggest complaint imo are the perfect relics. Crash 1 it was fine going through levels without dying because they were short and straightforward...crash 4 however the levels are longer, harder and so many hidden boxes you will miss its dumb. Add on the vehicle sections where if you miss a box you need to go back to the start...F these perfect relics
Some of the N-Verted modes are really eye-straining. But I did like the echo-location, paint the world and 8-bit modes.
My biggest problem with IAT is N. Gin's design. His ears are too big...
My eyes agree with you on all of those filters. I thought they were very cool & exciting in the first few minutes on some of them, and then my head actually started to hurt. It would have been nice to have them just toned down a little or gave the gamer an option to modify it or even turn it off but keep the mirrored affect. But I do love the gameplay ! Such a long awaited reunion to have crash back in 2020
I agree with what Caddicarus said in his videos that the alternate timeline levels should have just ended at the points where they altered the main timeline instead of continuing on what is essentially a copy of the 2nd half of the original level. The slightly different box placement doesnt change the level enough to warrant having to play through those copied segments again.
I didn't have any of these problems
Maybe my eyes are more resistants, but this is not the case. You said about changes in gameplay, but for example, cortex island doesn't really change the gameplay, but it is still a very cool mode. In the future, the gameplay does change and it's easier to get the perfect relic.
Some of the modes don't really change too much, but i still find it cool and i nice idea i would like to see more times.
I understand your point, but i think the worst problem this game has is the hitbox of the crates when you are on a steed, they should make it bigger.
Btw, i still find this game the funniest to play when you are going to 100%. But if you are going for 106%,it's the hardest (not saying this is bad, we actually need hard games nowadays). I can say i loved this game and i would love a sequel in this same art style and controls and mechanics
I don't know what's the biggest problem: the wasted opportunities for more bosses, the purple gem being cut, the requirements for the N Sanely Perfect and Platinum relics or the loading times.
Even tho they seem to be repetitive, I can't help but partially feel like N-Vertd mode acted as filler material. Not in a bad way, seeing as it does encourage replayability. I just felt the game could've been longer without it.
But having the other playable characters levels (in Crash 5) Not connect to Crash or Coco's like they do in Crash 4. I would feel is a better approach next time.
*Sorry about the repost, gotta remember to use the main account when commenting.
It can be pretty stressful to reply the same hard parts from the same checkpoints over and over and over again. It keeps making me lose my patience. The visuals in N. Verted mode doesn’t really bother me that much though. I just get confused in mirror mode sometimes.
You forget that you need also repeat it for the relic and N.sanely perfect run
...way to reinforce how dumb and stupid I am for thinking the filter in the snow levels isn't that bad =w=
The crayon filter in the Eggipus dimension *is* terrible though
The only problem I had was that some of the filters made it harder to see certain obstacles/items, mainly the comic filter on snow levels and the sketch filter on the prehistoric levels.
funny how yesterday i was doing n.vertid mode on all of the levels to get the skins and today this comes kainda as a warning call for the filters ahead.
I fill like N.Verted mode filters should have a filter off option and just play the level inverted. But I do agree about the repetitiveness on all of these levels. However the big problem I have with Crash 4 is the inconsistency of the riding levels especially polar.
Lets be real here... the biggest problem is that Coco was hotter in CTR. It's not just me right??
...
_...right?_
Ladies and Gentleman...we got him
I actually like the Prehistoric N. Verted mode. It made me think of a wildlife book. As for Polar in the Comic filter the 'BAMB' and 'BOOM' got in my way and I wasn't sure if I hit the crates.
My issues with the Snow/Dino n verted filters is how it affected the landing circle for those levels. It's a little hard to see when navigating through with those bright colors. I didn't mind repeating the Booty Calls normal/timeline levels much since I liked that verted filter and those levels were cool for me. The Marsh levels verted made it tough for those gems with the speed up but practice paid off for me in finally getting the gems (just dreading the perfect run relic).
That feature in the Polar levels are another reason why I'm not aiming for 100%
I turned off Motion Blur for the game since Toys for Bob ran into that issue wit the Spyro trilogy but yeah those 2 color filters were iffy. The other ones turned out well too (such as the space one, the underwater Sn@xx dimension, and Cortex Island).
Space filter's great, but havin' seen the Sn@xx Dimension, I know I'm gonna despise EVERYTHING about it
@@themenacingsloth the water physics in that dimension are mostly helpful in spots with slowing everything down (makes Crate Escape less of an issue though it’s not that bad after some practice with it). It’s more of an issue with Tawna’s section with the grind rails and avoiding the killer cars.
@@4andrewforbes It doesn't help considering Rush Hour already looks slow & painful. I'm only glad NSPRRs aren't a thing for N. Verted mode
@@themenacingsloth Rush Hour wasn’t too bad except for trying to go 3 deaths or less. Trying to get a perfect relic is tough for both the length and not dying as Tawna (Dingodile section was bulky but not too bad except the nitro part). I’m not aiming for 106% though so I’m leaving that death gem challenge alone.