I was watching a Crash Bandicoot run done at AGDQ this year and it dawned on me that the PSX Crash series is probably the best 3D platformer ever made.
>aged exceptionally well
>smooth controls, absolutely no moment in which one is left saying to themselves "I did not deserve to die"
>character design isn't bad
>first installment came out a month after SM64 andis truly better than SM64
Sidebar: Why the fuck does Europe get better cover art - this is bullshit
Only Crash Team Racing was good.
The 2.5D platformers sucked.
Don't even compare Crash 1 and SM64. Each level is a straight hallway with a little bit of left/right movement available.
Banjo series is objectively the best retro 3D platformer.
>Coco Bandicoot in heels and miniskirt.
She should had wore that outfit more often.
>>2917364
At least I could control Crash and had something that Nintendo missed out on, something that they had perfected in 2D - precision
>>2917380
>precision
>z-axis jumping with no way to adjust camera
LOL
>>2917387
>implying you needed to adjust the camera for a single moment in Crash
>Thread is already ruined by nintyfags
>>2917397
Context for this picture?
>>2917402
shiggydiggy watching the crash bandicoot reveal at e3 94
>>2917394
sure if trial and error makes for a good game
>>2917402
you might be interested in this video where Rubin touches on the relationship between Japan and Crash Bandicoot a bit
https://www.youtube.com/watch?v=C3zOzmI4oj8
>>2917364
> Banjo
Lolno.
Just because something is muh open world, doesn't mean it's objectively better. Banjo's levels are far too stretched out, and unlike Mario 64, Banjo also doesn't move very fast. Combine those two, and you got a game that may play well, but is far too sluggish to be compared to Crash Bandicoot's exceptional pacing and compact level design.
>>2917405
Thanks dude, this whole article (which the picture was from, I could have reverse IS'd it hey hey what do you say) is pretty sweet
http://all-things-andy-gavin.com/2012/01/11/crash-goes-to-japan-part-1/
While the third in the series is stellar, I've always been partial to Crash 2. The reason why Crash as a series was better than BK/SM64/DK64 was that there was less emphasis on collecting bullshit. Sure you had to grab boxes, that's a pain, but it's better than getting every stupid jiggy or every coin in a level that sucks
>>2917407
>trial and error
>nearly the same mechanics as 2D platformers
>nearly just as smooth and fluid
>>2917415
>far too stretched out,
Nigga you're thinking of the sequel.
>>2917387
>nitpicking
Crash Warped probably is the most solid platformer. The story isn't cringeworthy, it plays well, it's got variety in actually fun ways, has good music, is about the right difficulty for regular ending, and challenging for 105% true end.
Personally I would prefer to play other top tier games like Spyro 1, but you can't easily 100% Warped in 12 hours or less, so it's got more play-time value than its competitors.
>>2917408
This is great! Thanks!
>>2917367
When I was in 2nd grade, I wrote in my journal that I thought Coco was really cute, but since I didn't know her on a personal level I couldn't date her.I promise I'm not a furry.
>>2917417
Yeah, 2nd game is one of my all time favourite games. 3rd game started straying too much from platforming, had bland sceneries, less impressive graphics, and slightly more sluggish controls in mid-air.
I think I might be the last SM64 fan in the world. Do I think it's the best 3D platformer ever? Well... maybe.Galaxy 2is it's only real competition.
SM64 never stops being fun. I picked it up again a couple weeks ago and it's still fun.
>>2917441
Ain't no shame in being a furry.
A "furry" ranges all the way from someone who likes anything starring anthropomorphic animals, to people who dress in fursuits at furry conventions and/or furiously masturbates to cartoon animal porn.
>>2917447
Be proud that you're a fan and not a supremacist like the others.
>>2917453
I mean... depends on how you define supremacist? I'm pretty sure it's my favorite 3D platformer and that it makes my top 10 games list. I understand that that's at least partly fueled by nostalgia though (even though I can defend certain things the game does right. I think the simple act of moving around in Mario 64 is more fun than in almost any other game), so I don't shit on people who disagree with me.
>>2917447
I can't agree with Galaxy anything because they're really all flash and no substance. They look great, they sound great, they're an enjoyable experience, but the actual gameplay is really weak. Very linear, pretty sluggish and imprecise controls compared to Mario 64, and really no reason to ever play it more than once. Not to mention Galaxy 2 is basically the same game with none of the impact or substance of the first.
Both games have awesome soundtracks though. I just can't see them being any better than 64 with how much of them is just hallway simulation. Same feelings about 3D Land and 3D World, and probably about Crash games based on what I've seen in screenshots. Blame it on Mario 64 being introduced to me when I was 6, but I can't see linear 3D as being anything but pointless waste of technology.
>>2917494
As far as 3D platforming/games, to clarify, there are plenty of N64 games that are goodish.
>>2917490
>Galaxy is all flash and no substance
Huh, I posted that opinion here a few days ago and got skewered for it. Glad to see I'm not alone.
