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So now it's officially been years since we had the release of Crash Bandicoot : N.sane Trilogy back in 2017 which revitalised the Crash Bandicoot franchise. I've got it on release day for my PS4 and still have it. It gave our favourite video game franchise lots of momentum and set the example of a "AAA Remaster" to the gaming industry as a whole. The game sold like hot cakes and as a result the franchise has now been taken a lot more seriously by Activision. We can tell by looking at how NST was a mere pet project made by a small team and then to later on have crash 4 get worked on by three full studios. There was praises everywhere across multiple review boards.

But... On the flipslide of all this the N.sane trilogy is the buggiest game out of the Eighth generation era of crash games.

The last time there was a actual patch other then mere changes to shortcuts to advertise the then-recent games which were Spyro Reignited Trilogy and shortly later Crash Team Racing Nitro Fueled in NST's main menu. Was when they released the game on other consoles a year later in 2018 after the time exclusivity had ended. 

They have patched out some bugs and added some missing dialogue but there was unfortunately also other bugs and missing dialogue that was allowed to be drifted away by Vicarious Visions and Activision. If we know Beenox isn't going to do jack on fixing the online issues on PS5 for CTR: NF which is more recent then NST. Then that's how we know there will never ever be a patch released officially for NST. 


However if there were going to be one more patch. What are the issues that are present in NST would you like to see get addressed the most ?
- Replace every single asset with the ones of PS1 Crashs (including sfx and voice tracks), even if it requires re-rigging and reanimating all characters all over. And while you're at it, replicate animations more accurately
- Replace music tracks with original pre-console tracks by Josh Mancell
- Switch font back to Super Wumpa and Super Bonus (you can use Crash Bandicoot Rounded in some texts too)
- Remove off-character idle animations
- Revert Crash 2 and Warped's warp rooms to what they were in their PS1 counterparts (bring load/save monitor back and make center lift of Crash 2's warp room transfer to boss levels)
- Remove fully playable Coco entirely (except from China, pirate and plane levels)
- Ensure that the game's gfx are easy to run WITHOUT GPU
- Remove motion blur
- Remember what original Warped's motorcycle-levels were like? Whenever Crash landed after a jump, or Crashed to a police car, it had an appropriate impact to it. Whenever Crash fell into the pit, it happened comically and ended to crash-sound. Not to mention the funny tire ski sound. Bring those back again.
- Give each game its own game over screen, and none of 'em must be left incomplete
- Release PC-version physically

Other option is pulling NST off market and disavowing its existence permanently
(10-04-2021, 04:42 PM)Guyus The Raptor Wrote: [ -> ]- Replace every single asset with the ones of PS1 Crashs (including sfx and voice tracks), even if it requires re-rigging and reanimating all characters all over. And while you're at it, replicate animations more accurately
- Replace music tracks with original pre-console tracks by Josh Mancell
- Switch font back to Super Wumpa and Super Bonus (you can use Crash Bandicoot Rounded in some texts too)
- Remove off-character idle animations
- Revert Crash 2 and Warped's warp rooms to what they were in their PS1 counterparts (bring load/save monitor back and make center lift of Crash 2's warp room transfer to boss levels)
- Remove fully playable Coco entirely (except from China, pirate and plane levels)
- Ensure that the game's gfx are easy to run WITHOUT GPU
- Remove motion blur
- Remember what original Warped's motorcycle-levels were like? Whenever Crash landed after a jump, or Crashed to a police car, it had an appropriate impact to it. Whenever Crash fell into the pit, it happened comically and ended to crash-sound. Not to mention the funny tire ski sound. Bring those back again.
- Give each game its own game over screen, and none of 'em must be left incomplete
- Release PC-version physically

Other option is pulling NST off market and disavowing its existence permanently

Let's start off with this list
-If you want that, you'd better work on a decompilation a lá Mario 64 PC and the Sonic 1 and 2 Decompilations so you can port to other systems.
-I agree that there should have been a option for listening to said music tracks, but not nullifying the works of the new composers
-Eh... At first I've found it odd to not have the original font but I can live with it.
-What do you mean by off character? Give an example
-No, there's already a button for save and load, and using the old save and load panel as a warp for the boss was a good design choice for it, it makes the thing more natural to revisit; altough I can agree that Crash 3's went without use except to give the anwser as in how Coco went back in time. Speaking of which...
-Why remove playable Coco entirely? I don't see a problem of having a choice. On the contrary I wish I could use her on all levels, including bosses, which unfortunately didn't happen, I don't know why the devs couldn't make a patch. It just became a reality in IaT.
-This is a 2018 game, and there are plenty of GPU's to choose from(even tho we are in the middle of a pandemic, there's still older models that can run this game without a hitch), this is not like in the early 90s where most PC's didn't even have a GPU and were playing Doom in awe. And those that did have a "GPU" were with Silicon Graphics stations, which were just as big as the PC itself, and costed a fortune to get.
-It's a toggle on PC. I don't know about the console versions.
-Agreed, impacts are kinda odd to be honest.
-Agreed.
-Sure it would be nice to have a disk to use later on... Altough it's been a good while ever since I've used a DVD even.

