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File: crash4.png (882 KB, 567x747)
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Why do people complain about how long 100% is? This was the first actual Crash game in a long while and a sequel wasn't guaranteed, so why complain about there being a lot of content?
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giuiug
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>>730637207
I'm playing it right now and got everything up until rock blocked plat relic which i'm starting tomorrow. It hasn't been too bad so far and I like that there's a lot to do but idk if crash landed and toxic tunnels are going to be super hard and make me hate the game
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>>730637997
cool. keep us updated
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>>730637207
It’s not about the amount of content, it’s the content itself.

In order to 106% the game you need to:
> get everything in every level
> do the time trials
> get everything in every level AGAIN, but now it’s mirror mode with a disgusting Snapchat filter over the sceen

It’s just pure tedium. The issue isn’t the difficulty, it just wastes your time by making you 100% the game twice, but 2nd time has a stupid filter over the screen.


There’s also the issue of box placement being incredibly cruel. Which has the effect of just making people give up. Old crash games had a few asshole boxes, these were memorable, everyone remembers Cold Hard Crash for being a massive pain. But this cheekiness stops being fun when it’s every single level. No one is going to get all the boxes without a guide, even if they are very thorough. And after a few levels of searching everywhere and still being short on boxes, people just stop trying to 100% it. And if you arnt trying to 100% a crash game, you are barely playing it. If you just rush to end of level then they are short, linear, and pretty basic. Most of the interesting platforming comes from getting all the boxes along the way. But game trains you to expect that you’ll never succeed, and there’s no reward for getting 99% of boxes, so why bother grabbing any?
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poop
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>>730637207
>so why complain about there being a lot of content?
An empty bowl is better than a bowl full of shit.
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>>730637207
Shit players, simple as. Game was fun, the 100% reward is my only complaint though.
>>
because the actual content doesn't feel rewarding to complete. You have to play through every level THREE times to get everything, but that's only assuming you can do it perfectly every single time. Which you can't and wont. Resetting a level takes like two full minutes, meanwhile dying and going back to a checkpoint happens instantaneously. There is no rational explanation for why this is happening.
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>>730637207
>why complain about there being a lot of content
being forced to to play the same levels a minimum of 6 times assuming you do things perfectly isn't content
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3D platformers are autistic and have to collect everything from all fruits to finish all achievements, so too much difficult achievements annoy them
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>>730638869
Fun fact, that one Bayou Dingodile level had more boxes in just that one level than the total amount of boxes in any of the original three games.
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Just completing the game is boring and 100% is no where rewarding. There's also the fact that the physics are just awful and the funny part of Crash games, the death animations, are toned down massively because we can't have Coco get decapitated or squished into paste. This was also a problem with the Crash trinity collection although Crash still gets BTFOed.
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>>730640374
I'm pretty sure the reason why Coco didn't get unique death animations is because she was added far too late into development. She still has all of her death animations from the levels she's normally supposed to be playable in plus a few extras.
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>beat the stage normally
>do it again to get the clear gems
>do it again to get the clear gems in inverted mode
>do it again to get the insanely perfect relic
>do it again to get the plat time relic
>possibly do all of this again for half the stage if there's a timeline variant of it
>>
>>730637207
game was alright
people that waste time 100%ing games are fucking retarded, too many games out there and it's ALWAYS tedious, not just in this instance



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