Wednesday 17 April 2024

Platinum #130 - Crash Bandicoot 4 : It's About Time

Platinum Difficulty Rating - 10/10

A perfect score hasn't ever been something I've given out lightly, but I have rarely been more certain about a game that has deserved to take maximum points for it's level of challenge.

When you look back through the Crash Bandicoot timeline, it looks like a clear scale in difficulty has occurred throughout. The N'Sane Trilogy, which contained reboots of the first 3 Crash Bandicoot titles originally released on the Playstation 1, all scored 5/10 - A leisurely re-introduction to the series where all 3 titles could be beaten within a sub-25 hour timeframe.

Crash Team Racing Nitro-Fueled kicked things up a notch scoring an 8/10 - A challenging racer with difficult to master game mechanics and unforgiving time trial requirements.

Then we finally got Crash Bandicoot 4 : It's About Time, which absolutely blows the ceiling off from a difficulty perspective. It's also the first Crash Bandicoot title developed by Toys for Bob, who clearly wanted you to suffer all the way through this experience - At least from a Trophy hunters point of view. If you're not of the disposition that attaining full completion matters, then you'll probably come out the end of this experience with your sanity (and thumbs) fully in tact, otherwise strap yourselves in.

The gameplay experience of Crash Bandicoot 4 : It's About Time is very different to the previous 3 Crash Bandicoot titles in the series. It is important to remember that, despite the N'Sane Trilogy only preceding this title by a handful of years, these were just effectively a series of remasters from titles that were released over 20 years ago, so whilst they have a few gameplay improvements, they're still mostly carrying the same formula as they did 20 years ago when they first came out.

Levels are much lengthier, complex and varied in comparison, and there are a number of big changes to the game when matched up against the original Crash titles. This time round, you'll take control of a variety of different characters, all with their own specific character traits. Tawna has a grappling hook that you'll need to swing through levels, Dingodile possesses a suction gun that can suck up boxes from a distance, as well as fire them back out as projectiles and Dr. Neo Cortex has a raygun, which can be used to change enemies into different states of matter, such as jelly and metal, to allow you to progress through the level in different ways.

Speaking of which, the game also introduces a variety of different Quantum masks. When donned, these allow you to make changes to the environment and come in 4 flavours. Lani-Loli allows you to pause time, 'Akano allows you to consume Dark Matter, which increases the length, distance and height of the spin ability, Kupuna Wa allows you to slow time and Ika Ika allows you to manipulate gravity. This is the strongest addition to the game, and it's implemented really cleverly throughout the vast number of levels, making them incredibly dynamic. Once you reach the latter stages of the game, you'll notice that you play through levels which contain the use of multiple masks and this is where the challenge becomes much more apparent - but it's still a fun game mechanic that adds layers of the depth to the game.

Something that never seems to change is the plot. Dr Neo Cortex is attempting to take over the universe (again), and it's Crash's job to stop him (again). You'll encounter a familiar cast of antagonists who join Dr. Cortex, and you'll still transverse through dimensions in time as you go through the game - Prehistoric, Futuristic and even pirates, to name a couple of the 10 different dimensions.

Outside the familiar, usual platforming levels, you'll also encounter timelines, flashbacks and boss battle arenas, which adds to the already impressive levels of depth this sequel goes to. Timelines are a handful of levels where you'll play as an alternate character, mentioned above, and flashbacks are somewhat like a mini sub-story, which tells the tale of Crash's attempts to escape as a subject within Cortex's experimentation lab.

Despite being one of the most challenging trophy journeys I've ever been on, it's still an excellent game, and it's a worthy sequel which improves upon the original titles in every way, shape and form.

This trophy list contains 52 trophies, including the Platinum trophy, and will require you to beat practically everything the game has to offer for full completion of this list. There is nothing done by halves here - You are all in on this experience, whether you like it or not, and whilst the majority of the trophies all work up towards beating the game to 106% completion, each of them contains individual challenges that are worth mentioning here.

Firstly, " The Fourth Time" trophy, awarded for Defeating Dr. Neo Cortex, requires you to beat the game, which simply involves progressing through all 38 story levels, as well as each boss battle arena, culminating in defeating Dr. Neo Cortex and saving the universe once more.

