crash bandicoot

User Rating: 7.9 | Crash Bandicoot: The Wrath of Cortex (Platinum) PS2
Advantages: 25 levels, tonnes of replay value, enjoyable, variety in level-design
Disadvantages: Looks dated, little innovation, long loading times, very tough bosses
It just goes to show how quickly fortunes can change in the fickle world of gaming. When Crash Bandicoot made his last platform-based appearance on the PlayStation format in 1998, the orange marsupial was near the top of the gaming world, as his third game (subtitled 'Warped!') became a hit both critically and commercially. However, following the decision of developers Naughty Dog to abandon the franchise they had created in order to focus on Jak & Daxter for the PS2 generation, Crash faced an uncertain future in the hands of Travellers Tales.

The climate the Bandicoot returned to in 2001 with The Wrath Of Cortex was far more hostile than it had been four years previously. With the PlayStation2 short on top-class games in the months following its own release, games that lacked ample originality or major technical-clout were viewed with great apathy in the media. The tricks Crash once used to wow and dazzle fans were now being viewed with an ever-increasing cynicism. Not only had the Bandicoot lost his iconic status at the forefront of the platform genre, his long-awaited return was barely given a second glance.

But looking back, was the pre-ordained fate of Crash Bandicoot: The Wrath Of Cortex (TWOC) to be classed among the also-rans of the platform genre a fair one? Whilst the passing of the Spyro The Dragon series' development duties to Travellers Tales for the PS2 generation saw a downturn in its fortunes due to a poor grasp of the technology and rather watered-down gameplay, their efforts on Crash proved rather more encouraging.

By no means a ground breaking title, TWOC delivers a playing experience that draws amply from its classic PSOne predecessor, whilst adding just enough diversity and longevity to keep fans of the franchise happy. It's a pleasant surprise on the whole.

The storyline is a simple affair – evil mask Uka Uka holds a “bad-guy convention” to complain that the success of evil has been on the wane, but following an alliance with a cult of ancient, evil elemental masks and with Crash's long-suffering nemesis Dr. Neo Cortex up to his old tricks, Crash and his sister Coco Bandicoot once again have their hands full saving the world.

TWOC is a 3D platform game (for the most part) with Crash running through linear levels that are packed with all manner of weird enemies, pitfalls and traps that will test the players dexterity to the limit. As in his last outing, Crash can spin, slide and jump in order to defend himself, whilst also smashing as many crates and collecting as many apples as he can, eventually claiming a crystal at the end of each level.

These platform sections are a real-plus point in the adventure, as they more or less rank alongside CB: Warped! in terms of variety and devious design – no two levels look alike and each have their own unique obstacles that need tackling. The pace is rapid and it's enjoyable too, as the simple controls are once again superbly responsive and well-judged.

Any worries as to the challenge the game would offer following Naughty Dog's departure can be firmly laid to rest. Make no mistake – it may have cute visuals, but TWOC is a tough game by anyone's standards. Camera angles are sometimes less than helpful and at times the game can seem very punishing, with boss battles in particular proving a real frustration – the second boss took me literally dozens of attempts to beat. Whilst this can be seen as something of a criticism, the difficulty generally does allow for gradual progression, though you'll likely lose a lot of lives along the way.

Crash Bandicoot: The Wrath Of Cortex isn't afraid to deviate from the standard platform blueprint. The into-the-screen chase sequences, a long-time fixture of the series, are back and as fun as ever – this time around the main protagonists are pursued by an avalanche, a giant tidal wave and a herd of charging rhinos. There are some great flying/shooting sections that work well thanks to the intelligent and simple controls. They take place in a number of locations – one of which sees you blowing up ships with heat-seeking missiles in a sea-based warzone, whilst another sees Coco weaving through asteroids in space; these are probably the most free-roaming sections seen in any Crash Bandicoot game. Crash also gets to pilot a yellow machine very much reminiscent of the one used by Ripley in the closing stages of the film Aliens, which is fun for what it is though the scatty targeting will soon get on your nerves. Coco Bandicoot has a few of her own platform levels and Crash even gets to compete in a race across a desert-like environment. There are also a handful of 2D underwater levels that see our hero decked out in his scuba-gear tackling all manner of oceanic lifeforms, but though these sections look quite nice and make for a noticeable change in the gameplay, they are a bit too sluggish to prove truly successful.

