Never played any of the Crash games before but I just bought this game for $6 off Amazon. Impressions follow:
- Goddamn do the loading times seem long for a game like this...
- Character animations are great, core gameplay is somewhat enjoyable.
- Really not a fan of "needing" to re-play levels multiple times for 100%. I greatly prefer games that let you 100% a level on try one if you've got the skill.
- Why on earth can I "spin away" things like extra lives?
- Physics seem wonky at times. I had quite a few instances where I landed on a platform or box but slid off for some reason. Is the game supposed to be like that?
All in all the game isn't bad, but without the nostalgia factor I can't say I'm really interested in playing these games for much longer. I've only played Crash 1 so far, so please let me know if you think two or three would really "hook" me on playing more. Otherwise I think I'll just trade it in for more than I paid.
Crash 1 has the most crushing difficulty, most platforming.
Crash 2 is the most balanced of the three with balanced variety and enormously improved controls.
Crash 3 is the easiest of the three with a bit too many vehicle segments, but still controls tight and has the most refined level design of the three.
My point being is that the three games are very different from each other, from controls to aesthetic to level design, and since you already have it you might as well try the other games to at least see if they cater to you any better. Crash 1 does not really represent the franchise as a whole. Crash 2 and 3 have more stages that let you 100% them in one go too. I don't really see any other way to implement time trials though, since that mode by it's very nature requires multiple runs to perfect your time.
I think the physics complaint has been noted by everyone. And by no means is it a deal breaker, but more something a patch could address.
Spinning away lives and Wumpas are a staple from the classics. It serves as a balance to prevent someone from simply hammering the spin button into every hazard. You're both tempted and rewarded for precision movement that may otherwise send collectables flying. (you can't spin gems or crystals away though)