This is probably the least challenging element of this list, but it's important to use this opportunity to get familiar with the layout of levels and some of the game mechanics you'll need to heavily rely on, such as map knowledge, effective use of movement, Quantum masks and techniques like the slide spin and triple spin.

There is a noticeable difficulty curve as you progress through the game, and levels begin to get more complex, longer and use multiple different masks that shift the environment constantly. I recall when playing through these levels originally how impossible it seemed to be to have to eventually beat all of them without dying, but that's why the aforementioned is so important - A grasp on all of the above is imperative to success, and this should be the focus of your first run.

The "King of Bling" trophy, awarded for Earning ALL of the Clear Gems, is the next natural step towards the Platinum trophy. Each of the 38 levels contained within the story has a total of 6 Gems to collect. 3 of these are awarded for collecting 40%, 60% and 80% of the Wumpa fruit contained with the level. 2 of these Gems are awarded for finding all boxes and beating the level within 3 lives. The final Gem is awarded for finding the hidden Gem somewhere within the level.

This is an extremely time consuming exercise, and will require you to play through levels multiple times to acquire all 6 Gems attached to each level. Ultimately, you have to beat every level in the game without dying whilst collecting every box, which will automatically fulfil the requirements of 2 of these Gems anyway, however, the kicker here is that you'll need to perform this feat twice, for the games N'Verted mode.

N'Verted mode just applies a mirrored filter to the level, usually just for aesthetic purposes, but you'll also need to earn all 6 Gems for each level within this mode too, which will award you the "gnilB fo gniK" trophy. 38 levels times by 6 is 228 Gems, and when you further times this by 2 to account for N'Verted mode, this means you'll need to collect a whopping 456 Gems in total. This was an incredibly grindy task and whilst I don't have many complaints about this game, this was definitely my least favourite part of it - It's incredibly repetitive and N'Verted mode did not feel like a necessary addition to the game outside of some classic content padding.

The "Perfectionist" trophy, awarded for Earning ALL N'Sanely Perfect Relics, is where this challenge really kicks off.

In order to earn an N'Sanely Perfect Relic, you need to beat a level without dying whilst collecting all boxes in one life. The most important thing to mention here is that you can take your time on this. Failure will often come from making silly mistakes through rushing and the lack of acknowledgement to the key fact that you can take your time with this task.

Some of these levels can take 15-20 minutes to beat under normal circumstances, and the pains experienced with this trophy will involve alot of smaller nuances. Realising you've failed to collect every box at the end of the level, dying through a silly lapse in concentration or missing a well hidden box are all included within this, and it's tough to progress through some of these longer levels just to slip up agonisingly close to the end.

Many would argue just getting through these levels without dying is a great enough challenge, let alone having to collect every box at the same time. There are so many easy ways to die in this game - Having to focus on not dying whilst trying to remember the location of every box is sensory overwhelm and once you reach the latter part of the game and this is happening all over your screen, it's easy to see how lapses in concentration can lead to death and/or missing boxes.

This trophy is another reason why it's important to get to know each level in detail. Forecasting hazards and memorising where all the more difficult to spot/hidden boxes are the best way to be prepared for this challenge. It may be something you also have to learn the hard way at times, but it will make a difference to progress.

Also, when I say there are so many easy ways to die/fail, the game adds elements of non-platforming that can be tough to negotiate sometimes. Chase segments where you have to run towards the camera and cannot see what's ahead of you, grind rails (the game loves a grind rail) and traversing the landscape via riding a Polar Bear or Jet-ski are not only very easy to die from, but also very easy to miss boxes from too, because you cannot turn round and correct any errors. It's a feat that's worthy of being responsible for a couple of difficulty points on it's own, and it's mad to think that it still isn't the peak of the list in terms of challenge.

The "Faster than Sound" trophy, awarded for Earning ALL of the platinum Time Trial Relics, is exactly where that peak lies, and requires the player to beat each of the 38 levels to Platinum standard - The highest pass time in the game. The Time Trial Relics are a staple of the Crash Bandicoot series, but the previous Crash titles only required the player to beat the Time Trials to a Gold standard, and this is the first time this standard has been set to Platinum.

