|System: X360, Wii, PS2, PSP, DS, GBA||Review Rating Legend|
|Dev: Radical Entertainment||1.0 - 1.9 = Avoid||4.0 - 4.4 = Great|
|Pub: Sierra Entertainment||2.0 - 2.4 = Poor||4.5 - 4.9 = Must Buy|
|Release: Oct. 3, 2007||2.5 - 2.9 = Average||5.0 = The Best|
|Players: 1-2||3.0 - 3.4 = Fair|
|ESRB Rating: Everyone 10+||3.5 - 3.9 = Good|
Hijacking massive beasts isn't the only thing you will be doing throughout your adventure. Taking a nod from the first few games in the series and inspiration from the Jak and Daxter games, Crash now sports quite the arsenal of acrobatics. From a dizzying tornado spin attack to a spinning scissor kick, Crash is as tough as he's ever been, must be the new tattoo. As you continue to progress from episode to episode, new moves will be available for use as you continue to collect mojo. So, while there isn't as much emphasis on collecting as before, it is still necessary in order to upgrade your offense. The new features don't end with Crash though. The environment also has some tasks of its own that haven't been seen in the early Bandicoot titles. Taking advantage of the wider spread world, players can now swing on vines, dash alongside the side of cliffs, wade through treacherous waters, and even use Crash's pal Aku Aku as a dirt-board for canyon surfing sequences. Hey, what are friends for?
Though everything sounds well and good so far, Crash of the Titans is not without a detriment or two. The first problem is the lack of variety between objectives when traveling from episode to episode. Each one will primarily have you collecting mojo, hijacking certain creatures, and accomplishing some situation in a certain amount of time. Some enemies throughout try to sweeten the combat, but aside from the fifteen you can take over, they are pretty much just cannon fodder. It is a shame that there isn't more to do now that Crash has been given such an expansive world to traverse through. The other issue is the camera, which makes the above mentioned missions even more frustrating at times. With the right thumb stick, it is possible to alter the angle a tad, but most of the time it will stay centered on Crash. This results in it being impossible to see when too much is on the screen at once or when Crash is between two cliffs or buildings. If just a little more attention was paid to allowing for multiple camera options, the gameplay would flow a lot smoother.
The strange thing about Crash of the Titans is that for every flaw found, there is a positive waiting around the corner, or in this case, a mode. Two players can now join in on the action through the co-operative feature, and it certainly tends to liven things up. Nothing more fun than dual hijacking some titans and going to work right? Even though the second player will just be a different colored Crash rather than a new character, the difference is apparent enough to be able to tell the difference. It doesn't just end with making the combat easier, working together will be a big part of progression in the co-op mode. Using each other as a perpetual bridge to cross gaping ravines and even hijacking each other to increase your firepower are all part of the newly found strategic elements in Crash of the Titans.
In the end, Crash of the Titans merely exists to put Crash back on the map. Nearly forgotten after so many new platform icons have come and gone, someone had to get the poor bandicoot back on track. Despite following the same formula as a lot of adventure titles, Crash of the Titans' new idea of taking over enemies to resolve battles and solve puzzles is quite unique. Throw in a two player co-op mode and you have some nice replay value on your hands. There are some quirks here and there with the camera and the repetition between episodes, but neither are devastating enough to bring down the overall quality of the game. Expect to beat the single player in about fifteen to twenty hours, but add even more if you have a friend to tag along. As said earlier, what are friends for?
CCC Freelance Writer