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Go Ahead and Jump!

Vicarious Visions talk about physics, mechanics, and handing in the Crash Bandicoot N. Sane Trilogy

By Kevin Kelly on July 17, 2017 Editorial Manager
shazammy
Level 19
‎17-07-2017 08:08 AM
‎17-07-2017 08:08 AM

By Vicarious Visions Staff

Hi, Crash Bandicoot fans!

WOW! Not only did we here at Vicarious Visions succeed together in bringing Crash back, but that crazy marsupial has been exploding all over again! The support, passion and love from the Crash community is blowing us away. We couldn’t have done this without you.

Now, we can all agree that some of the Crash levels were, and still are, not easy. The challenge of the games is one of the things we all love, and that’s why it feels so, so good when you beat them. Our goal for the Trilogy was to reduce any points of frustration while preserving the challenge of the originals, and we feel we’ve done that.

Crash’s Handling

Many fans have picked up on the fact that Crash’s jump isn’t quite the same as it was, particularly in the first game, Crash Bandicoot™. We carefully considered the choice to unify the design of these games, for example, how save and bonus rounds work, so that players could have a cohesive experience across all three games in the Crash Bandicoot™ N. Sane Trilogy.

The reason for that is because we want the best experience for all players, and Crash’s handling falls into this category.  We spent a lot of time studying the three titles and chose the handling from Crash Bandicoot™ 3: Warped as our Trilogy’s starting point; it represented the most improved and modern approach as it gives players the most control.

We went through rounds of internal testing, user testing, and iterations to get each game’s handling to just the right place. In the end, we ended up tuning jump differently for each game, so that the jump metrics are the same as the originals. However, there are a few subtle differences in Crash Bandicoot, chief among these being the fact that you fall more quickly upon release of the X button than you did in the original first game.

Collision and Physics

We’ve heard some questions about how Crash’s model interacts with platforms and enemies. Our game engine features a different collision system than the original game, and combined with the addition of physics, certain jumps require more precision than the originals. Much like the handling, we iterated on collision and physics throughout development to make it fair to all players and as faithful to the original games as possible.

Difficulty in Crash Bandicoot

The modernization of the save and checkpoint systems make the first game a heck of a lot more forgiving than the original. On top of that, we added DDA (the dynamic difficulty adjustment that was originally only present in the second and third games) to our Crash Bandicoot, which gives Crash Aku Aku masks and checkpoints after a certain number of failures in a level. This certainly helps when players need it the most!

An increased precision is now required in the first game, which makes the gameplay experience different. Particularly if you are a new player, you may want to start with the second and third games first, and then come back to try Crash Bandicoot after you’ve had more practice. For those of you who played the originals and acquired a fair amount of muscle memory, re-learning the handling in our game may present an additional challenge you weren’t expecting. But we’re sure you up to the task.

We've heard from many, many fans who are getting through Crash Bandicoot and having a great time with it, and killing those top scores in the process. We’ve been very impressed with how skilled people have become so quickly! We’ve been following along with you every step of the way, and we’ve seen some seriously awesome runs online.

The team at Vicarious Visions is especially happy to see the Crash Bandicoot community coming together once again to share their own tips on some of the trickier levels with each other, and are excited to welcome a whole new generation of players into the Crash community. We can’t wait to share more with you, and make sure you check out our panel at San Diego Comic-Con next Thursday! There will be some news that you won’t want to miss!

For more information about Crash Bandicoot, follow us @Activision on Twitter, like Crash Bandicoot on Facebook, and bookmark the Crash Bandicoot website.

Comments

12 Comments
Omega_9999
Level 1

I registered to this site just to comment on this article. I'm really grateful that you remade the original Crash Trilogy but I have also to say: ***** THE HIGH ROAD. You have to somewhat fix it, and some hit boxes too. it's crazy that a turtle from the first level of crash 2 has become a threat. Please VV, do something about it.

mscav75
Level 1

Hmm...your "deal with it" attitude with Crash 1 on the jump boxes and collision detection issues is kind of disappointing.

