Fans believe they have discovered why jumping in Crash Bandicoot N. Sane Trilogy is not broken, but changed in very specific ways compared to the original games. Attentive players of the remastered trilogy have been making complaints, going so far as to say jumping is broken or bugged. In many cases, it’s much easier to fall into pits or not quite reach a ledge that it feels like the player landed on. The answer may lie in the shape of Crash (or Coco)’s feet.
According to Redditor TastyCarcass, he attributes the change to developer Vicarious Visions altering the collision detection of Crash. Where in the classic Crash Bandicoot games Crash had flat feet, Crash in the updated Crash Bandicoot N. Sane Trilogy is shaped like a pill. That means that his feet are rounded, so Crash can slide off of edges or not quite catch the edge of a ledge he’s jumping towards. It also means that if Crash jumps too late he can be lower than usual, making jumps more difficult as well.
The Redditor assumes that the engine Vicarious Visions used for the Crash Bandicoot N. Sane Trilogy perhaps defaults to the pill shape. It’s more likely that pill-shaped collision is just what Vicarious Visions is experienced with. Recall that this team has spent more than five years working on Skylanders games. Skylanders features a much more casual take on platforming, where rounded feet likely gives a softer and more forgiving type of gameplay.
the reason jumps feel harder in the n.sane trilogy isn't really due to falling a bit faster but because collisions can be wonky upon landing pic.twitter.com/jxbvijNU6c
— Ding Dong (@DingDongVG) July 3, 2017
There is a second system at work that makes jumping feel different in Crash Bandicoot N. Sane Trilogy. It’s not something most players will notice without having played the original games recently, just like the pill-shaped hit-box. Crash’s jump arc appears to be faster when sped up, meaning that his height and distance may be similar when he reaches the end of the arc faster than normal. On paper, faster jumps sound like faster gameplay and are thus better, but together with the pill-feet, it compounds to create something more noticeable.
Ultimately, it’s difficult to measure whether the jumping actually increases the difficulty in Crash Bandicoot N. Sane Trilogy. After all, Vicarious Visions has made improvements to certain camera angles and boss fights to make things easier, too. That said, everyone who now knows about the changes will undoubtedly not be able to ignore those moments when jumping in-game. Odds are Vicarious Visions won’t be patching this as it’s less a bug than just a gameplay choice, so hopefully it doesn’t bother anyone too much.
Crash Bandicoot N. Sane Trilogy is available now exclusively on PlayStation 4.
Source: DingDongVG – Twitter