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Crash Bandicoot’s original lead programmer reckons the overhauled N. Sane Trilogy ‘got almost everything right’ except for one tiny detail: ‘they completely botched how jumping works’

Crash Bandicoot’s overhauled N. Sane Trilogy was generally well received when it released back in 2017, and marked the first time that PlayStation’s jorts-clad mascot somersaulted onto PC. But there has long been suspicion that something ain’t right with Crash’s jumping in Vicarious Visions’ remake, with numerous Reddit threads complaining that the game’s platforming is weirdly trickier than it was back in the PlayStation era.

Various theories have been floated regarding why this might be the case. User Kunikunatu suggested it could be due to changes to Crash’ hitbox a few years ago, and back when the N. Sane Trilogy launched, KillingLechu pondered whether its “hold X to jump higher” mechanic might be “a little bit overworked.”

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