There are a number of people who find the revised Crash Bandicoot N. Sane Trilogy much more difficult as compared to the original games. They are not alone in this journey through the river of hell. Streamers have noticed how jumping in the PlayStation 4 collection has notably changed in comparison from the old PlayStation games, with a clear change in how Crash’s collision box work as the primary issue.
People were quick to complain about how the difficulty has been revved up in the remastered Crash Bandicoot collection. This spike in difficulty was noted almost instantly as gamers came into the game expecting a walk through memory lane. Most of the complaints were directed towards the slippery surfaces which caused many gamers to pull their hair out of frustration. There were also issues in relation to the precise jumping abilities, in connection with the game design’s often “unforgiving” nature.
As explained by Ding Dong, a player who has been streaming the complete collection since it was released in the previous week, the reason why making jumps might feel difficult to many players in the N. Sane Trilogy is really due to falling a bit faster. As Ding Dong expressed his point of view, he elaborated on this comment by adding “the reason for all this may be because collisions can prove to be a bit unstable when you make a landing.
As said by many avid and casual gamers alike, Crash’s jump arc has been altered and its speed has been increased in the N. Sane Trilogy due to which Crash lands a bit quicker.
This altered faster speed might be the main culprit behind causing the players to fall off from platforms even after landing on them. This collection of Crash Bandicoot is requiring players to be utterly precise, this requirement of precision wasn’t present in the original games. So this is why players who were hoping for the game to feel just as like it did on PS1, might feel the increased difficulty on PS4.
According to another player, this doesn’t justify the problem. He said that Crash and his sister, Coco, have somewhat tighter ‘pill-shaped’ collision boxes.
This is due to every crash game in the Crash Bandicoot N. Sane Trilogy following the 3rd Crash Bandicoot mechanics. The 3rd games shapes and mechanics are used as a default for the Unity engine and a few other engines, it means that instead of falling off things, you just kind of slide down them a bit first, even if it’s a flat plane. Due to these pill-shaped collision boxes Crash and Coco need to acquire more room when they make a landing on a platform, if they fail to do so they’ll probably just slip off them.