LumityGamer64: Crash Bandicoot The Wrath of Cortex
Luz: Β‘Hola, internet! Welcome to the channel.Β
Amity: (Smiling calmly, waving at the lens) And welcome to our very first retrospective review series.
Luz: Today, we are diving headfirst into a franchise that is incredibly near and dear to both of our hearts. A orange icon. A spinning legend. The one, the only... Crash Bandicoot!
Amity: (Nodding in agreement) Itβs a series we both grew up playing and absolutely adore. Like many fans, we were thrilled when the franchise finally made its grand comeback with the N. Sane Trilogy a few years ago. Seeing those classic levels rebuilt from the ground up was amazing.
Β Luz: (Nodding aggressively) Oh, absolutely! My inner child was screaming! It was beautiful!Β
Amity: (Her expression shifts to a more analytical, grounded tone) But, as great as the revival was, we have to look at the bigger picture. The Crash Bandicoot series didn't just vanish for no reason. It went on a massive, years-long hiatus because the games started doing more and more poorly as time progressed.Β
Luz: (Sighing, her bare toes curling inward slightly on the carpet as she reminisces) Yeah... itβs a sad truth. After the original studio left, the franchise changed hands a lot. Don't get me wrong, many of those later games are actually pretty good! They have a lot of charm and unique ideas. But the reality is, they just couldnβt quite capture that same lightning in a bottle as the original PlayStation trilogy.
Β Amity: Not to mention Crash Team Racing. The design, the tight controls, and the level polish of that era set a bar that subsequent developers struggled to reach.Β
Luz: Exactly! Which brings us to the game we are reviewing today. A game that perfectly represents that transitional era. Crash Bandicoot: The Wrath of Cortex! Now, look, it isnβt a bad game at all. In fact, it has a lot of nostalgic value. But it definitely has some pretty glaring issues holding it back from being a true masterpiece.Β
Amity: (Looking over at Luz, her voice softening with genuine agreement) I completely agree with that statement, Luz. Itβs a fascinating historical artifact of gaming, but the execution definitely faltered in key areas.Β
Luz: We open up with by far the longest opening for a Crash game yet. Here, weβre introduced to Dr. Cortex along with his minions, fellow villains, and boss Uka-Uka discussing how Crash has kept them from being efficient villains and Uka Uka wants him dead to be free of him as a threat.
Amity: One thing I find kinda weird is that N Gin questions them being able to stop Crash, basically asking if they should even though, as stated in this cutscene, he is the reason they have failed at least three times to stop their villainous plans! Kinda a flaw in the writing here, isnβt it?
Luz: Well, to be fair it is still acknowledged that Crash has stopped them before. And I get the idea that directly targeting Crash will make more problems than it solves. So, with that,Β Uka Uka essentially tells them to think up a way to kill Crash for good or else there will be consequences.
Amity: N Trophy reveals that Cortex has made up a new animal creation that needs a power source to work at peak power!Β To finish it, Uka Uka suggests using a massive source of power called βThe Elementals!βΒ
Luz: Eeeeeeeeh! I gotta say that the game does have a good idea here! The idea of more masks, some as evil and powerful as Uka Uka is pretty cool! I also like the idea of there being a new super Bandicoot like what Cortex planned for Crash. Both of these plot ideas are interesting and have the makings of a good story. Granted, the final draft of it is just okay, but I appreciate the effort in the ideas.
Amity: Anyways, after some disasters that the Elementals caused, Aku Aku learns that Uka Uka and Cortex have revived the masks. And, apparently, the only way to stop them is to useβ¦you guessed it! Power Crystals!
Luz: I really love this development! Sure, some may say itβs unoriginal to be going after the Crystals again, but I love that there is more of a reason to get them than there was in Crash Bandicoot: Warped! Itβs a small detail, but it adds to the gameβs more quality moments! I also love to see that Coco created the Warp Room and teleporters herself for this game! Itβs amazing that they used her being smart as a way to create a new Warp Room system, rather than just have it existβ¦because the plot says so like in Crash 2!
