This goofy little platformer drew from me tears of both joy and anguish. Patreon: / fringy Twitch: / dubioussanity Twitter: / fringy123 / dubioussanity Website: www.dubioussanity.com
Пікірлер: 227
@masonk.6853 жыл бұрын
Fringy: *Spends countless hours creating a thorough and in-depth analysis of Crash 4* Everyone: “Haha frog man go ‘nOuGh’”
@Little_KingYT3 жыл бұрын
I’m a simple guy. I see Fring-daddy-g, I click.
@stock66003 жыл бұрын
Ah, yes, ye olde "the daddy is silent" Exquisite
@Le-cp9tr3 жыл бұрын
Cadicarus, Fringy and the completionist deserve medals for 100% this game
@Pedro_Colicigno3 жыл бұрын
Would be interesting to see both o them talking about crash 4, the N-sane trylogy and the next crash. Would at least be fun hearing them saying "NO" differently, I was also interesting to watch both of them complaing about the same levels and same stupidities from the devs
@generalyousif36403 жыл бұрын
106%* 0.4% of ps players actually did it including myself Which I find crazy
@Pedro_Colicigno3 жыл бұрын
@@generalyousif3640 Okay, it sold over 400 thousand. Using that as a basis, 0.4% of that is about 1.6 thousand people. Seems about right considering when the game launched. Again, since it has more than one platform (and someday will be in switch) and the platform might not display achievements (like the bloody switch).
@Pedro_Colicigno3 жыл бұрын
a later development, but it came out on switch and I bought it... I actually had fun with the game and started going for the tapes at least and a few costumes, then I decided to test the time trial bullshit... Look, the switch controller ain't that comfortable from the start, but hell if I will press the spin 3 times without getting hurt
@Scorpiosting_10292 жыл бұрын
Seriously, IDK how they can do it either. I don't mind completing a game that I enjoy playing, but if the game is gonna throw hard challenge after hard challenge and not do so gradually throughtout the whole thing til the end, then I can't finish it and I end up frustrated & disappointed.
@MG-ee2rc3 жыл бұрын
Now THIS is video essaying.
@lazy77893 жыл бұрын
Table of Contents: (WIP) Crash Bandicoot: An Overview - 0:00 - A Change in the Trend: 1:24 Crash Bandicoot 4 - 3:51 - Is it difficult? 4:26 Analysis Goal - 5:45 How Difficult is Crash Bandicoot 4: It’s About Time? - 6:24 Summary of the Game - 6:48 Movement - 7:42 - The Hidden Mechanic of Crash 4 10:44 - Old vs New 12:08 Level Design - 14:19 Quantum Masks - 21:06 The Difficult Parts (and the Problems) - 28:28 - A Different Game: 28:56 - Scalable Difficulty: 29:38 - Hidden Crates & Gems: 34:50 - Time Trials: 38:56 Painting a Picture - 43:00 Conclusion - 44:35 Fringy Tisms 1:38 6:51 11:59 12:50
@g4sper1123 жыл бұрын
Don bless you
@alexepena2 жыл бұрын
Thank you! Dude was just rambling on
@NoPantsBaby3 жыл бұрын
The green one has blessed us!
@TrajGreekFire3 жыл бұрын
What is the secret of Crash's jump?
@OutsideTheTargetDemographic3 жыл бұрын
I'd say the secret is in the verbs.
@g4sper1123 жыл бұрын
I have discovered 6... different... elements... in Crash 4
@swoopisbird31173 жыл бұрын
I'm a big fan of 3d platformers and collectithons. I've played the shit out of stuff like the 3d Marios to early Harry Potter PC and when you started to show all those hidden crate locations my heart just sank. Like, what even.
@CrabNamedHeller3 жыл бұрын
first Shammy, now Fringy returns?! This week is LIT.
@Sam-lf3hn3 жыл бұрын
Shammy may have returned but now he must slumber for another year.
@tuskinradar86883 жыл бұрын
@@Sam-lf3hn the price for such art
@Pedro_Colicigno3 жыл бұрын
Maybe ER will post something on his channel someday
@mrrm54563 жыл бұрын
Just like the legend says *”oh good job dingodile”*
@Borti_Ovi3 жыл бұрын
Donkey Kong Country has my favorite form of Coyote Time! You can only achieve it when you do a dash attack off the platform. While it does provide a safety net for those who overshot their dash attack, there are collectibles that can only be collected by those who fully understand the mechanic.