The games desperately also need a way to 'restart' the level outside of just time trials.  It's pretty frustrating when you're trying for a no death run and all boxes in order to get the colored gem for a level, only to die half way through and have to completely exit the level, wait for a 10 second load time to get back to the map, then select the level again, wait 10 more seconds to then be able to start again.

If you don't want to do a restart option in all areas, then you need to at least do something about the long load times.  They're quite bad for a 2017 release.

My disappointment about your 'git gud' attitude regarding the collision issues, and jump problems in Crash 1 aside, you did an excellent job on these remasters and i hope that the Spyro Trilogy is next.

Katcher12
Level 1

The vibe I'm getting with this article is, "Deal with it." Sadly, we who play the game will not just deal with something so flawed and in need of fixing. Don't be sitting there, shrugging off feedback even when there is a ton of evidence pointing to something that needs fixed. You're essentially telling us to "git gud" and that's not the kind of attitude we, as gamers, should be recieving.

DarthMalice6
Level 1

You deleted my comment so in a nutshell here is what fans are actually saying you tools

 

https://www.reddit.com/r/crashbandicoot/comments/6nskej/*****_them/

SYRAPH
Level 1

I'd like to say some things here.

 

1) Thank you for making this trilogy, you did a terrific job.

2) I got the platinum in Crash 1 yesterday.

3) The games are not perfect, so this "deal with it" attitude is super disappointing. I want this game to be the best that it can be, and reading this blog post makes it sound like nothing is going to be done for things that are legit issues like bad hitboxes for certain objects/enemies, and sliding off boxes/objects despite jumping straight up in the air without pressing any directions, and bad vehicular controls (mostly the jetski which most people agree is actually worse than in the original games).

I really didn't expect that after seeing the care you guys put into making this game. No matter how much internal testing you do, nothing really compares to when the game gets in the hands of thousands of people, and it is clear that there are issues that exist that are being pointed out by folks who aren't enjoying the game and fans who are absolutely loving it alike. The fans want this to be the definitive versions of the games, and these few things are preventing it from being that.

CrashDV75
Level 1

You guys did an amazing job with this game by not only reworking and updating the visuals and the soundtracks of the original games but also improving some gameplay mechanics to give the games a more fair challenge. You also went a step further and added more content to crash 1 & 2 by incorporating the relics and allowing us to play as Coco in most stages in all 3 games, which increases the replay value even more than before. Although my muscle memory wasn't compatible with this game's new physics, I loved that even as a veteran crash player, I'm required to relearn how to play the 3 remastered games just how I did the first time I played the original games. Meaning I still get a great challenge from making more precise jumps in Crash 1 & also making more use of the slide high jump in Crash 2 & 3 this time instead of just making casual normal jumps the whole game. You guys are requiring me to actually pay more attention to whatever I do in gameplay instead of me just casually cheesing the games as I did in the originals when I got used to their gameplay mechanics & physics. Again you guys did an awesome job at what you were trying to accomplish with this game! This is definitely a remake/remaster done right! However, there are some things I wish could be patched. In Crash 3 the goats & the mummies hit detection are a bit wonky because I can sometimes take damage while I'm spinning them, and it's really apparent when I'm using the longer spinning move and I still die which didn't happen at all in the original. Lastly, the shockwave radius from the super belly flop in crash 3 doesn't pick up wumpa fruits or kill enemies anymore like in the originals. The radius only breaks boxes which makes the move a little more useless. Thank you so much Vicarious Visions & Activision for bringing Crash back to us! I can't wait to see what more you would do with Crash from now on! I definitely don't won't him to go on another 9 years hiatus!