Luz turns her head to look directly at Amity. Seeing Amity match her gaming passion causes a warm, soft smile to spread across her face. Amity catches Luzβs gaze. A faint, rosy pink blush creeps up onto Amity's cheeks, and her own expression melts into an equally warm, affectionate smile. They lock eyes for a tender, quiet beat, briefly forgetting the rolling camera in front of them.
Amity clears her throat, gently breaking the lingering eye contact to look down at her clipboard, though the faint blush remains on her cheeks. Luz leans back against the sofa cushions, pulling her legs up onto the couch. She sits cross-legged, her bare soles facing Amity as she relaxes into her comfort zone.Β
Amity: Now, to the game itself. To really understand why this game turned out the way it did, we have to look behind the scenes. The development history of βThe Wrath of Cortexβ is incredibly chaotic. Originally, a completely different studio was working on a prototype called βCrash Bandicoot Worldsβ, which was meant to be an open-world game.Β
Luz:(Gasping) An open-world Crash game in 2000? That sounds wild! Amity: It was ambitious, but due to management disagreements, that concept was completely scrapped. Universal Interactive then handed the project over to Travelerβs Tales. But hereβs the catch: Travelerβs Tales had to pretty much restart development entirely from scratch.Β
Luz: (Shaking her head, her eyes wide) From scratch?! Oh, man. That is a game developer's absolute worst nightmare.Β
Amity: Exactly. Because of the contract deadlines, they were forced to build a massive, AAA, next-gen platformer in less than twelve months. They had an incredibly tight schedule, limited resources, and the immense pressure of launching a mascot franchise on brand-new hardware like the PlayStation 2.
Luz: (Sighing softly, leaning her head back on the couch) Honestly, under those insane circumstances, the game even existing and being adequate is a lovely miracle. Like, the fact that it doesn't just instantly crash your console when you press start is impressive!Β
Amity: (Nodding in strong agreement) I completely agree. Itβs easy for critics to tear a game apart, but when you look at the reality of what that team went through, it changes your perspective. No matter what flaws the final product has, Travelerβs Tales should be seen respectfully and in an impressive light. Managing to ship a fully functional, twenty-five-level game in under a year is a staggering achievement. (As Amity speaks, her hand naturally reaches over. She has always been hyper-attentive to Luz's sensory needs, knowing how much physical grounding helps Luz relax after an energetic rant. Amity gently places her hand on Luzβs bare foot, her thumb moving in slow, rhythmic circles across the arch. Luz lets out a soft, contented sigh, her toes stretching out and then relaxing completely under the warm touch.)
Luz: (Voice softening, melting into the couch) Ah... Amity, you are an angel. And yeah, Traveler's Tales deserve a ton of credit. They were basically handed a sinking ship and somehow built a functioning cruise liner out of it in record time. (Amity smiles affectionately, her eyes locked on Luz as she continues to lovingly massage her girlfriend's feet, completely unbothered by the fact that the camera is still rolling.)
Amity: They really do. They gave it everything they had, and it shows in the final product. Speaking of the final product, we should probably talk about how it actually plays.Β
Luz: (Wiggling her toes happily against Amity's palm) Let's do it! Time for the gameplay breakdown!
Amity finishes rubbing Luzβs heels and gently lifts both of Luz's bare legs, resting them across her own lap. Luz shifts happily against the couch cushions, settling into the comfortable position. The close contact causes a sudden, bright blush to dust Amityβs cheeks, and Luz gives a little sheepish, rosy-cheeked grin in return before looking back toward the camera.Β
Amity: (Clearing her throat slightly to regain her composure, looking at her notes) Moving on to the actual gameplay mechanics, we have to talk about how the character handles. For the most part, Crashβs main controls work rather well. He feels exactly like he did in βCrash Bandicoot 3: Warpedβ. The team actually did a great job adapting the classic movement and physics into a completely new game engine.Β
Luz: (Nodding, her bare toes wiggling against Amity's knee) Oh, totally! If you played the original PlayStation games, you can just pick up a controller and instantly know how to jump and spin. Though, I have to admit, itβs a bit of a bummer that you donβt start out with any of the unlocked power-ups from βWarpedβ. You have to earn them all over again.Β
Amity: It makes sense for progression, but it does feel like a step backward at the very beginning of the game.Β
Luz: True, but once you start beating the bosses and getting them backβlike the Double Jump and the Death Tornado Spinβit is just as fun to use them here as it ever was! It feels super satisfying to chain those moves together in the classic hallway platforming levels.Β
Amity:(Smiling, lightly tapping Luz's ankle to make a point) They did try to add something new to the mix, though. After you defeat the first boss, you unlock a brand-new power-up: the Tip-Toe ability.Β
Luz: (Groaning dramatically, throwing her hands over her face) Ugh, the Tip-Toe! Don't remind me!
