IMDb RATING
7.8/10
1.2K
YOUR RATING
The inhabitants of Wumpa Islands Crash, Coco and Aku Aku must team-up with the elemental mask Lani Loki and stop Dr. Cortex's gang from tearing space-time a new quantum hole.The inhabitants of Wumpa Islands Crash, Coco and Aku Aku must team-up with the elemental mask Lani Loki and stop Dr. Cortex's gang from tearing space-time a new quantum hole.The inhabitants of Wumpa Islands Crash, Coco and Aku Aku must team-up with the elemental mask Lani Loki and stop Dr. Cortex's gang from tearing space-time a new quantum hole.
- Awards
- 4 nominations
Cherise Boothe
- Kupuna-Wa
- (voice)
Chris Fries
- Additional Voices
- (voice)
Corey Burton
- Dr. N. Gin
- (voice)
- …
Eden Riegel
- Coco Bandicoot
- (voice)
Fred Tatasciore
- Dingodile
- (voice)
- …
Greg Eagles
- Aku Aku
- (voice)
Jonathan Lipow
- Additional Voices
- (voice)
- (as Jon Lipow)
Jon Olson
- Additional Voices
- (voice)
Lex Lang
- Dr. Neo Cortex
- (voice)
Misty Lee
- Additional Voices
- (voice)
Richard Steven Horvitz
- Lani-Loli
- (voice)
- (as Richard Horvitz)
Roger Craig Smith
- Dr. Nitrus Brio
- (voice)
- …
Storyline
Did you know
- TriviaThe first new Crash Bandicoot video game in over a decade.
- GoofsWhenever Cortex dies, he turns into a devil. But when Dingodile dies, he turns into an angel like Crash, Coco and Tawna despite being a villain himself. Though it's mainly due to the fact that he retired from a life of villainy so he can open up a diner.
- Quotes
[from trailer]
Lani-Loli: [on Dr. Cortex] How many times have you beaten this clown, anyway?
Coco Bandicoot: Three.
Lani-Loli: Really? Only three?
Crash Bandicoot: Mm-hmm.
Lani-Loli: Funny! Seemed like more.
- ConnectionsFeatured in CoryxKenshin: CRASH BANDICOOT 4 IS THE SWEATIEST RAGE GAME EVER. (2020)
Featured review
For fans... a little idealized
At one point ActiBliz seems to have got tired of simply collecting money from CoD and decided to squeeze the nostalgia a bit, so, after years of absence, aborted projects (two TV series) and failed experiments (Mutants), here it finally comes a new game about the silly but charismatic peramelidae that raised the 80s/90s generation and that had become the "Mario" of the Playstation. To take charge of it was "Toys for Bob", which had previously tried to badly include the two mascots Spyro and Crash in the infernal circle of games with scannable figurines, then ending up making them simply two more monsters among the many available. However, T.f.B undoubtedly remained the team with the most experience with this IP and also with a good propensity for cartoonish style, together with "Vicarious Vision" who previously dealt with porting their games for less performing consoles. Paradoxically, T.f.B had to do the remaster of the Spyro trilogy, which perhaps needed more skill given its more exploratory nature, while Vicarious had the remaster of the Bandicoot trilogy. The results were objectively good in both cases, the iconography was recovered and transposed adequately and even if the wrinkles of time on the playful side were visible, they proved to be still enjoyable games. It is also true, however, that rejuvenating games is not the same as creating them, and in hindsight, if only one sequel had to be made between the two sagas, it would have been better to give T.f.B the Crash trilogy, both to maintain greater stylistic coherence and to assimilate more the essence of that ip.
Crash 4 is a successful project, but not perfect in my opinion. The doubt that came to me is which group of players wants to like it. I believe that T.f.B has misunderstood his audience. Historical fans no longer have the reflexes and the free time of the past and with the new ones the platform genre, traditionally cartoon and colorful, is no longer popular, so it is difficult to create a new passionate generation, even more if you rediscover a dated vertical structure, which suffers as originally from an imprecise perception of depth. Not that you have to do everything open-world, on the contrary, but neither should we avoid taking steps forward.
