Crash Bandicoot: N. Sane Trilogy - Release Date Announcement Trailer
56 replies, posted
There's a button to go back to the classic look, right? I'll probably end up doing that.
[QUOTE=AntonioR;51834541]90s kids have grown up, got jobs and have disposable income and nostalgia started kicking in. Time to get money from them.[/QUOTE]
Actually, 3 of the games I posted were made by 90s kids who learned how to make games and decided to fill a hole in the market, then there's also the obligatory Mario. I'll give you the FF7 remake, though.
Activision made a blog post recently and it has a list of voice actors with their respective roles:
- Fred Tatasciore (Dingodile, Koala Kong, Komodo)
- Debi Derryberry (Coco, Tawna)
- Greg Eagles (Aku Aku)
- Dwight Schultz (Papu, Lab Assistant)
- Maurice LaMarche (Nitrous Brio, Lab Assistant)
- John DiMaggio (Uka, Tiny Tiger)
- Jess Harnell (Crash Bandicoot, Pinstripe Potoroo, Ripper Roo)
- Corey Burton (Doctor N. Gin, Doctor N. Tropy, Baby Cortex)
- Lex Lang (Dr. Neo Cortex)
[url]https://blog.activision.com/t5/More-Games/Crash-Bandicoot-N-Sane-Trilogy-Release-Date-Revealed/ba-p/10176280[/url]
Man Crash 2 and 3 are fucking amazing.
I wonder if they're going to keep the really weird girlfriend plot from the first one.
[QUOTE=Reagy;51832622]The real question is how is this going to sound remastered.
[media]https://www.youtube.com/watch?v=hpevyPrwIio[/media][/QUOTE]
Something like this I imagine.
[url]https://soundcloud.com/joshmancell/crash-bandicoot-hog-wild-pre-console-mix?in=joshmancell/sets/music-for-video-games-crash[/url]
Dat uncompressed gudness.
[QUOTE=Adamhully;51836530]Something like this I imagine.
[url]https://soundcloud.com/joshmancell/crash-bandicoot-hog-wild-pre-console-mix?in=joshmancell/sets/music-for-video-games-crash[/url]
Dat uncompressed gudness.[/QUOTE]
God this is LITERALLY all they have to do. Just give me the uncompressed version of the original OST and I'll be happy.
Fan service done right.
:snip:
[QUOTE=Dr. Kyuros;51837236]Well there goes my hopes for the masks getting their old VA's back.
On the other hand: holy shit they got N. Gin's and N. Trophy's original VA back.[/QUOTE]
Wasn't Michael Ensign the original voice of N. Tropy?
[QUOTE=Zeos;51836310]Man Crash 2 and 3 are fucking amazing.
I wonder if they're going to keep the really weird girlfriend plot from the first one.[/QUOTE]
They are, but it's put much better this time around.
[media]https://www.youtube.com/watch?v=TzHeUPOiZBI[/media]
[QUOTE=Captain Chalky;51837396]Sadly, it's not N. Tropy's original VA. Michael Ensign is the guy who has voiced him in every single game except for the Wrath of Cortex. (even Twinsanity, which came after WoC)[/QUOTE]
Whoops, made a big mistake; thanks for the clarification.
Lex Lane was the one who voiced Cortex in Twinsanity right? Or am I getting my games/VAs mixed up again? I'll be fine as long as everyone can do their characters justice. Cortex being my primary concern since hes honestly one of my favorite parts of the series.
[QUOTE=usaokay;51834385]Yep.
Gameplay difficulty probably wouldn't translate well with kids whose exposure to Crash was from Skylanders Imaginators.
[media]https://www.youtube.com/watch?v=ifz5OyG2D-w[/media][/QUOTE]
what the fuck is that god awful running animation, it makes it look like he weighs a ton and the jump animation makes him look light as a feather.
[QUOTE=Drury;51832584][url]https://imgur.com/gallery/mfZez[/url][/QUOTE]
Jesus titty fucking Christ. That road to ruin screenshot looks fucking incredible. Tad upset they didn't show off the eel deal or air crash.
