Although Twinsanity differs from the original Trilogy’s level-system, opting for a more linear, continuous approach, it also offers exploration and various secrets to uncover. Sometimes I’d find myself asking whether there were too many collectibles and bonuses, and whether they were being used as a crutch for a lack of more engaging content. I think the answer is somewhere in the middle. The game-play, some of the time, does feel like it follows the conventions of the series’ formula, with some fresh ideas sprinkled in as well. I appreciate the developers for wanting to try something new instead of recycling what had already been treaded. It’s very gimmicky in its execution and think that it successfully coasts on novelty on occasion. For instance, it has some sequences where Crash and Cortex roll around with each-other in a cartoon fist-fight, allowing you to move around with them as if they were a ball, and I think that if I look past the charm of that, the controls and movements were very awkward and clunky in those moments.
I encountered my fair-share of glitches while I played Crash Twinsanity and, although I would sometimes overlook certain issues like this, I thought they were present enough to be worth mentioning. It goes back to what I said at the start of the review regarding Crash Twinsanity’s difficulty, but I had moments where I would trigger cut-scenes and once that cut-scene ended, I would immediately be attacked by a rat or something else crawling around in the area, resulting in my death. The camera-angle can be difficult for approximating the distance away from something or calculating a jump properly, but it can also be downright damning, making it aggravating to try and look around with it constantly jerking you back to its wanted perspective.
The music is something I went back in fourth on. In the beginning stages, I thought the music was grating and repetitive, offering a generic loop that may not have been so bad at first, but became more overbearing the more I had to listen to it. Thereafter, however, I thought the music started to develop more of a unique identity in proceeding levels, offering a sound consistent with the game-play and tone of the characters. If I had a choice, I would prefer a more upbeat jungle sound akin to what we had in the original series.
What makes Crash Twinsanity so difficult is actually one of my biggest criticisms about it. When I say it’s difficult, I should elaborate in saying that no singular task is exceptionally difficult. As a matter of fact, in the early-going, I found myself thinking Crash Twinsanity would be the easiest of the series, synchronizing with its more childish, casual aesthetic and tone. What I found made it difficult, however, is how long some of the levels were, and how, if you lost all your lives at any point, you had to start out at the beginning of that level. Imagine having a sequence of plat-forming, areas where it’s very easy to make a simple mistake that costs you a life. Follow that with a boss-battle that, aside from how easy it is to die because the spikes on the plat-form you’re fighting on, is casual. Then, a chase scene where a burly person is chasing after you. In the earlier Crash games, this burly person would’ve been replaced by a large rock. Then, after that, follow it up with a second boss battle. If you lose your lives in this sequence of time, you have to restart the entire level over again. Nothing about the challenges themselves are inherently difficult, and so, it is an artificially inflated difficulty, which, compounded with the bad camera-angles, results it what feels like very cheap, time-consuming deaths.
Upon inspection, Crash Twinsanity isn’t terrible, but it is my least favorite of the series I’ve reviewed thus far, at least if we’re substituting the PlayStation One classics with the newly remastered N. Sane Trilogy, because, then, I might consider it above the first PS1 Crash. As of this standing though, I think it’s only an average video-game and plat-former, and I’m honestly a little disappointed that I didn’t like it more than what I did.