Crash games have always been a bit challenging, but T.f.B wanted to increase the load on the player's shoulders. You can't wear the guise of a video game for enthusiasts, if you are then forced to recommend the mode with infinite lives and more numerous checkpoints, it means admitting that something in the balance has gone wrong. Furthermore, the checkpoints are not always put at their best and sometimes the additional ones appear instead in the ideal points or in useless points, such as the Bonus platforms which act as checkpoints in turn. Difficulty makes but it can also kill the fun and sorry to say, there's too much severe trial-and-error. Half a dozen times, without a couple of extra tiki masks I don't know if I would have been able to continue the game.
Interesting was the inclusion of three additional characters to diversify the gameplay. In general it is risky, but fortunately they tried to keep the jumps as a fundamental mechanic. However, the characters introduced are not perfect. Dingodile is a Tank-type, based on the directional vacuum cleaner. It's fun to use with boxes, but rather clunky, although you get used to it over time. Tawva was probably the most controversial, given the typical tough-girl liberal-chich twist. With the excuse of the universes, she does not respect and consequently does not noble the original character, however it must be recognized that in the movements, although essentially only a more physical reinterpretation of Crash, she is the funniest of the three. However, the grappling hook should be improved, because to reach the boxes sometimes you have to position yourself millimeterly and the hook does not seem flawless even in large jumps. Finally, we have the historical nemesis of the peramelidae, Dr. Cortex who with his transforming pistol is probably the worst of all. He's not as slow as Dingodale, but he's stiffer and more inaccurate at hitting enemies, and his short dash suspension can be problematic on fast platforms. One thing that annoyed me was that their stages in the middle give way to Crash and Coco, you practically retrace half stage already completed and this takes away a lot of sense from their presence, not to mention that there is a jump narrative between Tawna and Dingodile in the Entropy area.
Many have complained, understandably, about the length of the stages, but I have to say that up until the futuristic world it wasn't a burden for me. I also made the "inverted" versions and I kept an average of 3/4 diamonds out of 6, managing to unlock half of them in the penultimate dimension, as well as collecting skins for Coco and Crash, at least until the snowy world, then the request for 8 /9 gems was starting to be really too expensive. Nothing extraordinary, just enough to have fun and feel like I didn't waste the game. Mostly I used Crash, because even if in this game the two brothers are equal, I consider him the only true protagonist, however, I noticed that for Coco's skins there was a sort of fear in creating her outfits pretty, since the only one that could be defined as feminine is 1920s style and has funereal tones. Not that it matters in any way, are purely aesthetic elements, what matters is the gameplay but... let's say that, overall, so even including Crash, many skins aren't really that great.
Currently I stopped the game in the second stage of the last world. Unfortunately I have to admit that the flames on the swirling platforms, were where my patience snapped. Expecting the worst, I had decided to take a few days off... and as often happens, you end up dedicating yourself to something else.
At first glance it seems that T.f.B wanted to compete with the legacy of "Naughty Dog" and mainly emulated the first Crash, recognized today as the least balanced, also due to design defects, defects which, however, given its sections shorter ones were less heavy. Rumors say that it was a misinterpretation due to the habit of testing levels, which led to increasing the challenge, especially collecting. A better test might have done well.
What is certain is that the release was too close to the trilogy, the sales scarce compared to excessive expectations and the cancellation of another project for an animated series means losing new potential fans. Even the attempt to make cash with the "Gaas" Team Rumble honestly does not bode well. I sincerely fear that we will see our dear Bandicoot friends again not any time soon. Well... unless Microsoft succeeds in acquiring ActiBlitz and has a more aggressive policy. Currently it seems complicated.
