
It’s About Time - the critically-acclaimed Crash Bandicoot™ 4: It's About Time is now on Steam!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2/day in the week to Sep 9 → 8.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99−70% | 4.2Kreviews | 86% | — | $911.3K |
| $59.99 | 29.9Kratings | 86% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 924 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I did it - I earned 106% completion and have all achievements. I did NOT play on any mod because I wanted to experience the vanilla game firsthand to understand other players’ perspectives and the game’s reputation. I went into this game knowing full well the reputation that it has. I grew up on the PS1 classic trilogy and I played the N. Sane Trilogy a few years ago. I thought “how hard can it really be?” The difficulty boils down to a few elements: Gems: In order to retrieve all gems for a level, the player must gather 80% of the level’s Wumpa Fruit, break all boxes, die no more than 3 times and find the Hidden Gem. Doesn’t sound too bad on paper. However, the next element naturally compounds the difficulty of this… Level length: Levels do not consist of 50-100 boxes any more. Levels regularly have 200-300 boxes. A casual run through a level can be 8-10 minutes. For Gem purposes, this poses a challenge. Even if the platforming for a given level is straightforward, the sheer level length can lead to deaths or missed boxes. This leads to my next aspect of difficulty… N. Sanely Perfect Relics: This is the name of the relic that is rewarded when you don’t die and break all boxes. Dying at the last section of a long level can be quite painful. In the original PS1 Crash 1, the player would not receive a gem if there were any deaths in the level. I was surprised the mechanic made a return. Platinum Relics: Time trials are not anything new in the series, but Crash 4 changes it up somewhat. In Crash 3, the player receives speed shoes as a reward for beating the final boss and simply needs to hold down R2+run to utilize the speed powerup. In Crash 4, the player receives a Triple Spin. To use it, the player has to press spin three times at a certain cadence; as in, the player CANNOT just mash spin (unlike the death tornado powerup in Crash 3). The benefit of using the Triple Spin is that Crash/Coco goes faster while running when using it. The triple spin must constantly be performed throughout the level, not just once. I loved the difficulty! The above aspects were all that I thoroughly enjoyed. The game truly does demand a lot of the player, but it did not feel unfair. I knew that every single death was my fault and my fault alone, whether through a simple misjudgment or being tilted. Going through that experience was inherently rewarding and very cathartic. The very process of studying a level, getting a feel and achieving a flow state is a reward in and of itself. Appeal of the series: I think back to when I was a child, enjoying the original PS1 Crash trilogy. Those games were truly foundational in shaping my love for video games. The original PS1 trilogy definitely had challenge, but nowhere near the challenge of Crash 4. Obviously, not everyone received the difficulty of Crash 4 all that well. It would be easy to simply dismiss those players as filthy casuals - some certainly are, but I do have to wonder about those who grew up with the original PS1 Crash trilogy as well. With so many games, the series established a general low skill floor. To heighten the skill floor in Crash 4 is a risk. It’s a risk that I respect and thoroughly enjoyed, but unfortunately, it will not resonate with everyone. This aspect of the game is so fascinating; after all, this is the same series that has outright hilarious death animations that serve to soften the blow (Crash 2 face-down drowning, bee stings; Crash 3 camera splat from two-headed assistant come to mind) and indirectly encourages the player to keep on trying. It saddens me that Crash 5 got cancelled because Crash 4 “only” sold 5 million copies, which is only a fraction of the N. Sane Trilogy’s 20 million (per VGChartz). Of course, the difficulty isn’t the only reason why Crash 4 underperformed, but it’s certainly a contributing variable. I do believe that there’s more Crash to explore!! If a Crash 5 ever happens…I would ask the devs to keep the skill floor low, but I would absolutely love for the skill ceiling to be as high as what Crash 4 demands...or even higher! It’s fun, engaging and