Actually, now I'm wondering how Rock It would look.
is there anything remarkable about the original games apart from the graphics though? the gameplay is mediocre and uninteresting compared to other 3D platformers from the same period, and this is coming from someone who grew up playing them. they haven't aged well at all playability-wise.
[QUOTE=Flyingman356;51840238]is there anything remarkable about the original games apart from the graphics though? the gameplay is mediocre and uninteresting compared to other 3D platformers from the same period, and this is coming from someone who grew up playing them. they haven't aged well at all playability-wise.[/QUOTE]
to you, its clear that there is nothing to this.
[QUOTE=Flyingman356;51840238]is there anything remarkable about the original games apart from the graphics though? the gameplay is mediocre and uninteresting compared to other 3D platformers from the same period, and this is coming from someone who grew up playing them. they haven't aged well at all playability-wise.[/QUOTE]
i disagree, i prefer the linear levels of crash to the open areas of mario 64, and i replay all 3 original games often and still have a lot of fun playing them, so i dont think they've aged in the gameplay department (other than the first)
I'm curious about how Dingodile and Ripper Roo are going to look honestly.
[QUOTE=Flyingman356;51840238]is there anything remarkable about the original games apart from the graphics though? the gameplay is mediocre and uninteresting compared to other 3D platformers from the same period, and this is coming from someone who grew up playing them. they haven't aged well at all playability-wise.[/QUOTE]
The first one aged a bit less gracefully, but Crash 2 and 3 have stood the test of time rather well while looking graphically superior to the first, offering more movement tools, and of course having a more streamlined memory/save system.
In terms of stage design, more-recent good examples from the past generation are the linear segments in Super Mario Galaxy 1/2 and the entirety Super Mario 3D Land and World. Those segments encapsulate what the Bowser stages in Super Mario 64 embodied: a linear platforming challenge rather than a free-roaming one. Which is exactly what Crash's level design focuses on.
Sure, the enemies are more of obstacles than they are enemies, but that's mostly true in the Mario counterparts as well. Platforming enemy AI hasn't really progressed super far (in terms of design) from the fixed-path obstacles or proximity-activated attacks.
I will say this, in terms of level span, Crash's weakest span is upward. Mario, Croc, and even fucking Bubsy do a lot more vertical stage design than Crash does. At best Crash has stages like Slippery Climb and Eggipus Rex, but the vertical stance there is strictly rooted in 2D platformers with death pits rather than layering 3D parts of the stage on above one another. This noted, Crash wasn't exactly trying to do 3D above 3D, Naughtydog stuck to their guns with a linear 2D platformer in 3D approach and it resulted in the stages we received.
I think I found out why there isn't grit on the ruins
[IMG]http://crashland.elynx.fr/ressourcebonus/siteofficiel/c1-background_fichiers/thejungle.jpg[/IMG]
[img]http://crashland.elynx.fr/ressourcebonus/siteofficiel/c1-background_fichiers/ruinsatsunset.jpg[/img]
I think they are basing their assets on the concept art, not what was presented in the game itself.
These ruins have plants growing on them, but they still also have the clean look to them.
so these tweets imply that the trilogy is just a timed exclusive to PS4 and may come to other platforms
[media]https://www.twitter.com/PlayStationIE/status/834335018931585026[/media]
[media]https://www.twitter.com/PlayStationIE/status/834336383112212480[/media]
Imagine if they actually do a PC release, it'd be a first.
It could just be that they're putting it on the Vita later. Activision do like putting their games on everything, and putting it on the Vita later means they can dedicate a smaller team to porting it, rather than trying to get the main team to work on another version.
A PC release would be great though.
[QUOTE=IliekBoxes;51869560]I think I found out why there isn't grit on the ruins
:snip:
I think they are basing their assets on the concept art, not what was presented in the game itself.
These ruins have plants growing on them, but they still also have the clean look to them.[/QUOTE]
Think its more lighting issues than anything else.
Like the example you posted of Temple Ruins: a dark, pungent olive green temple platform that's dimly lit would be a bit hard to distinguish with the black void surrounding it.
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