Here is Crash Bandicoot returning to PC platform with full 3D enviroment, with all the same elements as the Original Crash, we're talking about life, fruits, crystal, enemies and other stuff. Requerimientos minimos 150mb de memoria ram procesador:INTEL EN EXCLUSIVO(todos) 2gb de memoria de disco duro direcxt 8 Intel graphics media (noes obligatori. Crash Bandicoot N. Sane Trilogy (PC) Your favorite marsupial, Crash Bandicoot, is back! He’s enhanced, entranced & ready-to-dance with the N. Sane Trilogy game collection.
What is it? A remastered collection of three PlayStation platformers. Expect to pay £35/$40 Developer Vicarious Visions Publisher Activision Reviewed on GTX 1080, Intel i5-6600K, 16GB RAM Multiplayer None Link Official Site Buy itSteam
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Long ago, in a period historians refer to as the 1990s, the mascot reigned supreme. These anthropomorphised animals had bad attitudes and big sneakers, and would often spontaneously breakdance, which was the style at the time. And one of the most notorious of these creatures was Naughty Dog’s Crash Bandicoot, a denim-clad marsupial who spun onto the original PlayStation in 1996, becoming the stupid, grinning face of the new CD-powered console. And now, for the first time, he’s on PC.
The N. Sane Trilogy is a remastered collection of the first three Crash Bandicoot games. There have been some tweaks to the physics that hardcore Crash fans and speedrunners have taken issue with, but for most people it should feel exactly the same as it did in ‘96—and that’s the problem. This is a platformer from the oldest and creakiest of schools, with punishing jumps, traps that demand pixel-perfect precision, and enemies who can kill you in one hit.
Some people will love the sound of this, of returning to a bygone era when 3D platformers were pure and unsullied by the trappings of the modern videogame. But for me it feels like going back to a time when games were a lot worse than they are now. Hell, Crash even felt outdated back then, overshadowed by games such as Tomb Raider and Mario 64, which makes its linear levels and frustrating design even harder to stomach in 2018.
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The fixed camera angles make gauging many jumps difficult, which is a problem in a game where falling down a pit means being thrown back to a checkpoint or the start of a level. The elaborate Looney Tunes-style death animations are amusing the first time you see them, but waiting for them to slowly play out when you just want to get back into the action and try again is extremely tedious. And Crash just doesn’t feel satisfying to control, with simple, weightless physics and a short, stiff jump that I hated in ‘96 and still do.
This kind of basic, timing-based, pattern recognition platforming just isn’t entertaining anymore. Especially when I could be playing one of the many 2D PC platformers that, in the 22 years since Crash was released, have taken the genre in interesting new directions. That’s a lifetime when it comes to game design, and Crash feels like a dusty old relic from the past, even if those beautiful, crisp remastered graphics try their best to make you think otherwise.
This is, at times, an astonishingly pretty game—especially at 4K. Everything is big and chunky and tactile. The characters and enemies are wonderfully, expressively animated. In terms of maintaining the look of a classic game and simultaneously updating it for modern hardware, developer Vicarious Visions has done a remarkable job here. But the downside of those sumptuous, expensive visuals is that they highlight just how archaic the game is.
It’s authentic, though, and that’s exactly what some people will want from a Crash Bandicoot remaster. If you’re looking for the same experience you had back in his low-poly heyday, you’ll be well catered for. But if you have no investment in the series, no nostalgia, and are looking for a fun, well-designed 3D platformer—a genre woefully underserved on PC—you’ll be disappointed. The addition of auto-save is one of the few concessions it makes to modern game design, but otherwise it clings stubbornly to the past and rarely lets go.
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It’s not all bad. The gruelling, repetitive first game has aged badly, but the second, Cortex Strikes Back, has some well-designed levels that are an enjoyable test of concentration and dexterity. It almost feels like a rhythm-action game at times, memorising patterns, maintaining your momentum, and it can be exhilarating in the moment. At least until the next cheap death, of which there are many. The third game in the trilogy, Warped, is the most varied of the three, although time has been cruel to those racing levels.
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As a lovingly crafted and doggedly faithful remake of the first three PlayStation-era Crash Bandicoot games, the N. Sane Trilogy is pretty much perfect. The problem is, those games arguably weren’t that great in the first place, and have only gotten worse with age. There’s fun to be had here, but also a lot of frustration as you wrestle with design decisions that were made over two decades ago, in an era when three-dimensional jumping and movement was still very much being figured out. We desperately need more 3D platformers on PC, but ones that look to the future, not the past.
He's back - again - and seemingly more popular than ever. Crash Bandicoot's N. Sane Trilogy arrived on Xbox One, PC and Switch last week, once more racking up impressive sales. Indeed, Vicarious Visions' port to Nintendo's hybrid managed to best the week one tally of the impressive Donkey Kong Country: Tropical Freeze. Clearly, demand is high for the remastered cartoon antics of this particular Bandicoot, but how does the quality of each version stack up against the baseline template set by the existing PlayStation 4 and PS4 Pro releases?
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The Xbox One side of the situation can be covered very quickly. Playing the game on the base S model offers up an experience that is virtually identical to the standard PlayStation 4 game. The visual feature set is identical and resolution is the same at 1080p, with only the most minor fluctuations in performance setting it apart from its Sony counterpart. Put simply, base Xbox users can go in safe in the knowledge that they're getting an excellent experience - and that only ramps up on Xbox One X, where Crash retains its solid 30fps performance but ramps up the pixel count to a full 4K. That's an impressive 2.25x increase over the 1440p of PS4 Pro.