Amity: (Chuckling softly) Itβs a situational, near-useless mechanic. You hold down a button to make Crash walk slowly on his toes. I give Traveler's Tales credit for trying to innovate and add to Crash's arsenal, but it really doesnβt fit well here. The platforming is built around speed and momentum. In fact, the game practically had to invent rows of active Nitro crates specifically for you to tip-toe over just to justify the power-up's inclusion in the game.Β
Luz: (Peeking through her fingers with a giggle) Yeah, it's literally just the 'Don't Blow Up On Nitro' button. But hey, speaking of crates, can we talk about the sheer volume of them in this game? βThe Wrath of Cortexβ went absolutely wild with the crate counts.Β
Amity: (Nodding in agreement) They really did. In the original trilogy, a level usually had anywhere from 40 to 80 crates to smash for the gem. In this game, it frequently enters well over 100 crates per level.Β
Luz: And honestly? I don't even mind! Itβs still just as fun to spin, slide, and jump on them as always. There is a deep, primal satisfaction in hearing that wooden *crunch* sound effect over and over again. Smash all the boxes, get the gem, make the brain happy!Β
Amity: (Affectionately patting Luz's leg) I completely agree. The core loop of hunting down every single crate remains incredibly addicting, even if the levels are packed to the brim with them.
Luz slips her legs out from Amityβs lap and moves behind her on the couch. Kneeling up, Luz gently places her hands on Amityβs shoulders and begins giving her a warm, loving shoulder and back massage. Amity sighs softly, her posture relaxing completely under the kind gesture, her heart melting at how attentive her girlfriend is.Β
Amity: (Leaning into the massage, her voice relaxing) Beyond the main mechanics, this game has some truly bizarre design quirks that just leave you scratching your head. For starters, Travelerβs Tales introduced a brand-new Invisibility Crate.Β
Luz: (Nodding, her fingers kneading Amity's shoulders) Yeah, I honestly have to give the developers props for trying to make a new, unique crate. It turns Crash totally see-through so he can slip past laser grids. But here is the catch: there are like, three of them in the entire game! And it only stays active for a couple of seconds. You blink and you miss it. Itβs barely a mechanic!Β
Amity: It definitely feels underutilized. And then there are the returning mechanics that were inexplicably downgraded. Like past games, this entry features monkey bars and grates that Crash can hang from to cross pits. But for some bewildering reason, the gameplay slows to an absolute crawl the moment you grab onto them.
Luz: (Groaning loudly, leaning her chin on Amity's shoulder for a second) Ugh, don't even get me started on the monkey bars! Why did the speed become so incredibly slow here? Crash is supposed to be a fast-paced platformer, but the moment his hands touch a ceiling grate, it feels like he's wading through thick peanut butter. It completely kills the momentum!Β
Amity: (Giggling softly at the image, tilting her head back to smile at Luz) It really does. It forces you to just sit there tapping the directional pad over and over, waiting for him to slowly shuffle across the screen.Β
Luz: (Chuckling, resuming the back massage) Exactly! And the weird progression quirks don't stop there. Take the Red Gem bonus route in the second warp room. Clearing that platforming challenge rewards you with the Super Body Slam power-up. It is so weird! Elsewhere in the entire franchise, you only unlock power-ups by beating a major boss. Here, they just tucked one away on a side path. I mean, I'm not bothered by it, it's just super funny and strange.Β
Amity: It is a highly unusual choice for a series that usually has very strict rules for progression. Speaking of strict changes, there is one final quirk that changes the balance of the entire game. In every prior entry, collecting three Aku Aku masks gave you 20 seconds of pure, musical invincibility. In βThe Wrath of Cortexβ, that time was cut exactly in half. It only lasts for 10 seconds.Β
Luz: (Stopping her hands for a moment, her eyes wide) Wait, really? Only 10 seconds?!Β
Amity: (Nodding) Exactly 10 seconds. It is a very weird design choice that actively punishes you for playing well and earning a triple mask. Though, to be completely fair, the level design in this game is structured in a way that you don't really need the extra ten seconds to clear the obstacles anyway. It's just a strange nerf to an iconic mechanic.Β
Luz: (Squeezing Amityβs shoulders affectionately before resting her hands there) Man, this game is just a giant collection of 'Huh, that's weird' moments. But hey, it keeps things interesting!