really reminded me why I’m into games in the first place. While I am gushing about Crash 4, unfortunately, there are aspects of the game that I did not enjoy: N. Verted Levels: Plainly and simply, this is padding. An N. Verted level is the same level flipped horizontally and with a new visual filter. N. Verted levels have their own N. Verted Gems associated with them! The N. Verted gems are the same as the regular gems: 80% Wumpa Fruit, all boxes, 3 deaths maximum and Hidden Gem. The location of the N. Verted Hidden Gem is also different from normal Hidden Gem. It’s a shame that these N. Verted levels are associated with redundant collectibles, because I do genuinely like some of the filters that are applied to these levels. Perhaps the best solution was for the normal level to have the same Gem requirements, but have two Hidden Gems instead: the original location and the N. Verted location. The N. Verted levels can remain as a just-for-fun aspect of the game, not tied to any collectible, but as a way to mix it up visually. Hidden Boxes / Hidden Gems: This is an unfortunate aspect of the game because I do think the placement of these items go against the spirit of Crash Bandicoot. The series is no stranger to hidden boxes and gems, but the past games gave subtle visual clues that there may be an area worth exploring even if it isn’t immediately apparent that it’s possible to explore in the first place. A classic example from the previous games would be a suspicious line of Wumpa Fruit leading the player to a hidden platform. In Crash 4, the player has to pixel hunt and assume that any place in the level could have a hidden box/gem. The most egregious example that comes to mind is a hidden box so high up out of sight, even when the camera is panned up or when Crash jumps to it. The player is supposed to high jump off a TNT bounce, utilize the double jump and spin to hit the box. This made me suspicious of every TNT box moving forward. This established paranoia and suspicion cultivated a stop-and-go nature in the platforming. The levels are long anyway, so I figured that I might as well take my time…but even then, some gems/boxes were tucked away in places that were too obscure. This could have been handled better. Recommendation: In my first run of a level, I played it completely blind. I wanted to give the level an honest try. Same thing for N. Verted levels and their respective Hidden Gems. If I was missing boxes or the Hidden Gem at the end of the level, I looked up the locations. I would recommend playing the game this way because I strongly believe the main source of fulfillment from this game isn’t really the discovery of the locations of the boxes and gems, but the carrying out the execution required to achieve N. Sanely Perfect Relics and Platinum Relics. If anything, I didn’t feel bad looking up the locations after an honest try because of the precedent set by a previous entry. Crash 3 comes to mind…I still can’t believe the player had to willingly [spoiler]get captured by a pterodactyl that doesn’t look visually distinct and isn’t placed in a suspicious location[/spoiler] to access a secret level. The joy is in the platforming and fulfilling the requirements to earn the collectibles will easily achieve that satisfaction. Biases you should know: Besides having played the PS1 OG and N. Sane Trilogy, my main bias and preference in games is in finding joy in improvement. Specifically, I particularly love labbing in fighting games and don’t mind losing online or in offline events. This game naturally resonated with me since it definitely appealed to my sensibilities. I encourage Crash fans new and old to take their time with this one. Just know that it’s a beast to fully complete, flawed in its padding but ultimately a worthy successor to the first three Crash games.
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12 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
12 on sale3 answered “not sold”0 we did not ask
The 3 “not sold” markets are read from the Steam price pass of Aug 25: that day the store answered for this game elsewhere and gave no price in those. The 12 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Latest in each market: best PL #50, worst US #99 · 9 markets collected
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Japanese*, Polish, Portuguese - Brazil*, Russian, Spanish - Latin America**languages with full audio support
| $17.99−70% |
| 1.2Kratings |
| 86% |
| — |
| not modelled |
