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I may have several levels like that:
https://steamcommunity.com/sharedfiles/filedetails/?id=3248200689
But trying to find (or even to reach in case it is mechanically hard) is part of the fun and what makes me keep coming back to it also taking it out for a completion number with a mod that makes it easier is just a pat on my own back, one that mean nothing.
An easier game is not necessary.
ROADMAP:
Redesigned Flashback levels
Splitting timeline levels (= making it so that the Crash/Coco part doesn't need to be completed again)
Overhauling % values for collectibles (the game will require the same collectibles as it does now)
Purple gem path
Further tweaks to level flow
Rebalancing levels for Retro mode (as it is now, it's too easy to accumulate lives)
Further adjusting relic times (pontentially making some of the lower tier relics a bit easier, and rebalancing master relics)
Character control adjustments (especially Cortex)
Mod translations
WHAT IS THIS?
A mod for Crash 4 designed to make completion and general gameplay more fair and more fun. It's intended for those people who couldn’t enjoy finishing or fully completing Crash 4, or who don’t feel like replaying it because of its difficulty, padding, or unfair elements. Changes to the game include:
Removing a BIG chunk of padding to cut down on unnecessary level repeats, including removing N.Verted mode and the 3-death gem, making Flashback Tapes available in Time Trials, and toning down the amount of hidden crates.
Modifying the level designs, re-hiding crates and gems, redesigning crate puzzles, and making levels more forgiving with fairer obstacles and more Aku Aku and Checkpoint crates.
An overhaul of the completion requirements, changing what there is to collect, and how they count towards unlocking the bonus endings.
Level difficulty, length, and flow adjustments
A few obstacles (especially in later levels) were made more fair, e.g.: slowed down cars in Rush Hour, the cargo falling slower in The Crate Escape, or the electric panels turning off for longer in Building Bridges.
A few levels now have additional Aku Aku crates, including one instance of 3 Aku Aku crates next to each other, as a callback to previous games.
A few levels have an extra Checkpoint crate, or have checkpoints spaced further apart so that sections are not too long.
Some nitro crates were modified to not „hop”, especially where it’s critical that they do not do so, (like in Shipping Error’s final stretch). This was done to make gameplay more fair in general, but also to reduce randomness in TTs and Perfection Relic runs.
Most bonus rounds that required backtracking because of Switch (!) crates no longer do so, so that they aren’t made artificially longer. Additionally, some crate puzzles were altered so that they are more interesting and unique, or that they don’t require as much trial and error.
Some Gem paths (including the one in Toxic Tunnels) now don’t need to be visited to get the crate gem, as breakable crates were removed, or have nitros added next to them. In turn, the hidden gem was moved to the end of these routes, and difficulty was raised slightly. This was done to make getting the Crate gems and Perfection relics in these levels less tedious and frustrating.
A lot of bounce crates were turned into other types of crates (mostly Basic or ? crates), so as to not slow down the flow of platforming.
Time Trial changes
Flashback tapes are now collectable during TTs.
Flame crates were removed entirely from TTs(turning into other types of crates), because their state does not reset when respawning at the beginning. This made runs inconsistent and dependent on luck (especially for high level play).
Crates that only turn into Nitros in TT were turned into other types of crates (mostly TNTs). This was done because of a bug that was introduced in a game update, whereby these specific Nitros don’t break time crates when exploded with the Nitro Switch Crate. Nitros that are the same in normal mode are not affected, so they remain unchanged.
Time Relic revamp
Relic times underwent a major overhaul. As mentioned, only sapphires are required for the 2nd bonus ending, however every relic was shifted up one tier: sapphires are now awarded for the original gold times, golds for platinum times and platinums for the developer (Toys For Bob) times. Master Relics (a level above platinum) were added for expert level players.
Much of it was made easier for the purpose of making it easier.
The past crash games are great, enjoyable, and it's pretty easy to 106% the game, as long as you pay attention, much like the Spyro games.
In crash 4, I replayed the 3rd or 4th level like 6 times, before I have to look up a walkthrough to find the creates. Finding out the creates are hidden from the player view, made me not want to play the game. Something that was generally easy to do in the past games, turned into a huge chore. Then there are some of the long levels and extra stuff you have to do. I just stopped playing it. The game was no longer fun after the 2nd or 3rd world.
It looks like this mod will fix the issues I've had with the game.
Yes, just like every Crash game that came before it. This game wastes my time as a player. It's just bad game design. Especially since these levels are much longer in this game. The past levels were a few minutes long. Some of these levels in here are almost 30 minutes long. If I've played the level more than twice, that's an hour gone. Only to find that a create was purposely hidden from view.
I'm sure Activision had some input for this games jank, like the padding and extra ♥♥♥♥♥♥♥♥ so they could charge $60 for this game.
The level only take some 30 minutes because of "exploring every corner", the whole game can be completed in 7h (sure, speedrun) but still if levels were 30min long it would not be anywhere near this possible, you are just making it look 5x worst than it actually is (even considering not playing it at speedrun or plat relic pace it would take some 8min to 12min per long stage, maybe some stage is longer than that but honestly "now" I can not remember of any).
And yes, platinum time trials being turned to gold is objectively making it easier, hence more enjoyable to you. I hope you finally have fun with it with your specific criteria you wanted to enforce to the general just so you can justify calling yourself a "completionist".
IMO, if you manage to actually complete it with this mod, then you're not even that far off to the real thing, just artificially deducting content and replayability. I moved on from this game for now but I know I still have a few platinum time trials left so if I ever need that Crash fix before the next release, I'd still have a pretty good incentive to do so.
Anyways, have fun!