This trophy will require a mastery of everything for you to succeed. Map knowledge? Check. Hazard awareness? Check. Perfect understanding of the triple and slide spin? Check. The requirements for the Platinum relic are tight and require practically zero margin for error.

The rules are exactly the same as they have been for any previous Crash game. You'll need to beat the level from start to finish without dying within an allotted amount of time to earn a Relic, and this challenge is only cut out for the very best. The box layout is exactly the same as it is for any normal level, however, some of the boxes will change to a number between 1 and 3, which indicates the amount of time the clock will be frozen for in seconds should you smash that box, which is key to establishing a quicker pass time.

Mastering the triple and slide spin is also incredibly important, and if you can't do this, you won't achieve these Platinum Relics. Executing a consistent pattern of triple and slide spinning will allow you to always achieve maximum speed, but this isn't an easy rhythm to maintain whilst also trying to avoid environmental hazards and enemies, and you may be often required to react or think quickly to avoid death. It's also made tougher by the fact you have to be consciously aware of smashing timed boxes wherever you can too, and this sometimes means deviating from the best path or exposing yourself to risky moves that can cause cheap death. It's a necessary evil though.

There are, of course, the standard things to consider when it comes to Time Trial trophies too. There's alot of trial and error, alot of practice and hard yards to put in and alot of perseverance required. As far as Time Trial related trophies go, this is one of the most gruelling I've ever had to put myself through, to the point where I actually developed a blister within the crease of my thumb once I'd earned all 38 Platinum Relics. The constant triple slide spinning really did take it's toll, and it is quite easily the most difficult task in this list.

The "OVER-Overachiever" trophy, awarded for Watching the 106% bonus ending, effectively ties up everything mentioned above. For maximum clarity, the requirements checklist includes collecting all  228 normal Gems, collecting all 228 N'Verted Gems, earning all 21 Platinum flashback Relics (which isn't mentioned above), earning all 38 N'Sanely Perfect Relics and earning all 38 Platinum Time Trial Relics.

With all of this accounted for, and the remainder of the list mainly just down to a very quick clean up procedure, it took me a whopping 175 hours according to my save file to beat this game, which is an incredible length of time. I managed to finish the hardest elements of this game within an overall time period which spanned around 4 months, and whilst this wasn't through playing the game religiously every single day, it was consistent enough to ensure that I didn't become rusty and have to re-learn the more complicated elements required to reach it's highest demands - and that's a big complimentary show of respect to the level of difficulty of this game.

I'd actually go as far as to suggest that this is within my Top 3 hardest Platinums in my entire collection. When I look at the select group of games that have fit the billing for a 10/10 on the difficulty scale, and the reasons they're in that group, some of them don't tick as many boxes as Crash Bandicoot 4 does.

It's grindy, it has a high standard of mastery and it demands perfection in everything you do, and if you needed the tie-breaker for any reason of doubt, there isn't another game that has given me actual blisters on my thumbs.

Notable Trophies -

The Fourth Time - Defeat Dr. Neo Cortex.
King of Bling - Earn ALL of the Clear Gems.
Perfectionist - Earn ALL N'Sanely Perfect Relics.
Faster Than Sound - Earn ALL of the platinum Time Trial Relics.
OVER-Overachiever - Watch the 106% bonus ending.


 Hardest Trophy -



OVER-Overachiever
Watch the 106% bonus ending

Monday 8 April 2024

DLC #180 - Far Cry 4 - The Valley of the Yetis

Whilst I admire the intention to at least do something a little bit different - and by different, I just mean "At least it's not zombies again..." - I still can't help but think that if I was to make a list of games out there I didn't really want a reason to revisit, Far Cry 4 would be on it.

But what's one more average gaming experience? Albeit a fairly short one, which makes it palatable at least. Even the intriguing selling point of Yetis still somehow ultimately turns out to fit the Modus Operandum for Far Cry 4 of everything just feeling a little bit underwhelming.