| $11.99−70% | — | — | #37 | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 928 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Сложность на максимум![/h1] [code] [b] Внимание! [/b] Все сказанное в этом обзоре, является не более чем мнение обозревателя и не претендует на звание истины в последней инстанции.[/code] [h1] Пункты: [/h1] [code] [b] Сюжет - Кортекс вместе c Н. Тропи сбегают из временной ловушку разломав границы пространства и времени, и на этот раз решают захватить мультивселенную, а тем временем Крэш вместе с Коко находят в вулкане острова квантовую маску Лани-Лоли которая открывает разломы в другие измерения и им предстоит отправиться по измерениям, попутно встречая старых и новых персонажей, чтобы собрать четыре квантовые маски, объединив которые остановят разлом мультивселенной и сорвав планы обоих. Квадриквел выступает альтернативным прямым продолжением третьей части игнорируя все что выходило ранее в нулевые, а так в остальном, сюжет все такой же незамысловатый но при этом очень хороший, которого на сей раз стало немного больше в плане повествования, судя по возросшему числу кат-сцен регулярно проигрываемые между уровнями и мирами. И в принципе, эта часть сюжетно похожа на трёшку только более расширенную, ибо местный мультиверс больше напоминает путешествие по разным временным эпохам. [/b] [/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3595079231 [code] [b] Геймплей - По сути, тоже самое что и в прошлых Крэшах, но на сей раз геймплейно четвёрка представляет среднее между платформингом первой игры и абилками из второй и третьей части но куда более дополненный, во первых платформинг пополнился акробатикой в лице лиан и рельсов по которым будем скользить как один синий еж, и второе на уровнях появились отрезки с квантовыми масками которые помогают преодолевать конкретные типы препятствий (Одна делает платформы осязаемыми и наоборот невидимыми, другая даёт усиленный вихрь, третья замедляет время и т.п). Ну и третье, бриллианты теперь выдаются в конце уровня за выполненные условия (За сбор фруктов, все сломанные ящики, минимум смертей и спрятанные камни), собрав их все за уровень, можно открыть скинчики для Крэша и Коко, а также появились кассеты с уровнями-воспоминаниями до коих нужно дойти не умерев (Впрочем взятые не теряются после смерти). К тому же время от времени нам дадут побегать за других персонажей (Тавну из альтернативной реальности которая из дамы в беде превратилась в бой-бабу с гарпуном и причём весьма сасную, неуклюжий Дингодино с пылесосом и даже поиграем за Кортекса вооруженный одним бластером) в бонусных уровнях которые по факту это измененные и сокращённые версии основных уровней, но с вкраплением геймплейных секций за других персонажей немного отличающиеся геймплейно. [/b] [/code] [code] [b] Сложность - Хотя четверка по части платформинга более комплексная и нарастание сложности здесь сделано адекватно, но в остальном игра достаточно сложная и местами даже больше чем первая часть особенно под конец, бросая очень серьёзный вызов и помирать чуть ли не десятки раз за уровень на одном месте тут обычное дело, несколько из-за замудрённого и издевательского платформинга коего тут в изобилии, столько из-за путаницы кнопок в напряженных моментах, а также кривых скриптов из-за коих дохнул десяток раз, особенно на бонусном уровне с Тавной, где не мог внятно зацепиться из-за кривого хитбокса. Зато боссы как всегда вышли намного легче самих уровней и они стали еще проще за счёт чекпойнтов после каждого удара, что выглядит злоиронично и смотрится как утешительный приз за страдания. Но справедливости ради, тут разрабы завезли два режима сложности, Современный с бесконечными жизнями и Ретро с лимитом, для облегчения мук и на том спасибо. Но это еще не все, ибо самый ад начинается при прохождении на 100% и 106% ради двух секретных концовок (Спойлер: [spoiler]Лучше уж просто пройти сюжет и глянуть сами концовки на Ютубе.[/spoiler]) и тут чересчур переусердствовали, ибо мало того, что надо будет зачистить все уровни собрав все кристаллы и сломав ящики без единой смерти и проспидранив их, и то не сразу, ибо тут легко можно потерять пару ящиков на пути. Так и еще эти же самые уровни нужно будет снова пройти в инвертированных вариантах которые отличается лишь цветовой гаммой и модельками собираемого, что с учётом вышесказанного, это "удовольствие" растянется на "добрые" десятки или сотню часов", зрелище не для слабовольных. [/b] [/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3596125747 [code] [b] Графика - Визуально квадриквел выглядит просто великолепно и очень красочно благодаря отличной работе и общей мультяшной стилистике которая на фоне N'Sane Trilogy стала менее угловатой и даже более шлифованной, несмотря на то что в игре местами хватает мыльных мест даже на самых высоких настройках, но ввиду мультяшной эстетики, это не сильно заметно. И к тому же все эти красоты оптимизированы крайне отлично и на самых высоких настройках четверка спокойна летает 100+ ФПС без каких либо просадок и фризов, так что игруля потянет даже на бюджетном компе, да и багов за все прохождение абсолютно не заметил. Миров в игре всего десять разбитый по 3-4 уровня каждый + плюс один бонусный и сами уровни в целом вышли очень неплохими и стали заметно длинеее по ощущениям, судя по огромную числу ящиков коих на одном уровне может быть до нескольких сотен, да и в плане локаций вышли очень разномастными тут вам старые-добрые джунгли, и пустоши в стиле Безумного Макса, болота, пиратские бухты, первобытные леса, карнавалы, космические станции, город будущего и так далее. Правда разнообразия уровня 2 и 3 части тут особо не ждите, ибо большинство уровней состоят из платформинга иногда включая небольшие моменты с беготней от зверей или поездки на катерах и зверьках. [/b] [/code] https://steamcommunity.com/sharedfiles/filedetails/?id=3594518733 [h1] Вердикт: [/h1] Отличный квадриквел похождений Крэша с разнообразными уровнями, увлекательным и бодрым геймплеем который бросает очень большой вызов игроку своей чуть ли не хардкорной сложностью платформинга и даже немного переусердствовали, особенно для 100% прохождения которое здесь тот лютый ад и духотень, и вдобавок приправлена великолепной и мультяшной графикой с красочными пейзажами. А я пошел искать арты с Тавной на одном синем сайте. Рекомендую. [h1] Оценка 8.5 из 10[/h1] [h1] P.S [/h1] Вступайте в группу и подписывайтесь на куратора NB Pictures и следите за обзорами первыми. https://store.steampowered.com/curator/33555256/
i recommend attempting to 100% this game if you are a depressed divorced 40 year old man who wants to die because this is pretty close to just that
This game is overall really good, if you're a die hard Crash fan like me, i'd heavily suggest picking up this game and giving it a go. Before you buy however, i must warn you that it's not like the old crash games in gameplay sense. It does still have the corridor style tedious platforming, like the old games. However, it is way more difficult than the original 3 games. If you struggled on the original games back on the PS1 or Nsane trilogy i'd heavily suggest just giving the infinite lives mode a taste first, only for the first 2 worlds before playing the lives mode. Also, if you're going for 101% completion then i wish you luck. It's not only incredibly difficult, but it's really long. You will basically have to complete the story twice in order to get 101%, one time the base game, the second time in Nverted mode. As well, sometimes the gem placements in levels are really well hidden, sometimes in really unfair places, which really you would require prior knowledge of the location in order to find. For 101% completion, i'd heavily suggest watching Caddicarus's video on it, as he explains it the best on the challenges you will go through in order to get that percentage. Overall, don't let that deter you from buying the game. despite what i said above, it's still a really fun game, and i had so much fun playing it!
There's two ways to play this game: 1) You play through each level, get some boxes, you die a few times, you finish the story and uninstall when you're done, it's fun. Or 2) You try to get 106% and go through one of the worst, most excruciatingly painful, rage inducing, blood pressure increasing, cortisol maxxing experiences of your life. DO NOT, and I say again, DO NOT attempt to get the "N.sanely Perfect" relics. The game's mecahnics are too inconsistent to do get everything without dying once and is purposefully made to make you suffer through each level as well. If you want to do it then go ahead but I warned you... I uninstalled this game before almost finishing it because of how terribly designed the game is, going for 106% is simply NOT worth it. Your reward is 5+ hours of your day wasted in 1 level and you end up upset with the rest of your evening ruined because of how mad you'll end up being, there is no amount of N Sane Relics that would make me feel better than simply uninstalling the game. But you'll probably try it anyway... good luck.
Released in October 2020, Crash Bandicoot 4: It’s About Time is a direct sequel to the original trilogy, bringing back the classic platforming action while introducing new mechanics and stunning visuals. The game is developed by Toys for Bob and is available on multiple platforms. Strengths (Plus Points) Nostalgic Yet Fresh: The game respects the legacy of the original series while incorporating modern gameplay elements, making it appealing to both new players and long-time fans. Stunning Visuals: The graphics are vibrant and beautifully designed, showcasing detailed environments and smooth animations that enhance the overall experience. Innovative Gameplay Mechanics: New gameplay features, such as the ability to play as different characters with unique abilities, add variety and depth to the platforming experience. Challenging Level Design: The levels are well-crafted, offering a mix of difficulty that keeps players engaged. Each level is filled with secrets and collectibles, encouraging exploration. Replayability: With multiple paths, hidden gems, and time trials, the game offers high replay value, allowing players to return and improve their scores. Weaknesses (Minus Points) Difficulty Spike: Some players may find certain levels to be quite challenging, which could be frustrating for those less experienced with platformers. Control Sensitivity: A few players have noted that the controls can feel overly sensitive at times, leading to unintended jumps or movements. Story Depth: While the game has a fun narrative, some players feel it lacks the depth and engagement found in other modern platformers. Limited Character Development: Although you can play as different characters, their backstories and development are not as fleshed out as some might hope. Glitches and Bugs: A few minor glitches have been reported, which can occasionally disrupt gameplay, though they are generally not game-breaking. Conclusion Overall, Crash Bandicoot 4: It’s About Time is a fantastic addition to the franchise, successfully blending nostalgia with modern gaming elements. Its strengths, particularly in level design and visuals, make it a must-play for platforming fans. Whether you’re a veteran of the series or a newcomer, this game offers a delightful experience filled with challenges and fun.
Si CRASH BANDICOOT tiene 5 millones de fans yo soy uno de ellos. Si CRASH BANDICOOT tiene 100 fans yo soy uno de ellos. Si CRASH BANDICOOT solo tiene 1 fan, ese soy yo. Si CRASH BANDICOOT no tiene ningún fan es porque yo ya no estoy en este mundo. Si el mundo está en contra de CRASH BANDICOOT, yo estoy en contra del mundo. Te amo CRASH BANDICOOT ojalá fueras real.
I love Crash Bandicoot. I've grown up with these games, played all of them - the good and the bad. I've done almost everything I could also in the N Sane Trilogy, and I did like it. In this game, I think the devs didn't get the assignment. Their goal was, apparently, "let's make a game that will frustrate people so that they create a 'this game is so hard' buzz." Crash was always challenging, and that was part of the fun, but it was done with taste. Here, it goes to the extreme - and at some point it's just not fun anymore. You have 1,00,000,000 gems, including these dumb inverted levels that bring nothing to the game. Then you have the cassettes, the horrible levels with the other characters, the really meh story... It's a real shame too, because the graphics are fun, the controls are good... It was a good recipe that just turned bad. If you just want to play this game for the fun of it and don't care about getting everything, you can do it - but then it's very short and absolutely not worth full price.
As a huge fan of the original Crash trilogy and remaster enjoyer, i didn't like 4 as much, the animations are charming, the characters are charming but the challenges are obnoxious as hell and not fun to 100% Crash Bandicoot 4 is more like a game you should just finish the levels, beat the game and forget about it and never acknowledge the game existence, sorry for being this mean but this is what this game is, all the charm from the original game is completely gone, i understand it is hard for devs to make a "new game" from another studio IP from years ago but they should at least play their own game and see the balance on the game design and what made the original games fun. i don't like the mask mechanic at all, cool gimmick but obnoxious to deal with it over time, my main man Dingodile lost his flamethrower which i hate it the most, i was looking forward to play him, he is one of my favorites next to Tiny Tiger, They did my boy dirty.... No i don't recommend this game at all, it has cool graphic and animations but i'm here to judge as a Crash Bandicoot game, this is complete Hot Trash, the long levels and hidden crates around the levels are stupid as hell.