@robertrivera55693 жыл бұрын
I do still like what crash 4 does with its C,T. The levels revolve around high precision and movement, so to me its a nice balancing act of keeping the player in control while also still retaining the tricky platforming to master and overcome. And becuase of those two attributes death always felt (occasionally) firm but fair in the end, encouraging me to learn the rhythm and scope of the levels which was just a delight to do. Plus the slidejump is just feels fun to use with the amount of hangtime u can get away with.
@brobroman93563 жыл бұрын
I swear to God every review of this game is literally just "FUCK THIS GAME REEEE" and then the conclusion is literally just "I LOVE THIS GAME SO MUCH :)" Not a critique of the video btw because that is how I feel lol.
@snowyrabbitofinle17643 жыл бұрын
"BuT I pReSsEd tHe X bUtToN!!" - Fringy, 2021
@derekphilp96223 жыл бұрын
You premiered this against the Snyder cut. Bold move.
@fnamelname90772 жыл бұрын
Finally scientists dare to answer the question: How much coot would a bandicoot coot if a bandicoot could band coot?
@doomsdj20253 жыл бұрын
Nough Time Stamp 2: Electric Boogaloo 1:14 1:22 3:49 13:35 16:51 19:39 35:49 37:49 37:50 40:02 42:23 42:45 Another great video, Fringy! The Crash games have a special place in my heart, and it was interesting learning about how the games are designed. The Wile E. Coyote jump is a concept I never thought about before. In retrospect, I knew of the concept while playing the games, but it wasn’t something I could formulate into words, and I didn’t realize how big of an impact it has on the difficulty curve of the game. I also love all of the jokes you had. They were well-executed, told at the right time, and didn’t linger too long. Keep up the wonderful and entertaining videos. Let me know if I missed any noughs, lads in the comments. :)
@tuskinradar86883 жыл бұрын
Some exceptional Rat if ever i saw any. As a staunch fan of the originals it looks and sounds like more than a worthy sequel. The Completionist angle being unbelievably taxing doesn't sound that dissimilar either, though plenty of those do look rather excruciating even for Crash. Frogman Gud/10 Don Bless.
@dankmemer74313 жыл бұрын
Nough way. Fringold's video on Crash 4 is cumming soon and is basically now out.
@Soup-man3 жыл бұрын
The frog came back with the milk.
@costelinha1867 Жыл бұрын
"A chrarcter who looks like a bunch of pyramids glued together" Fun fact: If you know how graphics rendering work, you know that most video game characters/objects' models ARE actually a bunch of pyramids, or triangles to be more specific, glued together. That's literally how graphics rendering works at the most fundamental level. Yes, including those ultra impressive Triple A games.
@Nedziller3 жыл бұрын
Behold, the long awaited Crash video by Fringy!
@RyuPlaneswalker3 жыл бұрын
Hey gluing googly eyes on something makes people absolutely love it for no reason whatsoever. You could even glue eyes on a twitch streamer's chair and people would love it more than the actual streamer.
@singlikeyoumeanit32613 жыл бұрын
On Yungtown's channel, there's an ongoing meme about his old, beat up chair being a great host. One of his viewers married Chair during a quick break Yungtown took.
@frostylolman6663 жыл бұрын
@@singlikeyoumeanit3261 Metalcommander's Chairly drops N-bombs whenever Mootal goes away for a peepee
@mrshmuga93 жыл бұрын
Chairs are now more powerful than Captain America’s shield.
@LobsterHer03 жыл бұрын
This was every adjective tantamount to fantastic! Well worth the wait. This was some Matthewmatosis level stuff (the good Matthewmatosis stuff mind you). The way you described your experience was near mirror to mine. Except that I gave up well before you did… just couldn’t do those perfect runs with the horrid animal ride controls. This video was clearly a lot of work, so thanks for going through with it. I’m in a similar boat myself, just started working on a review-analysis thing on Hades, and that game is certainly a beast. Your channel has been an inspiration for a good while, and I’m happy you’re making more content! Already waiting for the next one!
@MG-ee2rc3 жыл бұрын
Great video Fringey! Excellent structure, and your thesis is wonderful
@tonylie64293 жыл бұрын
Finally, it's here you've been teasing it on EFAP for months!!
@scooterdemo3 жыл бұрын
Excelent video, its good to see you posting regular content and ive been waiting to see your long form analysis and you did not disappoint, incredible job, the amount of time put in to making this is insane, keep up the good work!