You're still in control of the main protagonist, Ajay Ghale, as the plot starts with a helicopter crash landing right in the middle of a valley. Your pilot is heard being taken captive by a local group and you have no clear way of escape. You eventually find a relay station to hole up in, which you acquire control of - and will ultimately have to defend throughout the story. The goal is to find your pilot and escape, as the plot is told via radio communication with a man who eventually identifies himself as Master Sandesh, leader of the Disciples, the group who have taken the pilot hostage and hold the secrets that occupy the valley.

Except, they're not the only occupants of the valley. The Yeti plays a role in the plot, though their overall presence both within the storyline and open world is somewhat on the scarce side. You mainly fight against disciples throughout the storyline, and Yetis only really make the odd appearance during a story mission or through open world random encounter. It's not exactly a massive dealbreaker, but if you're excited at the prospect of being led to believe that they're at the forefront of this DLC, you're in for a disappointing revelation.

Outside the plot, the new environment just feels like the same as it did in the main game, just with snow, though in a thankfully sensible move, you don't have to liberate outposts to reveal it bit by bit anymore. Other smaller additions of the snowmobile as a mode of transport and a small collection of side quests rebranded from the main story just feel pretty insignificant. Just like the main game, it's a passable at best experience.

The package contains 7 trophies, which can all be earned through natural progression of the storyline, and best explained by splitting this content down into 3 parts.

There are 6 Storyline missions to complete the story, which will earn 3 progression-based trophies, 5 nights to survive in-between, which are used as a way to break up the story missions, and 9 additional side quests to complete in order to unlock 2 trophies relating to earning all relay station upgrades.

The relay station, which serves the purpose of a hideout, is attacked each night, and you're made to survive 5 nights in between each story mission, giving the story an interesting little twist. It's actually nicely done, and the way they're interwoven is a good touch, but it does ultimately just boil down to being a horde-mode-esque feature that pads some additional time to the package as you fend off increasingly more challenging waves of enemy per night. The steadily progressive levels of chaos are fun to watch unfold when you reach the latter nights and Yetis start to turn up and you've suddenly got a 3 way fight between yourself, the disciples and the Yetis, but it's still just a content-padding concept when you strip it all back.

The 9 side quests, which also contain little variety, especially given that most of them are just ripped straight from the main game - Hijack a truck, collect some bags etc - are vital to complete outside of the trophies they award, due to the fact the upgrade rewards will help you greatly when fending off the nightly attacks.

Each side quest will grant you access to an additional feature to help you defend the relay station, whether this be a mounted turret gun, stronger fortifications or traps, so from a strategic perspective, it makes sense to complete these as soon as you can. They're a bit bland, but it's fun seeing the carnage on nightly defence missions when you have every upgrade installed and traps are going off like fireworks.

It all amasses to around a 6-8 hour experience. Missions and side quests are short, sweet and well mixed, and it's nicely paced throughout with the alternating story. It feels very much just more of the same, and I didn't expect anything drastically different that strayed too far from the already trodden path, but it's a fairly quick completion, so it never reaches the point of feeling laboured or forced. You're also encouraged to kill the Yetis, which awards the remaining 2 trophies within this set once 5 of them are felled. They're big, hit hard and they soak up bullets like a sponge, but they're still no match for a couple of power weapons and that's about as tough as it gets.

Monday 1 April 2024

DLC #179 - Metal Gear Rising : Revengeance - VR Mission Expansion

If you're a trophy hunting Metal Gear Solid fan, and the term "VR Missions" doesn't send a shiver down your spine by now, then you're more than likely a being devoid of any sort of human emotion.

The 20 VR Missions contained within the base game were a genuine blocker for many people, due to their unforgiving nature and steep difficulty curve, and this expansion brings more of the same kind of pain.

The expansion adds 30 fresh VR Missions, and comes with just 2 additional trophies to cover them. It's a straight-forward concept, and there really isn't much further context to provide in terms of depth here - Take what you already had from the base game and just add more. Pretty simple.

The Missions include a variety of different tasks, but they're the same tasks that made up the foundations of the original missions. Reaching a specific waypoint within a certain amount of time, clearing the stage of all enemies, defeating all enemies using a specific method etc. 