Luz finishes up the shoulder massage with one final, affectionate squeeze, stepping back to sit comfortably on the couch again. She pulls her knees up to her chest, her bare feet resting securely on the cushion. Amity lets out a relaxed breath, rolling her shoulders with a soft smile before shifting her focus back to the camera.
Amity: Now we have to address the biggest elephant in the room when it comes to βThe Wrath of Cortex.β This game is absolutely packed to the brim with vehicle sections and alternative gameplay styles.Β
Luz: (Nodding enthusiastically, her chin resting on her knees) Oh, yeah! They took the variety from βCrash 3β and turned it up to eleven. Let's start with a positive oneβthe plane stages! Honestly, I feel like the flying levels in this game are way more fun and significantly easier than the ones in βCrash Warpedβ. The controls feel a lot less stiff, and you actually have breathing room to shoot down the targets without constantly crashing. Amity: I agree, the aerial combat definitely got a nice polish. But if we are talking about pure fun, we have to talk about the standout addition to the entire game: the Atlasphere stages.Β
Luz: (Her eyes lighting up, wiggling her bare toes in excitement) YES! The Atlasphere! You are literally trapped inside a giant, high-tech hamster ball, rolling through these immensely fun, physics-based obstacle courses. It feels like a mix of βCrashβ and βSuper Monkey Ballβ!Β
Amity: (Smiling, nodding along) I have to admit, those are easily the best new stages in the entire game. The momentum physics are incredibly satisfying, the level layouts are clever, and trying to navigate the tracks without falling off keeps you completely engaged. It was a brilliant concept.Β
Luz: (Her face dropping into a comical frown) Aaaaand then we go from the highest high to the deepest low. Literally. The underwater stages.Β
Amity: (Groaning loudly, rubbing her temples) Ugh, the submarine. To be fair, just swimming around as Crash or Coco works okay. The basic controls are fine. But the moment you jump into that submarine vehicle, turning becomes an absolute nightmare. It has the turning radius of a cruise ship stuck in ice.Β
Luz: (Throwing her hands up) And the worst part? The game actively punishes you for trying to go too fast in those stages! If you try to speed through the clunky controls, you run right into those floating green mine enemies.Β
Amity: They are terriblly designed. They don't track you, they don't add to the platforming challenge, and they don't even guard anything important.Β
Luz: Exactly! They do absolutely nothing but exist to be annoying and slow you down. Itβs just artificial difficulty at its finest.Β
Amity: (Looking down at her notes, checking her watch) Alright, we have a lot of other gimmicks to cover, so let's do a quick speedrun through the rest of them.Β
Luz: (Mimicking a video game countdown) Three, two, one, go! First up: the Jeep sections!Β
Amity: Passable. The driving physics are incredibly basic, and racing against a rhino stampede or Cortexβs minions feels a bit clunky. It's okay, but it really wasnβt worth being in the game.Β
Luz: Next: the Helipack sections where Crash flies around!Β
Amity: Also passable, but completely unnecessary. It controls like a slightly worse version of the jetpack from βCrash 2β, and it feels like they just threw it in to give nostalgia to the older fans.Β
Luz: And finally: the Minecart sections!Β
Amity: Surprisingly simple, but massively fun. Itβs a very straightforward on-rails mechanic where you just lean left or right and avoid obstacles.Β
Luz: (Beaming, rocking back and forth on the couch) Yes! I love the minecart! It is literally a rollercoaster! Itβs fast, itβs frantic, and breaking the crates along the tracks feels amazing. It might be simple, but it hits that arcade-style fun perfectly.Β
Amity: (Laughing softly at Luzβs hyperactive energy) So, a mixed bag of vehicles overall, but when it works, it actually works quite well.
