I did it - I earned 106% completion and have all achievements. I did NOT play on any mod because I wanted to experience the vanilla game firsthand to understand other players’ perspectives and the game’s reputation. I went into this game knowing full well the reputation that it has. I grew up on the PS1 classic trilogy and I played the N. Sane Trilogy a few years ago. I thought “how hard can it really be?” The difficulty boils down to a few elements: Gems: In order to retrieve all gems for a level, the player must gather 80% of the level’s Wumpa Fruit, break all boxes, die no more than 3 times and find the Hidden Gem. Doesn’t sound too bad on paper. However, the next element naturally compounds the difficulty of this… Level length: Levels do not consist of 50-100 boxes any more. Levels regularly have 200-300 boxes. A casual run through a level can be 8-10 minutes. For Gem purposes, this poses a challenge. Even if the platforming for a given level is straightforward, the sheer level length can lead to deaths or missed boxes. This leads to my next aspect of difficulty… N. Sanely Perfect Relics: This is the name of the relic that is rewarded when you don’t die and break all boxes. Dying at the last section of a long level can be quite painful. In the original PS1 Crash 1, the player would not receive a gem if there were any deaths in the level. I was surprised the mechanic made a return. Platinum Relics: Time trials are not anything new in the series, but Crash 4 changes it up somewhat. In Crash 3, the player receives speed shoes as a reward for beating the final boss and simply needs to hold down R2+run to utilize the speed powerup. In Crash 4, the player receives a Triple Spin. To use it, the player has to press spin three times at a certain cadence; as in, the player CANNOT just mash spin (unlike the death tornado powerup in Crash 3). The benefit of using the Triple Spin is that Crash/Coco goes faster while running when using it. The triple spin must constantly be performed throughout the level, not just once. I loved the difficulty! The above aspects were all that I thoroughly enjoyed. The game truly does demand a lot of the player, but it did not feel unfair. I knew that every single death was my fault and my fault alone, whether through a simple misjudgment or being tilted. Going through that experience was inherently rewarding and very cathartic. The very process of studying a level, getting a feel and achieving a flow state is a reward in and of itself. Appeal of the series: I think back to when I was a child, enjoying the original PS1 Crash trilogy. Those games were truly foundational in shaping my love for video games. The original PS1 trilogy definitely had challenge, but nowhere near the challenge of Crash 4. Obviously, not everyone received the difficulty of Crash 4 all that well. It would be easy to simply dismiss those players as filthy casuals - some certainly are, but I do have to wonder about those who grew up with the original PS1 Crash trilogy as well. With so many games, the series established a general low skill floor. To heighten the skill floor in Crash 4 is a risk. It’s a risk that I respect and thoroughly enjoyed, but unfortunately, it will not resonate with everyone. This aspect of the game is so fascinating; after all, this is the same series that has outright hilarious death animations that serve to soften the blow (Crash 2 face-down drowning, bee stings; Crash 3 camera splat from two-headed assistant come to mind) and indirectly encourages the player to keep on trying. It saddens me that Crash 5 got cancelled because Crash 4 “only” sold 5 million copies, which is only a fraction of the N. Sane Trilogy’s 20 million (per VGChartz). Of course, the difficulty isn’t the only reason why Crash 4 underperformed, but it’s certainly a contributing variable. I do believe that there’s more Crash to explore!! If a Crash 5 ever happens…I would ask the devs to keep the skill floor low, but I would absolutely love for the skill ceiling to be as high as what Crash 4 demands...or even higher! It’s fun, engaging and really reminded me why I’m into games in the first place. While I am gushing about Crash 4, unfortunately, there are aspects of the game that I did not enjoy: N. Verted Levels: Plainly and simply, this is padding. An N. Verted level is the same level flipped horizontally and with a new visual filter. N. Verted levels have their own N. Verted Gems associated with them! The N. Verted gems are the same as the regular gems: 80% Wumpa Fruit, all boxes, 3 deaths maximum and Hidden Gem. The location of the N. Verted Hidden Gem is also different from normal Hidden Gem. It’s a shame that these N. Verted levels are associated with redundant collectibles, because I do genuinely like some of the filters that are applied to these levels. Perhaps the best solution was for the normal level to have the same Gem requirements, but have two Hidden Gems instead: the original location and the N. Verted location. The N. Verted levels can remain as a just-for-fun aspect of the game, not tied to any collectible, but as a way to mix it up visually. Hidden Boxes / Hidden Gems: This is an unfortunate aspect of the game because I do think the placement of these items go against the spirit of Crash Bandicoot. The series is no stranger to hidden boxes and gems, but the past games gave subtle visual clues that there may be an area worth exploring even if it isn’t immediately apparent that it’s possible to explore in the first place. A classic example from the previous games would be a suspicious line of Wumpa Fruit leading the player to a hidden platform. In Crash 4, the player has to pixel hunt and assume that any place in the level could have a hidden box/gem. The most egregious example that comes to mind is a hidden box so high up out of sight, even when the camera is panned up or when Crash jumps to it. The player is supposed to high jump off a TNT bounce, utilize the double jump and spin to hit the box. This made me suspicious of every TNT box moving forward. This established paranoia and suspicion cultivated a stop-and-go nature in the platforming. The levels are long anyway, so I figured that I might as well take my time…but even then, some gems/boxes were tucked away in places that were too obscure. This could have been handled better. Recommendation: In my first run of a level, I played it completely blind. I wanted to give the level an honest try. Same thing for N. Verted levels and their respective Hidden Gems. If I was missing boxes or the Hidden Gem at the end of the level, I looked up the locations. I would recommend playing the game this way because I strongly believe the main source of fulfillment from this game isn’t really the discovery of the locations of the boxes and gems, but the carrying out the execution required to achieve N. Sanely Perfect Relics and Platinum Relics. If anything, I didn’t feel bad looking up the locations after an honest try because of the precedent set by a previous entry. Crash 3 comes to mind…I still can’t believe the player had to willingly get captured by a pterodactyl that doesn’t look visually distinct and isn’t placed in a suspicious location to access a secret level. The joy is in the platforming and fulfilling the requirements to earn the collectibles will easily achieve that satisfaction. Biases you should know: Besides having played the PS1 OG and N. Sane Trilogy, my main bias and preference in games is in finding joy in improvement. Specifically, I particularly love labbing in fighting games and don’t mind losing online or in offline events. This game naturally resonated with me since it definitely appealed to my sensibilities. I encourage Crash fans new and old to take their time with this one. Just know that it’s a beast to fully complete, flawed in its padding but ultimately a worthy successor to the first three Crash games.