-Last but not least, you just seem to hate the thing out of spite with just this statement.

As of my opinions the most egregious problems that would need fixing, in a technical perspective, are these forsaken Hexapods from Piston it Away. Their hitbox for some reason is binary(litterally on and off, no inbetween) and it doesn't sync up with the pistons on the death route. You have to wait a lot of cycles just to get it right.

In Crash 2 as well, the warp in animation: He doesn't materialize like he did in the original, he just falls into the stage. Dialogue heads as well, they just seem to go back to "T-Pose" expression before going off scene, it's really jarring.

Another thing, especially for Crash 1, jump air time. The games are all doable, but there's this weird gravity value going on with the game where the player falls much faster than I remember from the classics. I got used to it, but it feels it doesn't have nearly enough time to reach some platforms sometimes.

The remake is there, I've played from begining to end, noticed those issues, but as it stands, it's not half-bad, it's a really good attempt, but it's not 1 to 1 with the originals in the techinical sense unfortunately. Spyro did it a lot better, and in Crash 4 the new "ruleset" yelds some preety nice results as well.

TL;DR.: N. Sane has it's share of techincal problems, but they are isolated cases in a few instances, but the strenghs outweighs the weaknesses.
(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ]-If you want that, you'd better work on a decompilation a lá Mario 64 PC and the Sonic 1 and 2 Decompilations so you can port to other systems.
What's that got to do with Crash-franchise? There's now the way to rip models and sound effects from all three Crash games. And I have proved that re-rigging and re-animation the old models wouldn't be impossible or inconvenient.

(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ]-I agree that there should have been a option for listening to said music tracks, but not nullifying the works of the new composers
Activision and their devs have nullified works of every person who worked for PS1 Crashs, so I don't see why it can't or shouldn't be other way around.

(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ]-What do you mean by off character? Give an example
- Crash is turned from a zany and looney tunes-esque but handsome and charismatic island hopper into inbred, Adventure Time-esque retard that runs like he shit in his pants.
- Coco is turned from smart, spirited sister with martial moves into embarrassing, undignified dumbass that borrows moves from Crash. Those just don't fit her at all. Especially not that butt-landing!
If we were talking about NF and IAT, I'd give more examples

And speaking of Coco...
(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ]-Why remove playable Coco entirely? I don't see a problem of having a choice. On the contrary I wish I could use her on all levels, including bosses, which unfortunately didn't happen, I don't know why the devs couldn't make a patch.
Then why not give her unique martial attacks back? And roll attack would fit her better than slide. And if levels can only be beaten with Crash's moveset, then that answers why Coco shouldn't be fully playable in first place. At least not in all levels, that is.

(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ]-This is a 2018 game, and there are plenty of GPU's to choose from
But they can be expensive. And you can't always be sure if you're picking a GPU that matches your needs

(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ](even tho we are in the middle of a pandemic, there's still older models that can run this game without a hitch)
What do you mean by that exactly? NST requires a high-end PC with powerful GPU, powerful CPU and probably more RAM than an average 64-bit PCs have. Even if my PC is a 64bit Win 10 with 8 GB RAM, it would only suffer when running NST. Not to mention it has no GPU

(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ]-It's a toggle on PC. I don't know about the console versions.
You'd have to run the game and work your way through minutes (if not hours) of lagging, horribly slow pace, horrible color and texture issues etc to reach to the gfx settings. Besides, removal of motion blur wouldn't be enough. Poly-count should be lower too, textures, lighting and special fx should be simpler and there shouldn't be bump maps or other miracles that would only be possible in consoles.

(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ]Crash 4 the new "ruleset" yelds some preety nice results as well.
Dude, Crash 4 pulled CoT/MoM by straying too far from original formula and overhauling characters to the point they're totally off and unrecognizable, and you call those "nice results"? What if your child or younger sibling got killed or sexually harassed? Would you find that nice too? Or if somebody stole your bank card or wallet? Or racial segregation? Or repealing of Net Neutrality?