Crash bandicoot shit all over sm64. People need to take off the nostalgia goggles - most n64 games were clunky pieces of shit
>>2918140
Go watch siglemic or puncayshun speedrun Mario 64 and tell me that the game is clunky.
>>2917348
Only Crash 1&2 are good platformers. 3 is 3D wanking bullshit.
I hold firm in my conviction that the 1st game was the best in the trilogy. It had everything, the perfect controls, variety in level design, perfect difficulty curve, challenging bosses, fun characters, challenging levels, extra content for the players who want a bit more and in my opinion the perfect length of a game of the particular genre. The fact that the levels are presented linearly is a good thing, because on an initial playthrough the player has to get through all the levels any way, and having the player select which level to tackle first does not make sense, as the player does not know what to expect anyway. 10/10 platformer. The other 2 games were also good, but as i said, a bit lacking, i rate them 8/10.
>>2917452
>ain't no shame in being a furry
Kill yourself.
>>2918472
If that's honestly your stance on a broad, widespread interest that harms nobody, you really are pathetic.
>>2917417
>The reason why Crash as a series was better than BK/SM64/DK64 was that there was less emphasis on collecting bullshit.
Unlike the others, Crash isn't a real 3D platformer though, it's 2.5D
>load up a Crash game
>"Wow, the graphics are really good for a PS1 game!"
>"The voice acting's top-notch, too!"
>"Crash controls really well!"
>"Cool, a bonus section!"
>"I think I really like these games!"
>play for a few more minutes
>take out the disc
>never play the game again
Every single time.
>>2918319
But has input lag and no slide
>>2917387
At no point was there any need to adjust the camera, other than a limited number of backtracking segments that you didn't need to do unless you were going for 100%. Besides, in this context, I assume he's talking about how slippery Mario 64 is compared to Crash's rather rigid platforming.
Some of the worst things I know in platformers is bad control in mid-air (whether it's extremely limited, or if you have to constantly adjust until you land), and landing on small platforms only to slip off because m-m-muh momentum.
>>2918479
Nobody calls God of War a 2.5D hack n' slash.
>>2918495
God of War is a lot more similar to 2D hack and slash than Crash is to Mario 64.
>>2917348
Good thread OP. I still play Crash 1-3 to this day and they have yet to get stale.
>>2918975
There are 100 coin stars in SM64, it's a pain in the ass
>>2918975
They are more varied in the wrong way. Crash Bandicoot 3 doesn't introduce new mechanics and challenges to the actual platforming levels. The platforming levels do virtually nothing we haven't seen in Crash 2 already. Everything new in Crash 3 is covered in the vehicle levels, of which there are far too many.
>>2917364
>Don't even compare Crash 1 and SM64. Each level is a straight hallway with a little bit of left/right movement available.
Sm64 is like 10 levels you visit over and over again. Most of the levels are boring. The most fun levels were the "straight hallway" type that worked as courses.
Crash was a better conversion of 2D platformers to 3D. Sm64 started the trend of hub worlds and collectathons that ultimately destroyed the platformers.
>>2917348
The Crash series are probably the best 'pure' platformers, in that they're entirely about plat forming and doing it well. There are better games that happen to be platformers though.
>>2919080
Yeah, and only in recent years has Mario gone back to the straight courses in the 3D titles. How fucking ironic is that, that only nearly 2 decades later they figure out how unfocused those giant ass box shaped playgrounds of 64 are.
>>2918975
>>SM64
>every coin
>wat?
It's another "collection platformers were terrible" dude. There are way more than 100 coins in a given Mario level and you only have to get 100 of them.
>>2918482
Just don't get why. It might be more fun playing with friends, whether they just watch, or if you pass the controller.
>>2918126
I really don't understand why the game isn't more contraversial. The bulk of the game is piss easy, the late game challenge stages are completely inferior to what Crash 3 offers with its time trials and the few levels with what you could call exploration are still far more straightforward and offer much less freedom than Mario 64 or BK.
I feel Koizumi's skill as a director is wasted on Mario.
Crash could've had all those technical details and gameplay mechanics and still be a game nobody cares about. What really really made Crash stand out was the presentation of the character. Crash is the literal embodiment of the Looney Tunes attitude in video games. He looks radical, does dangerous shit and beats his enemies in style and with no effort. He's the video game Bugs Bunny. His death sequences are flat out Looney Tunes inspired animations. He even has a Taz like spinning attack. He just doesn't give a fuck. Fucking Crash is the man.
>>2919080
>that ultimately destroyed the platformers.
Weren't platformers already mostly decimated around the 4th gen due to the overabundance of bland Sonic cash-ins with sloppy gameplay? If anything shit like Mario 64 and Crash, no matter which platformer style you prefer more, were a breath of fresh air in comparison.
>>2919129
Agreed, I have no idea were the collection platformer hate comes from, given it's one of the best ways the make exploring an environment in 3D space work well and there are so many solid games in the sub-genre.
