


The speed makes full-crate completion on a stage infuriating, with even the smallest mistimed directional flick ruining your chances. Our orange fiend has fallen for the inexplicable allure of grinding on rails, and it’s not well implemented, especially if you try to collect everything. Turning back the clock to re-conceptualise a Crash sequel has mostly paid off, but just like some of the less-favoured original sequels, Crash 4 does include some more lacklustre additions. There's a new default option that gives you an easily readable shadow to make jumping extra clear, while another ditches lives in favour of tallying your deaths, which still feels penalising enough-and you'll get rewards for deathless runs. Most of the time you’re running away from the camera on pretty linear paths-though as you’d expect it changes to a side-on camera sometimes, and you'll have to run towards the screen for the odd chase sequence. You’ve got it all, from the classic beaches and jungles, to pirate ships, jazzy New Orleans swamps, and of course slippy ice flows (complete with the return of the rideable polar bear). It’s a great excuse to thrust our bandicoots into a diverse bunch of themed stages.

Dimensions have been shattered, meaning that Crash and Coco-both play identically-need to run through quirky takes on real-life historical settings, all the while evoking the series' glory days. The return of the classic numbering and time travel shenanigans feel like a reflection of developer Toys For Bob's mission statement: bring back classic Crash.