(12-04-2021, 02:30 AM)Rafeku Wrote: [ -> ]but the strenghs outweighs the weaknesses.
That's the case in original Crash games, not their remakes.
well, it's not official... but I'm keen to improve my loop points for the Pre-Console Mixes mod I've recently put out...
we STILL don't have 100% of those tracks yet via Josh's releases... but getting there slowly... maybe less then a year to go...
the main points above I was happy to not be alone in feeling,
------------------
- Replace music tracks with original pre-console tracks by Josh Mancell
- Revert Crash 2 and Warped's warp rooms to what they were in their PS1 counterparts (bring load/save monitor back and make center lift of Crash 2's warp room transfer to boss levels)
- Remove motion blur (OPTIONAL!!!!!!! not just removed... like being able to adjust some of the other options easily)
- Remember what original Warped's motorcycle-levels were like? Whenever Crash landed after a jump, or Crashed to a police car, it had an appropriate impact to it. Whenever Crash fell into the pit, it happened comically and ended to crash-sound. Not to mention the funny tire ski sound. Bring those back again.

- Give each game its own game over screen, and none of 'em must be left incomplete
------------------
i also agree with...
hitboxes everywhere + Crash 2 - the warp-in animations etc...
------------------
Another thing, especially for Crash 1, jump air time. The games are all doable, but there's this weird gravity value going on with the game where the player falls much faster than I remember from the classics. I got used to it, but it feels it doesn't have nearly enough time to reach some platforms sometimes...
------------------
also it's not canon, but i do feel like they could've made the option to unlock all abilities in 1/2/3, Double Jump etc a feature... at the very least Double Jump + Speedy Shows options... while Keeping with/without Shoes separate for Time Trial Times...

ALMOST FORGOT... i have to run a hack if i want to enjoy fullscreen 21:9... so for modding i usually end up in windowed 16:9 which i'm fine with... but if i ever feel done modding and really want to just enjoy it... i have to run an ASPECT RATIO MOD and i'm stuck with VERT- instead of HOR+ ...
(17-09-2021, 02:46 AM)KlitLika Wrote: [ -> ]well, it's not official... but I'm keen to improve my loop points for the Pre-Console Mixes mod I've recently put out...
we STILL don't have 100% of those tracks yet via Josh's releases... but getting there slowly... maybe less then a year to go...
the main points above I was happy to not be alone in feeling,
------------------
- Replace music tracks with original pre-console tracks by Josh Mancell
- Revert Crash 2 and Warped's warp rooms to what they were in their PS1 counterparts (bring load/save monitor back and make center lift of Crash 2's warp room transfer to boss levels)
- Remove motion blur (OPTIONAL!!!!!!! not just removed... like being able to adjust some of the other options easily)
- Remember what original Warped's motorcycle-levels were like? Whenever Crash landed after a jump, or Crashed to a police car, it had an appropriate impact to it. Whenever Crash fell into the pit, it happened comically and ended to crash-sound. Not to mention the funny tire ski sound. Bring those back again.

- Give each game its own game over screen, and none of 'em must be left incomplete
------------------
i also agree with...
hitboxes everywhere + Crash 2 - the warp-in animations etc...
------------------
Another thing, especially for Crash 1, jump air time. The games are all doable, but there's this weird gravity value going on with the game where the player falls much faster than I remember from the classics. I got used to it, but it feels it doesn't have nearly enough time to reach some platforms sometimes...
------------------
also it's not canon, but i do feel like they could've made the option to unlock all abilities in 1/2/3, Double Jump etc a feature... at the very least Double Jump + Speedy Shows options... while Keeping with/without Shoes separate for Time Trial Times...

ALMOST FORGOT... i have to run a hack if i want to enjoy fullscreen 21:9... so for modding i usually end up in windowed 16:9 which i'm fine with... but if i ever feel done modding and really want to just enjoy it... i have to run an ASPECT RATIO MOD and i'm stuck with VERT- instead of HOR+ ...

You mean like Cinemascope? Who really needs that? Especially in PC gaming? I haven't even seen any PC displays that support Cinemascope ratio, or video games that were primarily made for it. I mean, aren't 4:3 and 16:9 are already adequate?

Also, what about the aesthetics? Don't you think these three innocent, underrated classics deserve their original Naughty Dog aesthetic back? As well as original sfx and original character personalities?