Usually you have to lean in really close to spot the differences between versions in these videos. But not this one!
the thing is that the original crash was vintage jason rubin and they probably couldn’t have visibly improved on the rendering techniques they used until this generation with crazy postprocessing shaders
and also the games aren’t that good and it’s kind of perplexing that they remade them
Eh, they were good games if you were 10 and your parents got you a playstation instead of an n64.
Like, I’m pretty sure that’s 100% the audience they’re marketing the remakes to.
Jason Rubin hangs out with that VR guy who spammed Facebook for Trump. Yay Naughty Dog!
crash bandicoot is really bad. like those games are the 3d version of bubsy (not, like, bubsy 3d) only bubsy was better.
you can immediately see exactly why this game took an eternity to make
the frame rate sucks most of the time, sure. the camera barely works. the controls are probably jankier than either of its predecessors. but we’ll likely never see another game like this again.
I dunno, I can’t help but think that Elizabeth in Bioshock Infinite was what all those developers were shooting for all along. (I do like PoP 2k8’s version better, though).
aaaaaaaaaaaaaaaaaaaaaaaa
we have a last guardian thread and people are talking about crash bandicoot and bioshock infinite ban everyone and close the forums
I’m playing The Last of Us now. That one was 2013
people who are playing it (e.g. me) are too busy playing it to talk about it. Like, there’s nothing more satisfying than figuring out what to do after what feels like 20ish minutes. Me-10 years didn’t enjoy this as much as I’m doing it right now, so … yeah.
LG roxx btw kthxbye
when you walk by something sometimes the boy will just slightly place his hand on it for balance and no matter how hard you try to make this animation look crappy by replicating the circumstances it never does
it is impossible for me to tell which of trico’s actions are scripted and which aren’t. I think very few are. how they managed to create this AI and these animations and then make the character negotiate the space around him the way he does for the entire game I have no idea. I’m sure there are endless gross people snorting over youtube videos where they break this game in QUICK, TO REDDIT!! ways but fuck them it’s magic to me.
the puzzles and the environments they take place in are simpler than Ico’s, at least thus far, but there’s probably no way that wasn’t going to be the case given the technological hurdles this game’s simple existence presents. the pacing becomes a bit predictable as a result.
loved this
Bubsy was def worse than Crash
Ban me now, mods
Also in the, “may buy at some point in the future” category.
Still playing this and don’t know how close I am to finishing. I’ve gotten just past the part where Trico sustains injuries from falling through a building, landing us back in an earlier area, after having an up-close encounter in a cutscene with another Trico-like creature.
I love this game a lot. Will probably even replay it right after I’m done.
there’s a point in the game where you enter a room and trico sits down on the ground to rest. the narrator (who is the boy in the future) notes that trico had appeared agitated, and that this worried him until he figured that the beast was probably just hungry. I gasped at this, out loud, because I noted this irregular behavior just a couple minutes earlier and had come to the same conclusion on my own, in the same way. this game is an utter marvel.
the sense of scale in the outdoor areas borders on terrifying. even fighting the camera in these areas almost resonates. the game does a thing where it will often try to drift the camera to frame a scene as you nudge it in certain directions. it’s like it wants to go back to the static angles of Ico, because it knows it is gorgeous and it knows the sublimity of these environments is a key to making the game function. but it can’t be static, because to pull the camera out at that level would ruin the life of the beast. there’s always a push/pull between the intimate and the sublime. that’s the entire point of the game, and it’s hard to capture.
like Ico, the environments fold back onto themselves and are always eager to give you glipses of where you’ve been and where you might go. but there is little of Ico’s density, because in this game you’re only ever going up and everything is so dizzying that it’s almost disorienting. there’s an anxiety behind the progress, because it’s hard to fathom just what the hell you’re going to accomplish precariously climbing the crumbling sky with this beast. I just got to the part Mech greyed out. I’m interested to see how the game handles that change of direction.
One of my favorite behaviors is how the creature attempts to fit through a space that is too small for it, both in the calm scenes and the more frantic ones.
Most anything I can think of to say about this game so far is either pointing out the obvious or mentioning potential spoilers, so I’ll just say that I’m impressed with it and it’s living up to its legacy for me. (I still consider ICO the best game of its generation easily.)
Trico is the first polygonal game character I’ve seen without dead eyes.
I FUCKING LOVE THIS CRITTER!
You know I’m kind of stuck in an interesting situation in this game, and I refuse to look to the internet for answers. I really believe the 10 years was spent creating Trico’s AI and the last 6 months optimizing it for PS4pro.