@danielphillips45613 жыл бұрын
Loved the vid Fringy! i might pick this up soon
@anasol7723 жыл бұрын
Good video, Fringy. Your humor is on point, and you're very informative. I feel like I went through this journey with you. I tend to have the desire to 100% games, but rarely the patience. It's hard to feel a sense of accomplishment after having thrown your controller across the room out of frustration, lol. Can't wait for the next DCEU chapter on EFAP.
@MrJobocan3 жыл бұрын
Coyote time, I like the term... I shall adopt it. Coyote time is weird when it works like in crash 4, it's just strange it lets you jump after you fall down a platform for that long, doesn't seem... natural. How I would prefer it is how the SNES DKC games do it. There's I think a frame of it (you can actually roll during that frame too, which is where some glitches happen), but generally if you're off a platform, you fall... however, you have near-infinite coyote time if you roll off a platform, which is an intended mechanic and it's really fun to use, especially when you're really good at extended rolls.
@naterivers61072 жыл бұрын
11:00 I saw a developer interview with the lead designer of the very much badass Dead Cells, and he talked about the implementation of coyote time. Turns out with play testing not having it just simply results in a sharp increase of stupid death. This is due to the deadly combination of reaction time and input latency causing around a 1/4 second of a delay which in a 60fps title, which a lot of platformers are, that's a 15 frame difference between when you push the jump button, and the image you see on screen reflecting that input.
@rollrcoastrbacon27253 жыл бұрын
Informative, in-depth and awesome! Thanks, Fringy
@Saladrex9993 жыл бұрын
Very enjoyable video, worth of an algorithmic bump! I do love your content and particularly speech (from that distinguishable accent, to the script and humor). Though to be honest I wrote this to also congratulate you on becoming official EFAP host numero tre, well deserved and hope this means we'll see you more over there! Wish you all the best. Also damn, you guys made a triangle of the most inconvenient timezones - thumbs up to whoever sacrifices their sleep each time lol
@hwtte54383 жыл бұрын
Hard work paid off Fringy, this is some good shit right here.
@unfilthy3 жыл бұрын
Never played Crash Bandicoot, don't even like platformers, still loved this essay. The analysis was informative and engaging, and the bits of humor thrown in added some extra fun without undermining the seriousness of any point being made. Very well done.
@jebthemassivebush48863 жыл бұрын
So, this comment will be reactionary and very long. Been really excited for this video as a fan of yours and a huge Crash fan. For me Crash Bandicoot was the first game I ever played. So, for me it shaped my entire pathway into gaming. Led to me being a collector of games, consoles and working in a retro gaming cafe. So, I share the sentiment of it's significance. Also, it was that integral to PlayStation that it became arguably the biggest IP given how it was able to compete with Sonic and Mario. This about Crash I really agree with. The original trilogy had inherent challenge to it, the only really challenging aspect was every level without death in Crash 1. Which as you play more, that challenge obviously reduces. Then for NST an easier version of really the trilogy (mainly Crash 1) to get the adhoc arguments was annoying. The only aspects that heightened difficulty were: Relics in Crash 1 and 2, DLC levels and poor modelling with hitboxes. However, two of these rest on design issues rather than a gameplay philosophy like Dark Souls. Again agreed they had a big task at their hands. Especially, given this was the game that would decide it's future. CTR:NF + NST were always going to be financial successes. Whereas, this needed to establish can Crash really survive today? Along with how can we modernise an inherent concept that is really regarded as dated. Even the creators stated they weren't entirely sure if it could be done. I'm agreed again on this sentiment that the intuitive but "simplistic" aspect of Crash works within his games. To actually get a good showcase would be Jak's moveset from Jak and Daxter and see why it differs to Crash in their context. You can really tell that Coyote time during the flashback tapes in where you can use it as a solution for some of the puzzles. I also agree it gives you a very lenient time gap. In which we'll see why as you'll showcase the level design. I am certain you are right on this. The reason being is that certain collectibles are taken away reducing the paths. So, no more death routes due to flashback tapes, less back-tracking due to the criticism and so forth. It's also difficult to do a multiple pathway system but have the collectibles and it being a level goal, especially that's a staple. Crash is all about rewarding a play as they keep playing, so the best case solution is the secret paths are hidden gem routes. Again yes there are difficulty spikes within the game. It's not to the extent to the likes of Crash 1 honestly, but when it hits, it hits bad. Any animal-riding level has a sudden spike. Plus, doesn't help when the baseline difficult is less introductory. Plus, these levels are the biggest and thus longest. It sometimes feels like an endurance run of Crash. You're the first to highlight the sheer variety from this level design especially environmentally that I have seen. Unlike in previous games were certain assets were recycled due to constraints this feels more creatively free in creating unique levels. Shared sentiment on mainly the animal-riding, utilising the out-dated mechanics of the original trilogy. It is an improvement in some ways due to better controls however the issue still persists. Vehicles it reminds of Crash 2 Hang Time when you use the boat with the jets on. Which is frustrating when you need precision. Wow I didn't notice that actually every main level bar the first two did this. To add a note on the destroying nitro, this is a much better mechanic than in WoC where you had to tip-toe across. This might be my favourite aspect in terms of using the mask powers to manipulate your environment. The best aspect of Cortex Castle is that showcases the best of Crash's appeal. There's an inherent rhythm you get when doing Crash platforming, you get into that mindset and it just flows. With that flow showing off best when you go through Cortex Castle due to amount of differing challenges working in conjunction. Once in a level you get the flow, the level becomes much more satisfactory when it is complete. We can see this as you improve in the original trilogy however not to the same pace. Agreed the inconsistency on that whip gets infuriating. I remember even just from the first level at the end sometimes I get that last box, sometimes I didn't. Which is an issue in of itself but only gets more emphasised by perfect relics. This again I agree on, doesn't help Dingodile is a big model so it makes it harder to gauge due to more of your view taken up. It is bizarre that Dingodile especially didn't have a reticle when they added this feature for Crash's jump. I agree again on the notion that Cortex being best on that basis isn't a good thing. It should be based on styles and what they add to the core game. The worst thing as well with the inverted having these gameplay alternatives some ideas added give a clash with the level design. Since the level is mirrored so not every one is executed to a consistent level like they could be. Aesthetics would've operated better, would be a challenge for gameplay twists that don't hinder the level design. Agreed so far on how to collect and the challenge that comes with it. The Bonus Levels remind me of the 2 Cortex levels in Crash 1. Yes the hidden boxes are amongst the worst things I have seen in Crash. I remember in Crash 1 where people complained about the pit you jump down to lead to a hidden pathway. This is that on steroids. It leads you questioning where exactly to explore and not. Which requires trial and error which then goes against the under 3 deaths and perfect relic collectables. The only saving grace about hidden gems is that they don't effect the perfect relics but they are so ridiculous and goes against inherent game design fundamentals. This is also where an interesting comparison to Crash 1 especially exists. Why didn't they use clues to indicate such as Wumpa Fruit in an odd area. Every collectible should either be in sight or have a clue that you have to go out of your standard vision to see. If you have no basis to work out something is there that's a game design flaw. Yes you do not need the TFB relics at all. They're just bragging rights and to be honest if they were required, I would give up on this game. What doesn't help is the method to go at the quickest speed requires you do the triple-spin manoeuvre. Which is less navigable and harder to do in precision platforming. Not only this, with platinums you need to be in specific obstacle cycles so you can just get through them without waiting. Think of that like the Lab's Gold/Platinum relic in Crash 1. I would say a suggestion for a compromise is having perfect relic on the bosses too. However, you do make that sacrifice of well it's more accessible but you still must not die at one point. So, the best choice should be disable mid-checkpoints for the bosses. Yes I pretty much agree, freedom of choice for the type of player you are. In terms of accessibility that you're also covering in painting a picture. I'm surprised you never brought up the jump reticule as an instance where it's done well. Players can choose that extra challenge of gauging with their eyes or rely on that. I remember that at early announcement being scrutinised till it was stated as optional. I agree with this assessment. I think the only aspect I add is how conflicting death gem and relic is to the notion of hidden collectibles. Hidden collectibles expect you to do trial and error, to test aspects and see what works. That's how you work out where you should/shouldn't go. This level of experimentation means that you will have higher probability of death. This expectation done by the devs is then clashing when you have to have 0 or up to 3 deaths. Trial and Error and perfectionist don't really mix well as concepts. So, this leads to an inherent disconnect when those game design philosophies crash. Then when you do remove trial and error by this point you've played the levels to where it becomes more tedious just to run through. If you had to cite an example where Crash's platforming challenge in this game is at it's best, it is those flashback tapes. You can experiment, learn more as you go along and it relies on clever level design to test you. You feel always rewarded when you solve the puzzles within and collect all boxes. The only negating aspect would be Wumpa literally mean nothing in them gameplay wise if you play Modern. Despite the issues with completing it and how the game shows it's issues in what it sets out to do. I adore this game, I love it. Crash was my first and to see it brought back to life like this, it's heart-warming. It makes me happy to be well into game design and gaming history. It gives me hope that other franchises like Spyro will see new releases (this is pretty much a given). Whilst Activision confirming they have plans for Crash continuing on. Especially, with the 25th Anniversary this year. When running through normally feels the best Crash game. I think thankfully the devs are aware of the short-comings, they say they are and the joke in their ports trailer indicates that further. So, here's hoping they improve on it. You really did this game justice in your assessments. I couldn't really disagree with your arguments, you even added some aspects I didn't consider myself. So, amazing video and great work Fringy!
@the-_legend-94892 жыл бұрын
Can't believe I actually read all that. 😆 I wish I was this passionate about things.
@papahearlhearl88953 жыл бұрын
Can't wait for the fantastic video next year!
@ernie33755 ай бұрын
I like this video... a lot, and I know it is 2 years old, and no one is playing this game anymore. But one thing I will say is that a few of the things he didn't like that make it easier, namely the checkpoints spawning closer after failing a certain number of times, and aku aku masks appearing when you die, were both features in the original trilogy. Not to say that they should be forced upon you twenty years later... but they are not NEW features made to make the game easier. Side note, he is very good at videogames...
@vissermatt10583 жыл бұрын
some might say, the time is Nigh!, but they'd be Wrong. For Fringy it is NOUGH!
@PoperoniNews3 жыл бұрын
This video is excellent. What a great return
@crowkage45092 жыл бұрын
As a massive Crash fan, you captured my feelings and critiques on this game perfectly. Excellent work Frog Man!
@texteel3 жыл бұрын
congrats Fringy, you finished it! I find it both entertaining and informative, the only thing left is to hope making it didnt drive you mad
@costelinha1867 Жыл бұрын
"He goes exactly where you want to" Me after my most recent sesssion of Crash 4 gameplay (In Anakin Skywalker's voice): YOU LIAR!
@umbranelegance90342 жыл бұрын
I absolutely DESPISE the time trials. Dear god they really thought their game was special and good enough to be sped through or consistent enough to not make the platinum relics SO MISERY INDUCING. This game is FULL of artificial difficulty and it feels SO horrible to experience. I never even feel accomplished whem i get through a level. Its actually painful and that makes me sad. Amd it really hurts when you express these concerns only to have someone tell you its optional. That doesnt matter because its a game i fully intended to explore thoroughly. Been playing these games since i was a wee tyke so to have them change so much about the time trials and the difficulty in general is just...crushing. I can conquer this game...but god, at what cost? Id rather they have put more time into balancing it fairly instead of bloating it with so much garbage filler because NOTHING is fair or consistent enough in this game unless you devote your life to it until youre an old husk of a person. It quickly falls apart when you have to speedrun it.
@xechoxoutx59103 жыл бұрын
I genuinely enjoyed it my guy!!
@KouRien3 жыл бұрын
“BUT I PRESSED THE X BUTTON” Perfect 5/7
@TheArtOfGoingMouldy3 жыл бұрын
Never played much Crash but this was a thoroughly excellent video even for someone with next to no knowledge. In-depth but clearly explained analysis, maintained focus on the main question of the video throughout and really fuckin' well executed jokes. Did not feel like a near-50 minute video at all. Top notch Fringy.
@mattnutter5803 жыл бұрын
Amazing video Fringleton!
@separatisms43363 жыл бұрын
Pretty much just put into words everything I thought and felt about this game. Well done.
@Unformed83 жыл бұрын
Real question time Froggold, is Crash 4 better than Batwoman?
@reedstreetteavee23 жыл бұрын
Excellent video my dude
@hieronymusboss77052 жыл бұрын
11:58 You know why I laughed here? Because you followed through and voiced the guy falling to his death too. Bravo Fringo. Great video.
@samuelerickson18153 жыл бұрын
Great video man!
@Terrbearr4283 жыл бұрын
This is actually one of the best video game essays I've watched, you're giving Mauler a run for his money. Keep it up Fring-daddy-g
@nope56572 жыл бұрын
Ewww. Mauler? Lol. Fucking gross.
@bugsymcgee33103 жыл бұрын
Fringy managed to explain movement within video games better in this video and within the context of a Crash game than Mark Brown did in a video specifically designed to talk about movement in video games as a whole... Seriously though, Well done Frogald! Truly awesome video! After a string of seeing horrendously bad video game based video essays covered on EFAP, I can't tell you how good it is to watch one that is genuinely informative, insightful, entertaining and well thought out. You clearly poured a lot of hard work and passion into and it shows. Plus as a life long fan of Crash myself, it was just wonderful ot watch another person clearly so passionate about the series talk from both a personal and analytical level. Would love to see you do a retrospective on Jak and Daxter.
@shiffpup25293 жыл бұрын
"Shloop" ~Mister Nough
@Terrahex13 жыл бұрын
Good ol Fring Daddy G. Keep up the good work and have my algorythm dosh
@Tiltern_163 жыл бұрын
Such a tight script it was a pleasure to listen to. The only criticism I have is there are times where the humour is cut so fast I rewound thinking I missed something or the editing was so harsh I thought the video had jumped, main one was the joke starting at 6:50. Apart from that I hope to see a video on the Halo series in the future, you seem to get in passionate discussions about it often and the passion here lead to a great video
@libertyprime69323 жыл бұрын
Yay! Content from the almighty Plague Doctor. Excellent work, man. I still deeply love Crash 3
@Unformed83 жыл бұрын
Less spoken of fact about the crash series is that it's a faithful 1 to 1 recreation of actual events in Australia It's true, these are the facts they don't want you to know
@krissaunders64183 жыл бұрын
The free aku aku masks if you die a lot was in crash 2&3 and possibly 1. It sounds like they put in one too many accessibility mechanics. That doesn't mean that those games weren't also undermined by the mechanic. The hidden crates were also in the previous games but they were also a pain in the ass. It seems they cranked them up in annoyance for 4 Great vid can't wait for the next
@miep39343 жыл бұрын
Haha Fringald go: "Nough!" In all seriousness tho, this video was insanely well made. I can not attest to its accuracy as I never played the game, but you and your evidence-based argumentation definitely made me want to look deeper into this game or the series as a whole. Thanks, Froggald.
@graybabygray68263 жыл бұрын
Never played any Crash games before, but I still really enjoyed this video. Thanks greenman
@BlueKunai3 жыл бұрын
Probably the best summary of all of Crash 4s strengths and weaknesses I've seen. It's a fantastic game, but as one of the mad few who 106% completed this game and got the Platinum Trophy, it is absolutely not worth the effort unless bragging rights mean that much to you. While I was able to avoid hand cramping, the Triple Spin was a DREADFUL replacement for the Crash Dash and my heart sank seeing that pop up after beating Cortex. The N-Sanely Perfect Relics for Bears Repeating and Toxic Tunnels can also eat my ass on a silver platter. Next time I replay this game I'll stick with a casual playthrough without getting everything. Also as a side note, the system where you'd be granted extra masks or more frequent checkpoints after dying too many times was in the original games as well. How soon you'd be granted these in Crash 4 compared to the originals, however, I wouldn't know.
@watcher999993 жыл бұрын
This is good rat. I have such fond memories of playing crash on the psp late at night.
@GoblinKnightLeo3 жыл бұрын
I watched through to the end because I like listening to Froggle's accent as he rants. Ive only ever played CB2, and only once.
@crimsonpotemkin3 жыл бұрын
This video accidentally brought back horrible childhood memories of dying to a big space robot boss fight over and over again..
@DavidKen8782 жыл бұрын
This is one of the best game reviews I've ever watched.
@patcrane72623 жыл бұрын
The hidden gems are giving me Arkham Knight flashbacks...I got to ~96% completion, had only Riddler trophies and scannables to find, and just have up when I realized that even with walkthroughs, I found it remarkably difficult to pin them down. Maybe another playthru sometime in the future would be worth doing.....
@Chiakiandmikanarebest3 жыл бұрын
I have gotten 106% completion, for the platinum relics youre supposed to use the triple spin which you get after beating the game, the slide spin is not necessary and the triple spin is annoying but once you get the timing down it isn’t too bad by comparison, just keep in mind that you’re momentum does get cut if you use a double jump so use single jumps as much as possible. Full completion is still a pain in the ass though and if anyone is wondering it took me 117 hours
@HighLanderPonyYT2 жыл бұрын
11:55 But then again, the hitboxes can be so precise that you can miss boxes you were sure you'd hit.
@AdamKyles4 ай бұрын
Crash Bandicoot 4: It's About Time is great if you want to play Dark Souls, but Dark Souls is a Crash Bandicoot game. That's fine. Some people play games like that because they're hard. It's also fine if you're someone whose enjoyment of a game doesn't come from finally achieving something, after feeling incredibly tense for hours, because you keep failing. It's fine to be someone, who, like me, doesn't play games for that reason. It's an overly hard game if you don't like that kind of game, and an entirely reasonable game if you do like games like Dark Souls. I was just surprised because I thought Crash 4 would be the sort of game that the N. Sane Trilogy was, and it isn't, so it was a little disappointed.
@tsitzel49493 жыл бұрын
Yeah I really need to play and finish this game. I got it when it launched, and tried to 100% it, but all the hidden bullshit made my rage meter bubble over. My completionist side of me made the game a chore rather than a good time, and unfortunately i dropped it.
@liquidladdy3 жыл бұрын
My eyes can't behold such kino.
@samueldawkins2 жыл бұрын
yes fringy content
@dlaldlaldlanutsntnstn14182 жыл бұрын
If they make Crash 5 they need to make collecting all the boxes much more achievable. I'm never going to go to these lengths because it's so unreasonable. Playing a crash game and getting all the boxes should feel like something you achieve with skill, not searching every crevice of the level like a fucking maniac. Completely ruins the game for me. I just finish the levels for the sake of progressing because at a certain point in any given level I just accept that I'm not going to get all of the boxes, and that feeling is really depressing, and really leaves a sour taste in my mouth. The joy of completing one of the OG crash levels while just mindlessly collecting boxes, some harder to reach than other, and a gem unexpectedly popping into existence at the end of the level, even though you weren't even thinking you may have got all the boxes is the most gratifying feeling, and Crash 4 is devoid of this possibility. If you want to be rewarded in this game you have to sacrifice your enjoyment of playing it, which should tell you that something is very wrong with how it was made.
@AGuyCalledHarry3 жыл бұрын
Great video Fringdaddyg. Out of curiousity? How long did it take you to make this video? Game time, research, writing, editing etc.
@TOONYBOY3 жыл бұрын
I had my phone on full volume when the intro played, my family is trying to get to sleep
@ray_ray-pj1ov3 жыл бұрын
Probably the best review of this game
@Pedro_Colicigno3 жыл бұрын
Nice one Fringy. It will finally be out for switch, can't wait to play it... then grumble while I 100% it
@megasoniczxx3 жыл бұрын
Listening to discussions about this games difficulty has been kind of interesting. Personally speaking since difficult platformers are in pretty short supply i'm pretty excited to play this (waiting for a non-battle net exclusive PC release of it first though since those console loading times are a no bueno from me and i'm not shelling out money for a PS5) but i've never seen so many people be conflicted over a games difficulty before. I think from what I can gather though, it seems like "less is more" would've been a good motto for the game to follow, cutting out the inverted levels, maybe cutting down on the amount of boxes and splitting some of the longer levels into two stages and under that same vein, making the alternate character timeline stages JUST the alternate character and not having to do the crash levels again at the end seem like they would've been pretty good steps to take for this games design. Of course, it's easy to say that in hindsight but I have no doubt the devs were probably under a LOT of pressure to make this game as big as possible to justify the price tag and like you said, making a sequel for a series that's been buried in the dirt for this long is a pretty tall order and has a pretty good chance of flopping when put into the wrong hands so I can't really blame them for how the game turned out.
@ry22783 жыл бұрын
Blessed frog-man speaks! Tis a great day!