But the console builds are still pegged to 30fps - one of the only real disappointments we had with this remaster - and that's where the PC version can make a difference. GTX 960 or GTX 1050 Ti-class GPU hardware delivers 1080p resolution at 60 frames per second, but what was immediately apparent on our i7 test rig was that CPU utilisation barely registers. So we undertook an experiment, lashing up a PC based on the same AMD Jaguar CPU cluster as the consoles, overclocked to the same 2.3GHz as Xbox One X. Even lacking the 2.5 extra cores available to developers and even carrying the significant burden of the full-blown Windows OS, our system could run Crash 1 and 2 almost flawlessly at 60 frames per second at ultra settings with a GTX 960 (though shadows needed to drop to high), though strange bottlenecks we couldn't explain prevented us from achieving the same thing on Crash 3.
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There are a couple of takeaways here. First of all, Vicarious has delivered a lean PC port here: the options are thin on the ground (there's no facility to run the game above 60Hz and there's no ultrawide support) and most of the scalability only comes through adjusting resolution, but regardless, overall system requirements are low enough to ensure that you should get a good experience on a range of hardware. Secondly, CPU utilisation is absurdly low to the point where a 60fps option - for the enhanced consoles, at least - should be viable. Based on our tests, GPU power is the primary limiting factor, but 1080p60 should be doable for Pro and X and we hope it's something that Vicarious considers for the future.
For the PC, PS4 and Xbox One triumvirate, there's not much to add - though the release of the new console versions has seen the Sony platform updated to match. That means that you get a somewhat flat rendition of HDR support, along with a tweak to motion blur, which sees the intensity of the effect reduced a touch on the PlayStation system, bringing it into line with the new Xbox One game. By contrast, motion blur actually seems ramped up a touch by comparison on Nintendo Switch - which is possibly the most interesting version of the game.
As the story goes, a single engineer at Vicarious Visions spent his weekend getting a prototype of the first level up and running on Nintendo's hybrid, and the resulting work was enough to convince the firm to add a full Switch port to the line-up. The end result is worthwhile and creditable, but there are a range of nips and tucks to the presentation that cumulatively diminish it somewhat, while control doesn't feel as snappy as any of the other versions.
Understandably, the first cutback comes from resolution, with the game running at standard 720p while docked, dropping down to 853x480 in portable mode - a proper, non-anamorphic 480p presentation, effectively. Performance in both configurations is much the same, with a matching 30fps target to the other console builds, but there's more variation in performance more often, both above and below the 33ms target frame-time. Overall, there's more wobbliness in the update here, which is in contrast to the rock-solid performance enjoyed on every other platform.
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Visual cutbacks begin with the loss of the primary fur shader, impacting the look of many of the game's critters and even Crash himself (though he seems to have received some care in revamping his textures to provide a similar look). But that's just the beginning - depth is reduced from pared-back self-shadowing parallax occlusion maps. It's used extensively in the level design, principally on rocks and it's a relatively simple trick, but it looks great and it's missed on Switch. World geometry is also simplified in some areas, foliage is reduced, shadow quality and ambient occlusion are pared back and even some reflections - implemented on the original PS1 game - are removed.
The reductions are extensive then, but the cartoon style still holds up and watching the game in motion - especially in handheld mode - is still a treat, bearing in mind the mobile chipset powering the show here. This is another case where it's just great to see a modern game (albeit a remaster) running so nicely. But it's also another example of where the cutbacks and the lower resolution ensure that running docked on a living room display falls a little short. Crash seems to employ FXAA anti-aliasing and maybe a move to TAA might have helped to clean up image quality on both modes.
However, the main issue I had with the Switch version isn't related to visual features at all and comes down to latency. It's not as scientific as I'd like, but pointing a 240fps high speed camera at the Xbox and Switch versions, it looks as if the Nintendo platform suffers from a two frame (33ms) deficit in response compared to the othhers. It's not great with the Pro controller and perhaps it's down to analogue dead zone configuration but it feels even less responsive on the Joycons. This is the primary area where I hope Vicarious can take another look at the game.
And there's certainly evidence that the developer listens to feedback. Loading times were my major issue with the original release on PlayStation 4 and Pro, taking forever to move between stages, impacting the flow of the game. This is fixed on Xbox One, with loading times so fast, it almost feels like you don't really need the loading screens. Switch is the next fastest, running a second or so faster than PS4 Pro, which Is still massively improved compared to its initial showing - we're talking about frequent 13-16 second delays reduced down to five to six seconds with the new update.
Overall, it's a very strong showing for owners of Sony and Microsoft consoles, and the PC version holds up well too. Switch takes a hit in several areas, but you can't deny that it's still a handsome game - and the ability to game on the go is a unique advantage. But it's the quality of Vicarious' remastering here that's the real winner - the N. Sane Trilogy is extremely well-crafted, honours the original design but reworks it beautifully. The visuals look fresh and modern and while gameplay can still be frustrating in spots, slight tweaks make it more palatable to the modern audience. It'll be fascinating to see if developer Toys for Bob can pull off the same level of accomplishment with the Spyro Reignited Trilogy due in a couple of months.