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Crash Twinsanity

 
Games: Crash Twinsanity
 

Game Description

The wide-smiling, orange, marsupial hero unites with his greatest nemesis in this platform adventure, in which the two must work together against a common enemy. A new, mysterious, powerful villain is taking over their island home, so Crash Bandicoot and Dr. Neo Cortex reluctantly join forces to stop him. Players control Crash through most of the game but can use his unusual companion in a number of ways, to help solve in-game puzzles or even as a weapon; Crash can swing the mad scientist around by his ankles, or toss him towards an unreachable area or group of enemies. Crash Bandicoot: Twinsanity was developed by Traveller's Tales (Haven: Call of the King, Crash Bandicoot: Wrath of Cortex), with help from accomplished cartoon director and producer Jordan Reichek.
~ T.J. Deci, All Game Guide

Production Credits

Company 1: Traveler's Tales - Oxford Studio; Staff: Steve Riding, Chris Abedelmassieh, Richard Baxter, Jaqui Bursnall, Nicola Cavalla, James Clark, Scott Evans, Jonathan Evripiotis, Simon Forster, Paul Gardner, Simon Jaques, Neall Jones, Girish Mekwan, Juan Vicente, Ramirez Garcia, Matt Lewis, John McCann, Jason Millson, Ian Moir, Nic HoChee, Steve Oldacre, Kevin Pimm, Dave Pllard, Dave Robinson, Parvinder Singh, Kingsley Stephens, Andy Tate, Daniel Tonkin, Kazimir Wanelik, Alex Waterston, Keith Webb; Creative Consulting: Perky Pickle Studios, Jordan Reichek; Original Music Composed, Performed, Arranged and Produced By: Spiralmouth; All Other Music Performed and Arranged By: Spiralmouth; Recorded and Mixed By: Gabriel Mann, Asylum Recording Studios; Sound Design and Voice Over Services By: Technicolor Sound Services; Sound Supervisor: Michael Gollum; Sound Designer: Phillip A. Kovats, Lydian Tone M.P.S.E., Patrick Giraudi; Voice Over Casting & Direction: Chris Borders; Recording Engineer: Morgan Gerhard; Dialogue Editor: Morgan Gerhar; Voice of Dr. Neo Cortex: Lex Lang; Voice of Aku-Aku: Mel Winkler; Voice of Tribesman: Mel Winkler; Voice of Ntropy: Michael Ensign; Voice of Tribesman: Michael Ensign; Voice of Madame Amberley: Susan Silo; Voice of Nina Cortex: Susan Silo; Voice of Coco Bandicoot: Debi Derryberry; Voice of Young Dr. Cortex: Debi Derryberry; Voice of Uka-Uka: Alex Fernadez; Voice of Farmer Ernest: Alex Fernadez; Voice of Dingodile: Dwight Schultz; Voice of Rusty Walrus: Dwight Schultz; Voice of Tribesman: Dwight Schultz; Voice of Papu Papu: Dwight Schultz; Voice of Ngin: Quinton Flynn; Voice of Victor: Quinton Flynn; Voice of Moritz: Quinton Flynn; Voice of Penguin: Quinton Flynn; Full Motion Video: Red Eye Studios; Director & Project Manager: Christopher Winters; Producer & Lighting Director: Theodore Bialek; Lead Animator and Modeler: Jon Mack; Lead Modeler: Orde Stevanoski; Animator and Modeler: Grant Chang, Josh Gramse, Barry Nardone, Rebecca Rogers; Tools Developer: Theodore Bialek; Lead Lighter and Post FX: Mike Jiang; Lead Post FX and Lighting: Orde Stevanoski; Lighter and Post FX: Theodore Bialek; Lighter: Jeff Lester, Jeff Johnson, Cara Paul; Company 2: Vivendi Universal Games Inc.; Executive VP of Worldwide Studios: Michael Pole; VP & Executive of Production: Jim Flaharty; VP & CTO of Worldwide Studios: Michael Heilemann; Executive Producer: David Stalker; Producer: Kirk Scott; Associate Producer: Chris A. Wilson; Global Marketing VP: Ed Zobrist; Marketing VP: Al Simone; Brand Manager: Matthew Geyer; Associate Brand Manager: Jack Van Leer; Brand Coordinator: Vince Kudirka; QA Project Lead: Tim Harrison, Jacob Zabie, Martin Valdez, Ben Hines; Tester: Kevin Boggs, Robert Bradbury, Brian Carr, Andrw Chen, Paul Cibis, Reynand De Castro, Minh Do, