The game was originally to be designed by Mark Cerny, who had designed all the previous Crash games and intended the game to be a free-roaming title similar to Crash Twinsanity. The game didn't sell as well as Universal expected: Eventually the company would reference this in Crash Twinsanity when Dr Cortex confronts a hoard of angry penguins and says "It's been a difficult couple of years Wrath of Cortex didn't sell as well as we'd hope and.Fish?" This is followed by one of the penguins firing a laser gun at Cortex. The PlayStation 2 Greatest Hits version has quicker load times than the original release. Gameplay feature: Game completion percentage. The whole game is pretty straightforward in design, getting stuck on a puzzle is not really possible. All graphics are in 3D, and the sound is typical for cartoon games like this. The game is a typical jump and run, with some other action passages, like air combat and a sequence where Crash is trapped inside a giant sphere rolling around in some sort of rollercoaster. The warp room splits levels into their respective elements, with the boss of each section being a battle against Crunch influenced by the Elemental mask of said section. Crunch's power source is a set of magical masks known as the Elementals, each representing a different element, including Earth, Water, Fire, and Ice. For this purpose, he creates Crunch, a super-bandicoot who can destroy everything that crosses his way. Cortex wants revenge after being defeated by Crash (again). The story is set sometime after Warped: Dr. Crash Bandicoot: The Wrath of Cortex is the first Crash Bandicoot game for a system other than the original PlayStation.
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