Luz shifts on the couch, stretching her arms above her head before turning toward Amity. With a content sigh, she leans down and rests her head right on Amityβs lap, her bare feet stretching out along the length of the sofa cushions. Amity freezes completely. A massive, bright crimson blush explodes across her face. Her hands hover awkwardly in the air for a second, her brain momentarily short-circuiting from the sudden closeness. She lets out a tiny, high-pitched squeakβa total gay panic momentβbefore slowly, carefully letting one hand rest on Luzβs hair, gently twirling a strand to try and look casual for the camera.Β
Luz: (Looking up at the ceiling from Amity's lap, totally relaxed) Alright, to wrap up the gameplay segments, we have to talk about Crash's genius little sister, Coco Bandicoot!
Amity: (Her voice cracking slightly before she clears her throat and tries to sound professional) R-Right. Coco. Both of us agree that it was an amazing idea on paper to make Coco fully playable in traditional platforming stages for the very first time. But in execution, the game doesn't actually use her much, and her levels give you fewer options.Β
Luz: Yeah, playing as Coco is basically just playing the game on a harder mode. She lacks almost all of Crash's unlocked boss power-ups. No double jump, no death tornado spin, nothing! It makes her stages feel a bit stripped down. They are totally fine and are fun to play, but it leaves you wanting more.Β
Amity: (Nodding, her fingers still gently playing with Luz's hair) Exactly. It raises a big question: aside from being a literal back-of-the-box selling point, why did the developers do this? Itβs not like the βN. Sane Trilogyβ where she plays exactly like Crash and is selectable in almost every single level. And they didn't even give her a unique, fully fleshed-out gameplay style of her own. It just feels half-baked.Β
Luz: (Wiggling her bare toes happily) True, but she does get some cute vehicle moments! The scooter and the snowboard levels are super brief, but they are honestly really fun and charming. Sliding down a snowy mountain or dodging crates while fleeing a tsunami on a scooter just feels classic.Β
Amity: They are harmless and add a nice bit of variety. But then... we have to talk about the final vehicle gimmick. The Mech suit.Β
Luz: (Groaning, rolling her head slightly against Amity's knees) Oh boy. The giant robot suit.Β
Amity: The Mech essentially attacks using a rapid-fire version of the Wumpa Fruit Bazooka. On paper, running around in a heavy metal suit blasting enemies sounds incredible. But in practice, the controls are way more finicky than they should be.Β
Luz: Oh, the aiming completely sucks! It completely holds those stages back. You try to tilt the analog stick to blast a lab assistant, and the crosshair just flies past them, or the mech takes five years to actually turn around. It turns what should be a cool power trip into a total exercise in frustration.Β
Amity: (Sighing in agreement) It really does. It's another case where Traveler's Tales had a fantastic, ambitious concept, but the incredibly tight development window just didn't give them enough time to polish the controls.
Luz is still resting her head contentedly on Amityβs lap, her bare feet stretched across the cushions. Amity has finally stopped panicking, her hand now gently and rhythmically stroking Luz's hair as they prepare to wrap up the technical critique.Β
Suddenly, a voice pipes up from behind the camera.Β
Willow (O.S.): Hey, if weβre talking about the final verdict, we absolutely have to address the technical state of this game.Β
Luz tilts her head back to look toward the camera, while Amity looks up with a warm smile.Β
Amity: Come on in, Willow! Youβve been monitoring the capture card this whole time anyway.Β
Willow: (Sitting down on the armrest of the couch, adjusting her glasses) Seriously, looking at the raw footage, the graphics are... fine. They are totally acceptable for the early PlayStation 2 and GameCube era. The lighting in the volcanic levels looks decent, but a lot of the textures are incredibly flat and lacking in places. It definitely shows its age compared to games that came out just a year later.