Crash 4 is a successful project, but not perfect in my opinion. The doubt that came to me is which group of players wants to like it. I believe that T.f.B has misunderstood his audience. Historical fans no longer have the reflexes and the free time of the past and with the new ones the platform genre, traditionally cartoon and colorful, is no longer popular, so it is difficult to create a new passionate generation, even more if you rediscover a dated vertical structure, which suffers as originally from an imprecise perception of depth. Not that you have to do everything open-world, on the contrary, but neither should we avoid taking steps forward.
Crash games have always been a bit challenging, but T.f.B wanted to increase the load on the player's shoulders. You can't wear the guise of a video game for enthusiasts, if you are then forced to recommend the mode with infinite lives and more numerous checkpoints, it means admitting that something in the balance has gone wrong. Furthermore, the checkpoints are not always put at their best and sometimes the additional ones appear instead in the ideal points or in useless points, such as the Bonus platforms which act as checkpoints in turn. Difficulty makes but it can also kill the fun and sorry to say, there's too much severe trial-and-error. Half a dozen times, without a couple of extra tiki masks I don't know if I would have been able to continue the game.
Interesting was the inclusion of three additional characters to diversify the gameplay. In general it is risky, but fortunately they tried to keep the jumps as a fundamental mechanic. However, the characters introduced are not perfect. Dingodile is a Tank-type, based on the directional vacuum cleaner. It's fun to use with boxes, but rather clunky, although you get used to it over time. Tawva was probably the most controversial, given the typical tough-girl liberal-chich twist. With the excuse of the universes, she does not respect and consequently does not noble the original character, however it must be recognized that in the movements, although essentially only a more physical reinterpretation of Crash, she is the funniest of the three. However, the grappling hook should be improved, because to reach the boxes sometimes you have to position yourself millimeterly and the hook does not seem flawless even in large jumps. Finally, we have the historical nemesis of the peramelidae, Dr. Cortex who with his transforming pistol is probably the worst of all. He's not as slow as Dingodale, but he's stiffer and more inaccurate at hitting enemies, and his short dash suspension can be problematic on fast platforms. One thing that annoyed me was that their stages in the middle give way to Crash and Coco, you practically retrace half stage already completed and this takes away a lot of sense from their presence, not to mention that there is a jump narrative between Tawna and Dingodile in the Entropy area.
Many have complained, understandably, about the length of the stages, but I have to say that up until the futuristic world it wasn't a burden for me. I also made the "inverted" versions and I kept an average of 3/4 diamonds out of 6, managing to unlock half of them in the penultimate dimension, as well as collecting skins for Coco and Crash, at least until the snowy world, then the request for 8 /9 gems was starting to be really too expensive. Nothing extraordinary, just enough to have fun and feel like I didn't waste the game. Mostly I used Crash, because even if in this game the two brothers are equal, I consider him the only true protagonist, however, I noticed that for Coco's skins there was a sort of fear in creating her outfits pretty, since the only one that could be defined as feminine is 1920s style and has funereal tones. Not that it matters in any way, are purely aesthetic elements, what matters is the gameplay but... let's say that, overall, so even including Crash, many skins aren't really that great.
Currently I stopped the game in the second stage of the last world. Unfortunately I have to admit that the flames on the swirling platforms, were where my patience snapped. Expecting the worst, I had decided to take a few days off... and as often happens, you end up dedicating yourself to something else.
At first glance it seems that T.f.B wanted to compete with the legacy of "Naughty Dog" and mainly emulated the first Crash, recognized today as the least balanced, also due to design defects, defects which, however, given its sections shorter ones were less heavy. Rumors say that it was a misinterpretation due to the habit of testing levels, which led to increasing the challenge, especially collecting. A better test might have done well.
What is certain is that the release was too close to the trilogy, the sales scarce compared to excessive expectations and the cancellation of another project for an animated series means losing new potential fans. Even the attempt to make cash with the "Gaas" Team Rumble honestly does not bode well. I sincerely fear that we will see our dear Bandicoot friends again not any time soon. Well... unless Microsoft succeeds in acquiring ActiBlitz and has a more aggressive policy. Currently it seems complicated.
helpful•11
- kerorogio
- Jan 27, 2023
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