@jespermaintz89932 жыл бұрын
The Crash 4 vocabulary, and what reviewers actually say: "I spent": Hours = Days Days = Weeks Weeks = Months
@grim25733 жыл бұрын
Hey Fringy! 11 year game programmer here. Allow me to elaborate on the Coyote time you mentioned First, everything you mentioned is correct. Im not here to "achsually" you. But a little more context: Early games (NES Mario) had roughly 2-3 frames of forgiveness, but this was NOT for accessibility. This was to compensate for input lag. Input lag has to do with the what frame the game is on vs what frame your TV is displaying. NTSC (North America and Japan) games ran at 60 FPS because thats what CRT TVs refreshed at. so every second the game iterates 60 frames. If your game is at frame 8 and your TV is showing you frame 5, you have 3 frames of input lag. So you hit buttons based on what you see, but the game is ahead of what the TV is showing you. If you hit a frame perfect jump based on what your eyes tell you, you actually missed it by 3 frames! Hence, the compensation. But, you say, CRTs are lagless! Correct, but "display buffering" is a thing old consoles had to do. Wont get into that here. Point is, it gave you 3 frames of leeway because you were often reacting 3 frames behind. Now we move to modern TVs. The more post-processing your TV does the more lag. Picture mode, filters, etc. TVs can come standard with over a dozen frames of lag! So what does this mean? Player with little knowledge has an average TV. Game is on Frame 15, TV is showing him frame *1*. Every thing he does is a quarter second behind. So if he times the jump *perfectly*.... He actually timed it a quarter second too late. But he doesnt understand why, and blames the game. Thats why many modern games tend to be SO lenient. Your point about adjustment has even more merit with this, I think. But a big name publisher will never see it that way. Bonus: Crash 1-3 were all designed for CRTs, and arguably are *more* lenient because the player had minimal input lag back then. Awesome video man, working on 106% myself. *@$^ those time trials man.
@luigiprofeta2295 Жыл бұрын
As someone who grew up with this series, Crash 4 dramatically pushed me away because of my innate need to try and 100% the levels as they were presented to me. Maybe this is my own self imposed mentality, but I felt this was the intended method of playing these games. I found Crash 4's levels to be too long with too many boxes/crates. The highest crate count per single stage in each games are Crash 1 at 113 Crash 2 at 155 Crash 3 at 133 Crash 4 at 502 (with 14 stages being over 200 crates and most stages being well over the max of the previous games) Like F*** me Crash 4 becomes a slog when you have to essentially do a level and a half, or two levels stitched together (of the original games) to complete/get all the crates in one level of Crash 4.
@orlandofurioso73299 ай бұрын
Remember when Gold rush was considered nuts for having 242 crates in WoC?
@zom8680 Жыл бұрын
The moment you started talking about the "hidden gems and crates" I was nodding and smiling because every thought you had mirrored my own. The first few levels I hit 100% I figured oh this will be fun, then suddenly I'm doing 196/197 (missing 1 box, no big deal ill run it again) or 184/186 (now 2 I missed, where? When?) progressively missing more and more it started to frustrate me more and more to the point where I was no longer having fun or enjoying the game Add in the difficulty of some of the sections toward the final hub world and I was officially in the "finish it" mode rather than even try to 100% complete it. Looking up the "106%" ending on KZfaq, it once again wasn't worth it.
@EJD339 Жыл бұрын
It’s challenging for sure but there is essentially a somewhat easy mode by giving you unlimited lives
@countD88522 жыл бұрын
It's May 2022, and I'm still waiting for Crash 4 to launch on Steam
@Mr.Praetor3 жыл бұрын
This video is good and you should feel good.
@REEEE-eq6mx3 жыл бұрын
It’s actually a crime that this video doesn’t have 100x the views.
@stonetimekeeper2 жыл бұрын
Crash 4: Great to play, nightmare to complete.
@mattwcook91273 жыл бұрын
These are pretty much my exact thoughts, although I'd given up on 100%ing when I reached the first polar bear level...
@truthyahweh9877 Жыл бұрын
One of the hardest games of all time. Especially for 106ing or even 100
@SolarIDK2 жыл бұрын
the visuals hurt my brain
@NicTheGreek19793 жыл бұрын
ffs, it cant be Christmas again already....
@g4sper1123 жыл бұрын
I've been watching EFAP for more than a year, but just now decided to check your channel. Great video Fring-daddy-G, looking forward to more content
@FuckYouSlenderMan3 жыл бұрын
FUCK YES FRINGY! Ive been waiting to get your opinion on this game!
@kylehennkens95783 жыл бұрын
All the accessibility features you had mentioned with the exception of mid-boss checkpoints were in the original games And when it comes to those checkpoints, would you really say sitting through the potion phase of Crash 1's N. Brio every time you die is a difficulty feature?
@TheAuzze3 жыл бұрын
Good video fringald frogoldton
@bernardfrancis21273 жыл бұрын
Also Fringy just wondering are you going to continue your crash 2-3 critiques?
@baalfgames5318 Жыл бұрын
While I do not deny a lot of the problems involving the 100% goal, it didn't bother me that much. The gameplay is still really good, the level design is really good and it's actually fun.