Luz: (Nodding from Amity's lap) Oh, totally. Itβs got that classic early-2000s greasy sheen on the character models. But Willow, tell the people about the real final boss of this game.
Willow: (Shuddering comically) The loading screens. βThe Wrath of Cortexβ has infamously long load times. If you are playing the original, unpatched PlayStation 2 release, you are easily waiting forty-five seconds to a minute just to start a level. You could literally go make a sandwich between stages.Β
Amity: The GameCube and Xbox ports fixed it a bit, but on the PS2, it completely destroys the pacing of a casual playthrough.Β
Luz: Speaking of final bosses, can we talk about the actual boss battles? I think theyβre fine, but honestly a little lacking in the creativity department. Every single boss battle in the main warp rooms is just Crunch! Itβs literally just Crunch Bandicoot powered up by a specific elemental mask. Earth Crunch, Water Crunch, Fire Crunch, Air Crunch...
Amity: (Amused) Itβs basically βAvatar: The Last Airbenderβ, but with a buff cybernetic bandicoot.Β
Luz: Exactly! It gets a little repetitive, even if the actual fight mechanics change up. But man, the ending of the game is so wholesome. After you beat the final stage, Crunch is finally freed from Neo Cortexβs mind control. And what does he do? He just instantly joins the Bandicoot family!Β
Willow: (Smiling warmly) It's such a sweet resolution. He goes from trying to crush you to sitting on the front porch drinking wumpa smoothies with Crash and Coco.Β
Amity: Meanwhile, Doctor Neo Cortex and Uka Uka get exactly what they deserve. Their space station explodes, and they end up trapped on a tiny sheet of ice in the middle of the frozen Arctic Ocean.Β
Luz: (Giggling, her bare toes curling happily) A perfect, classic cartoon ending to a perfectly okay game.Β
Luz sits up from Amityβs lap, crossing her legs once more. She glances briefly at her bare feet before looking back toward the camera lens with a proud smile. Amity sits beside her, resting her clipboard on her knees, while Willow leans forward slightly from the armrest.
Amity: So, what is the final verdict on *Crash Bandicoot: The Wrath of Cortex*?Β
Luz: When you step back and look at everything, it is largely a very good game! Itβs a fascinating title because it simultaneously tries to replicate everything that worked perfectly in Crash 3: Warped, while also throwing a ton of brand-new ideas at the wall.Β
Amity: The only problem is that it doesnβt quite commit to those new ideas. For every incredible Atlasphere level, you get a clunky submarine stage. For every fun platforming section, you get a situational tip-toe power-up.Β
Willow: (Nodding) Exactly. The game is ultimately a fun mess. It has a lot of heart, even if it lacks the ultimate polish of the original Naughty Dog trilogy.Β
Luz: (Pointing directly at the camera lens) But we highly recommend you try it out and make your own final verdict! Especially if you are a big fan of the Crash Bandicoot franchise, or if you just really love early 2000s platforming games. Itβs absolutely worth a playthrough.Β
Luz turns her head to look at Amity, her eyes full of affection. Amity looks right back, mirroring her expression. They share a deeply warm, comfortable smile, completely lost in their own little world for a second.Β
Willow: (Smirking, crossing her arms) Alright, alright, wrap it up, you two. Seriously, you guys are almost married already with how amazingly sweet you act on camera.Β
Amityβs eyes go wide, and her cheeks instantly flare up into a bright, deep crimson blush. Luz lets out a loud, nervous chuckle, rubbing the back of her neck with a goofy grin, her bare toes curling tightly against the couch cushion in sheer embarrassment.
Luz: (Blushing fiercely, waving rapidly at the lens) W-Well! That is all the time we have for today! Thank you guys so much for watching our very first video!
Amity: (Trying to hide her blushing face behind her clipboard) Y-Yes, thank you all. Don't forget to like, subscribe, and leave your own thoughts on the game in the comments below.
Willow: (Waving cheerfully) Bye, everyone! See you in the next review!
Luz lunges forward to hit the stop-recording button on the camera tripod.