The game comprises of five worlds each containing five levels, making for a whopping 25 main levels in all and they can be accessed from the superb 'warp room', which acts as a central hub from which you can check your progress and save game; it's great that this feature of Crash Bandicoot: Warped! has not been tampered with at all as it works really well. The levels you have unlocked in each world can be tackled in any order you choose, though you need the crystal from each in order to unlock the boss battle. Beat the boss, and you unlock the next set of five levels, plus a new attribute for Crash. These range from the obvious (double-jump; longer spins) to the inspired (a Fruit Bazooka; the ability to tip-toe over Nitro crates without detonating them). Again, whilst not all of these abilities are new to the series, they are implemented well enough to further aid the games lifespan.

What gives Crash more legs than his platform rivals is the inclusion of a few brilliantly simple and yet thoroughly effective 'replayability' features. Every level has at least one gem up for grabs for players who can smash every crate within; tougher than it sounds as some are hidden or precariously placed. On top of this, many levels allow you to tackle extra, hazard-filled routes with the reward being further gems. Better still are the 'Time Trials', where the basic idea is to complete a level in as quick a time as possible, but adding considerable interest is the fact that many crates now hold time bonuses (between one and three seconds for each one smashed) and it's up to the player to decide which are worth risking all for, as in this mode you gets no checkpoints – die, and it's back to the start. Depending on your time, you are rewarded with either a Sapphire, Gold or Platinum relic; the latter two in particular require considerable effort and patience to acquire. All of this means that getting anything approaching 100% completion will take months of play.

There are few noticeable flaws to speak of, just a couple of minor points. You'll die a lot by missing jumps as the game presents a range of camera angles from a range of distances – small platforms in particular can be very difficult to judge as it always feels like there is a small blind-spot directly under your character, leaving you either under or overcompensating. Other than this, the loading times are extremely lengthy for a PlaySation2 title (perhaps as the game is CD based rather than DVD); waiting for the title screen, then loading your data and then loading a level can take forever.

Graphically, it makes only a small step forward from the once-marvellous cartoon visuals of its PSOne predecessors. It's a little sharper than before, though the environments and enemies are not a great leap forward in truth, lacking the necessary detail to make it truly stand out and the cut-scenes further emphasise the feeling that much of what you see in TWOC could have been done fairly comfortably on the previous generation of consoles. Despite this, there is still evidence of creative flair – most notably in the animations centred on the Crash character. Leave him stationary long enough and the Bandicoot will start rolling an apple up and down his arms, whilst the variety of deaths is also great. These include Crash's legs wandering off without him after being hit by horizontal blades, and being turned into a bat with a small version of his head by magicians – these are two of the many little highlights that raise a smile.

The sound doesn't fare especially well. Though the music is okay and the sounds effects are fine, they both mimic previous instalments too closely for comfort. The cut-scenes are poor, due in part to the lacklustre voice-acting that is far too over-the-top and childish, and partly down to the utterly inane dialogue – this is one area where Naughty Dog certainly would have done things a little better.

TWOC's cartoony demeanour will no doubt entertain the younger games that it is aimed at, though even adults are likely to be considerably challenged by this game. The inevitable trade off the toughness and unforgiving nature presents is a fair bit of frustration, but those seeking a meaty challenge will be thankful that it rarely strays into the realms of the unfair or near-impossible – it's about as good a balance as you're likely to find in a PS2 platformer.

Ultimately, Crash Bandicoot: The Wrath Of Cortex is an excellent game for fans of the series hoping for more of the same 3D platforming fun that makes the most of an ageing formula. Sadly, its dated graphics and lack of any real technical ambition mean many will dismiss it's other credentials – it's fun, varied, challenging and absolutely packed with replay value. On this evidence at least, the Bandicoot shouldn't hang up his sneakers just yet.