>>2919065
Someone's buttmad that they could never get platinum on Area 51.
Playing Warped as my first game, going backwards shows just how dated the previous two games are. They are not even significantly different in terms of gameplay, but the presentation is night and day. Just from the start screen you can clearly see that Naughty Dog had gotten more comfortable with what they were doing and had stopped trying so hard to draw attention by being completely in your face with goofy and retarded storytelling. There is a lot less obvious plagiarism too, as Crash was clearly just another attempt to build a mascot character, rather than build a game by its own merit. Everything is just far more polished from the warp room, enemy models, animations, level complexity, through to actually well-presented menus and results screens. There is no doubt that Warped was the high point of the series.
>>2919137
Honestly I could understand why one wouldn't like the sub-genre, but it never really bothered me that much. As long as I enjoy it then I don't really give a shit. Then again in terms of 3D platformers I personally prefer Spyro and some other stuff over Rare's work, but I can still see the latter's merits.
>>2919148
>Crash was clearly just another attempt to build a mascot character
Yes, but he was still one of the fewest examples of the concept done right.
>going backwards shows just how dated the previous two games are.
I disagree. As much as I like the third, I think the other two still hold up by their own merits as well.
>>2919180
I firmly believe that Crash 3 will keep dwindling over time, while Crash 1 and especially 2 remain good looking, well playing classics.
>>2919235
>but most of those solid games came out for consoles that have yet to be /vr/
Huh? Most of the best ones game out for PS1/N64, and I don't think Jak is that good either.
honestly crash has aged pretty badly compared to rayman 2, mario 64 and spyro
the character designs are very dated, they're still stuck in the tail-end of that 90s radical mascot era that sonic started
the controls, whilst 'smooth' lack any sense of momentum and inertia, which makes them a lot shallower than mario 64's
the on-rails camera design was very good for the technical limitations of the PS1, but severely limiting to the gameplay of the series, and makes the game feel like a step between 2d and 3d platformers rather than a full evolution
>>2919252
There's momentum, but not to the extent that it makes the game feel all wobbly and uncontrollable like a lot of platformers are.
>>2917348
Conkers Bad Fur Day was better.
>>2919273
And people say Crash Bandicoot was the edgy Poochie meme. Never mind Conker, or just about every other similar characters from that time.
>>2919080
>Crash was a better conversion of 2D platformers to 3D
Damn son you're almost at the stage of self awareness. The fact is that Mario 64 wasn't a conversion of 2D platformers at all. Miyamoto reinvented Mario for the transition to 3D.
Crash on the other hand is like a continuation of Donkey Kong Country but with 3D being the gimmick - Crash wouldn't have even needed polygons to work, a powerful 2D scaler for a Mode 7 style effect could have sufficed.
The reason Mario 64 style 3D platformers dies is because every genre started to intergrate their open-world elements. GTA3 is what killed the 3D platformer, not DK64. It even has 100 hidden packages throughout the world! That's also why Jak 2 was turned into a GTA3 clone.
>>2919391
crash was quite obviously based on the eary to mid 90s radikewl style e.g. Poochie
conker was based on south park, cute artsyle plus swearing, late 90s irony trend
>>2919897
>crash was quite obviously based on the eary to mid 90s radikewl style
Partially, and even then that's more or less design wise. He was more of a Looney Tunes pastiche personality wise. Conker (at least his BFD incarnation) was the exact opposite; while seemingly not showing much design wise, he fit the "edgy and radikwel" shtick more in terms of his own personality.
>>2919897
>crash was quite obviously based on the eary to mid 90s radikewl style e.g. Poochie
This post is perfect from taking apart people who actually played the games from people who just look at promotional material.
>>2920938
I do that every time the word "Poochie" is uttered in a Crash Bandicoot discussion.
i wish DK64 wouldve been a crash-styled platformer
>mario has over 9000 romhacks. some are pretty good even
>crash has 0
why
>>2917364
Banjo is fucking vomit m8
>>2922270
Probably because there's not much documentation and/or tools released for the Crash games in comparison to Mario 64. It's sad, because I think Crash games have a shitload of romhacking potential; that said in recent times there has been at least some forms of progress:
https://www.youtube.com/watch?v=n-iA4BJ7dlU
>>2922293
I disagree. While that anon was going way too far in claiming Banjo as the best of its genre, I still think those games still have their merits at least in terms of presentation. I still prefer Spyro in the long run when it comes to that style of 3D Platformer though.
>>2922270
>>2922434
It's hard to romhack Crash because the game engine relies on per-frame pre-computed occlusion/visibility. The engine can't actually calculate it on its own.
If you start to alter scenes, you mess with the carefully pre-calculated scene render. The only way around it would be to provide your own pre-computed occlusion/visibility for your ROM hack.
Mario 64 actually calculates everything in real-time like a modern 3D engine so the engine happily adjusts to whatever you throw at it.