There are some interesting tweaks - Some of the missions now have you playing them from a side-scrolling perspective, rather than third person, some of the stages are littered with insta-kill explosive mines, which is my least favourite tweak, and some are played within the dark. You don't really see enough of these changes to make this feel like a completely fresh experience, and most of the things that do feel familiar centre around the agonising feelings of frustration that came with overcoming the VR Missions from the main game.

Despite there only being 2 trophies, one of which is awarded for just simply beating each of the 30 missions to any requirement, this a gentle reminder that the VR Missions are not exactly light work;

Hero of the Metaverse - Set the highest score on every DL-VR Mission.

The "Hero of the Metaverse" trophy, awarded for Setting the highest score on every DL-VR Mission, requires you to achieve the first place time requirement on each of the 30 new VR Missions. This is exactly the same experience as the "Virtually Flawless" trophy from the base list.

I flew through the first 18 missions with little to no trouble whatsoever, and then suddenly hit the wall. The same wall that I was dreading from the original set of missions. I wasn't lured into any false sense of security here - I fully expected this to happen. It began on mission 19, and continued on and off right through to mission 30.

Everything that was said about the "Virtually Flawless" trophy from the Platinum Difficulty Rating review is applicable here. Strict time limit requirements with almost no margin for error? Check. Tough enemies that come at you in waves? Check. Loads of trial and error? Check. I fully expected more of the same and that's exactly what you get.

I actually think this set of VR Missions is collectively more difficult than those in the base game, and that's saying something given the steepness of that particular challenge. It also contains the toughest VR challenge out of the entire set in VR-DLC Mission 27, which I spent a total of 10-12 hours on alone, which is insane for just a single VR mission. Just for reassurance, this also seems to be the general consensus, so it's just not me and my own personal shortcomings at play here.

Just to add the relevant context, it requires you to defeat all enemies using Zandatsu with a completion time of less than 8 minutes required for first place. Outside of the fact me and the Zandatsu game mechanic just don't really get along - I've always found it to be wildly inconsistent and awkward - there are so many other nuances that contributed to the pain experienced within attempting to beat this mission.

Enemies can suicidally launch themselves off the edge of the map, which will count as a Non-Zandutsu kill and end the mission - an unfortunate circumstance completely outside of your control, and when you get past the tough part, and this happens to you near the end, that's a hard pill to swallow. The volume of enemies attacking you at once within each wave can also interrupt you from completing a Zandutsu kill, which will also prematurely end the mission. The 8 minute time requirement is tight and it's also very easy to get stun locked in situations that you simply can't recover from as you try to withstand combo attacks from facing enemies simultaneously.

I also mentioned above that one of the tweaks to these new set of VR Missions included playing some levels in the dark, which seriously limits visibility and judgement, especially when attempting to block and parry enemy attacks, making any level with this condition much more difficult, and this applies to VR-DLC Mission 27.

I do also want to reiterate how terrible the camera is in this game, and it can't be understated how much it works against you within these VR Missions. It was something I highlighted during the Platinum Difficulty Review, and it's a shame they didn't take the opportunity within this expansion to address something that quite clearly needed fixing - Particularly because you have to block and parry so often within these standout Missions, it makes the design flaw even more critical to success. There is enough working against you here without long-standing, buggy game design playing it's part.

VR-DLC Mission 30 also deserves a mention. I spent a fair few hours trying to beat that too. It requires you to defeat all enemies by any means within a 15 minute time limit for first place, but it pales in comparison to VR-DLC Mission 27.

Despite this matching every expectation I had based on recent prior experience of VR Missions, it didn't make it any less daunting. To spend 15-20 total hours on a DLC package where around 60-70% of that time is spent attempting to beat a single mission is a real test of determination to succeed. Many people would, and probably have, given up the ghost on this under the belief that it just isn't worth the hassle when a Platinum trophy isn't at stake. 

I don't necessarily blame them, but then again, I've always been glutton for punishment, and I'll take the greatest solace in the fact that these VR Missions are finally behind me.