Crash Bandicoot 4: It's About Time é a verdadeira sequência da trilogia original. Após praticamente 20 anos desde o último título feito pela Naughty Dog, a Toys For Bob não só acertou em cheio numa sequência, como mostrou para a indústria como se faz uma continuação moderna de respeito. Mas o que esse jogo tem de tão especial? A primeira coisa é que o jogo sabe que fazia tempo que não tinha um jogo desse porte de Crash e faz questão de deixar isso claro durante o game (principalmente nas cena dos créditos finais). O jogo moderniza o universo de Crash trazendo um multiverso. Eu, particularmente, detesto multiversos, mas aqui, isso não só funciona narrativamente, como funciona para uma possível continuação. Como assim? Novamente teremos que vencer o Dr. Neo Cortex, porém, agora temos fendas temporais que trazem um Dr. Neo Cortex do futuro para evitar que o do passado faça suas criações. Com isso, Crash, Coco, Tawna, Dingodile e Neo Cortex terão que vencer o Dr. Neo Cortex para restaurar a paz na terra. A primeira mudança notória é o visual dos personagens. Ocorreu uma espécie de flanderização com eles. O Crash era idiota, agora ele é um completo retardado. A Coco era esperta, agora ela é a mais inteligente do grupo. O Dr. Neo Cortex continua parecido, mas está mais bobo. Porém, a principal mudança que incomodou muitos fãs (e até acusaram o game de ser woke) é a mudança da Tawna. Ao invés de ela ser uma loira sexy, agora ela é uma mulher empoderada e com cabelos coloridos. Apesar de visualmente isso ter me incomodado, o jogo usa da justificativa de ela ser de uma outra dimensão, algo que pode facilmente ser resolvido numa sequência, então já deixaram tudo no jeito para abortar a personagem se necessário (algo bem inteligente, por sinal). Por outro lado, mecanicamente, Crash 4 é simplesmente perfeito. O jogo funciona absolutamente bem em todos os aspectos. As fases são extremamente bem elaboradas e bem pensadas e agora poderemos fazer o uso de máscaras quânticas que servirão para mudar o estilo de jogo. Por exemplo, poderemos parar o tempo, fazer itens surgirem, usar o giro para planar e até virar a perspectiva de ponta cabeça. Essa adição veio muito bem a calhar e funciona extremamente bem. Para fazer todas as fases, mesmo que você não goste de uma ou outra máscara, deverá ter dominado todas elas. Não é muito complicado de pegar o jeito já que a jogabilidade é muito fluida. As fases estão maravilhosas e ambientadas em diversas regiões do mundo. Temos cenários nas ilhas wumpa, cenários em ferro-velhos, fases em ambientes festivos, de gelo, usinas e até cidades futuristas. Tudo isso agrega significativamente ao gameplay, ainda mais que teremos linhas temporais e poderemos jogar com outros personagens. Jogar com a Tawna é completamente diferente de jogar com o Crash, com a Coco ou com o Dingodile ou Dr. Neo Cortex. O Dingodile é mais pesado e vai exigir mais controle, enquanto o Neo Cortex é mais leve e exigirá maior precisão. A forma como o jogo funciona me impressionou de uma forma absurda. Graficamente falando, o jogo é fruto da Unreal Engine e ele é muito bonito. Literalmente parece uma animação da DreamWorks tanto visualmente quanto em atmosfera. A vibe que o jogo transmite é muito leve e divertida, lembrando algo como Ratchet And Clank, por exemplo. Os personagens estão muito bonitos e expressivos e podemos customizar o visual deles desbloqueando novas roupas ao completar 100% as fases. É uma ótima forma de motivar o jogador a buscar completar tudo e se divertir no caminho. E tenha em mente que a dificuldade do jogo é muito alta, principalmente nos 3 últimos mundos. Quanto a problemas ou bugs, eu joguei o game no pc por um curto período e finalizei o game no Xbox, então eu posso dizer que, nas minhas duas experiências, o jogo rodou perfeitamente bem. No pc, ele é leve e bem otimizado e no Xbox roda liso do começo ao fim. Sem dúvidas acertaram demais no polimento do jogo e é simplesmente um trabalho impecável por parte da desenvolvedora (algo que me impressiona sendo um jogo da Activision). O preço do jogo é elevado até mesmo em promoção, mas eu garanto que valerá o seu investimento. Facilmente um dos melhores jogos de plataformas que eu já tive a oportunidade de jogar e merecia uma continuação. Mas como a Activision é uma porcaria, engavetaram o projeto porque o 4 não vendeu o tanto que eles desejavam. Por mim, a Activision tem mais é que se ferrar mesmo. Um jogo maravilhoso como esse sendo enterrado por uma empresa medíocre. No final das contas, jogue Crash 4 e você não irá se arrepender do seu tempo com ele. Para uma versão completa da análise: https://www.youtube.com/watch?v=ShHTtu5nh3A
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