I think Crash got by on novelty for me at the time; I hadn’t played many 3D games at that point. In retrospect I’d rather play any 2D precision platformer instead; the 3D perspective only frustrates and Crash’s animations are kind of clunky and inexact.
Croc has Tomb Raider tank controls in a game that’s at least ostensibly faster paced and I kind of love it for that. You can do some cool stuff with the 180 degree turn button!
Yeah, the levels aren’t as sparse as most PS1 games; I think the locked camera and the linearity helped a lot. I remember reading some pretty interesting articles about the technical challenges they ran into and the custom LISP variant they used to program Crash.
Just found this super relevant Eurogamer article from last year.
I feel like we had a topic about the early-3D, character-based platformer? Or maybe it was just random bits of conversation in the Mario thread or elsewhere.
It was just dumped on the doormat outside of our apartment all day, delivered without any label or wrapping, and it was so hideous that no one bothered to steal it or the game and letter inside.
Later on, my friend and I concluded Croc was awful after using a cheat to skip straight to the end boss. I dunno, it could have had good TR-esque level design or something but TT had to stop short with the impressive engine.
I can’t believe there was a time when bootstrapping a Tomb Raider control scheme and Lara Crofts actual backpack to a cartoon crocodile seemed like a surefire pay to turn a profit.