Ligerion
Level 2
Excellent article! I have a joyous time playing the N-Sane Trilogy in this modern time. While there's a few nitpickings of mine (the jumping issue as mentioned before, questionable music themes for Ripper Roo in CB2 and Tiny Tiger in CB3, unfit voice for Tiny and out-of-place brows for Dingodile), I can honestly say that the N-Sane Trilogy is the game of the year!   And I, for one, am happy to see Tawna, the most under-appreciated and publicly mistreated character in the Crash Bandicoot-franchise, were treated more with respect and given more character to her in the N-Sane Trilogy. Now I honestly hope to see more of Crash's girlfriend in the future! Perhaps in an additional content to the N-Sane Trilogy or as a playable racer in a possible remaster of Crash Team Racing. Please make it happen, Activision and Vicarious Visions!

Good day VV. I would like for you to know that if you patched in some improvements to the hitboxes I would buy this game right now. This DEAL WITH IT attitude is very disappointing and I will have to wait for the game to be 20 or lower or buy a used copy because I don't feel comfortable supporting a product that isn't in the best state it could be. Do the right thing and fix The High Road at the very least. Do so and you'll have a full priced purchase same day the patch is out. 

Made an account because Crash is dear to me and I wanted to give some feedback. First of all if there is a legitimate issue with the hitboxes (and there are) you should fix them, you can't say "we made this more challenging so deal with it." Crash 3's hitboxes and physics weren't bugged like these. 

Secondly please get the original voice actors for any future installments, they're not dead so why not use them?? Crash's voice is the worst here. His "WOAH" has absolutely no feeling to it. Crash, especially in the first 2 games, is a somewhat frightened creature, not quite the goofy/edgy thing the older marketing made him out to be. The "WOAH" crash makes in N Sane doesn't have the "OOPS I just died" feeling to it and should be re recorded to sound closer to the original and patched in the game. 

Third, while many parts of this game looks absolutely stunning, many other parts suffer due to the lighting. Its not just shiny new graphics, some of the textures and environments completely betray the art style of the originals. For example Uka Uka's introduction has nowhere near the amount of menace it did in Crash 3. The whole cutscene is basically directed differently.  


shazammy wrote:

By Vicarious Visions Staff

But we’re sure you up to the task.

You're or you are.

squishypoop
Level 1
Man, what a bunch of whiny babies. The reality is 99% of player have not recently played the original, so the issue isn't that the jump is a millisecond shorter, you just aren't as good. I know I have had zero issue and not only that, I actually have had an easier time as the platforms and enemies have much more clearly defined hit boxes and are much easier to visually see depth and platform size due to the visual upgrades. Not to mention, exactly like they said, you can save VERY often and in the old game if you died on certain levels you would be starting over from a much further point in time. Honestly, IMO the issue isn't some imagined exact memory of the old game's mechanics, it is simply that you probably aren't as good as you used to be OR that you have become less patient with difficulty and retrying in games. Me and all my friends actually played the original Crash Bandicoot the night before release and we ALL had MUCH more issue with that than with the new one. Don't get me wrong the pill shaped collision definitely caused a few deaths and close calls, but by the time I got to Papu, I was good to go. In fact, the biggest issue I had was actually using the analog stick on certain levels, because I would be drifting in and out without noticing it and missing a platform because I was moving in too far out from a platform. Changed to using D-Pad and had no more problems on that front.
Geroge_Voul
Level 1

Thank you for being a part of something that a lot of people wanted for a long time. That is great. The very existence of this game makes many people happy. Having said that there are a number of things that could use improvement.

 

The landing is a bit flacky. It's been discovered that the default pill hitbox is part of the reason. It could have been changed so that the bottom of it is flat. Not sure if that alone would solve the issues but don't be afraid to change it because as it is it's inauthentic and fairly irritating. Another option could have been to program the game to make it so there is no additional lateral movement once Crash lands on something. Also the massive joystick deadzone was an issue for me. It would have been amazing if the fluidity of the joystick gameplay was similar to A Link Between Worlds.

 

Thanks for your effort. Good luck in your future endeavors.

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