
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 →
About
Genres
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
Engagement
Hours played at review time, across 56 reviews with recorded playtime.
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Nice and fun game along the recipe of the old ones. Pleasing art/visuals, fluid controls and challenging gameplay. Worth getting, when on sale. Do not expect much replay value though. Subsequent runs mostly are about doing the same thing but in perfect way to get the trophies. As others have said, completionist achievements frustrate, since each level needs many replays to learn, and even then mistakes can happen. Draw the line when it stops being fun for you.
Very fun!
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100/10 no acepto preguntas
Love this game nice that they added some time zones in like crash should be but the damn platinum is difficult to get
No mid-level save-states. The original Crash games didn't have them either, but this game gets even harder than the original Crash 1 and while it's forgiving in that it lets you retry as often as you want without setting you back unnecessarily far, when every level feels like a commitment, it's hard to want to play more than 1-2 levels at a time. Despite listing the same minimum hardware as the N. Sane Trilogy, they do not run identically. This game is more demanding to run compared to its predecessor. The GTX 660 is a modest minimum-spec, it just still seems misleading to not disclose what the framerate looks like between the 2 games, as a difference between 30-60 fps is huge to a lot of people. Regardless, the game looks beautiful, such a tight and linear game doesn't need to give you so much to look at at any given time and yet the developers still took care to make the levels diverse, detailed and colorful. I'm thankful you get to take your time mid-level to really take it all in. As I write this, I'm still not finished with the game, but I believe I don't have much left with the main story. (I found the last mask.) It's a lot of money for such a short story. This game I feel hopped onto the bandwagon of creating incentives > content when it came down to extending the amount of time you could pass with it. You unlock stuff to do as you play the game, but when they don't tie back to the main story, it just feels like it's there for the enthusiasts and nobody else. I love the Crash series and I'm still not excited about hitting all of the hundreds of boxes in each level to earn the last gem that gets me a different costume for Coco or Crash; it's just not something I care about, and when you look at the Steam achievements, very few players have gone out of there way as well. A higher relative percentage have earned all of the achievements in Elden Ring than they have collected all of the Gems in Crash 4. If we get another Crash game, I hope we get a bigger base-content overall rather than a bunch of small, extra-content. I would've rather had more levels and a more in-depth story than a bunch of costumes you unlock by earning a bunch of gems you earn by hitting a bunch of boxes that you hit by playing a bunch of levels that you have already beaten once before. This review may come across as mostly negative; I loved this game, I got an even bigger discount because I had the N. Sane Trilogy gifted to me years ago and it being in my library compounded with a recent sale on Crash 4, I managed to snag it for $16. While that's not a steal, it's what I think is a more fair price for the base content itself
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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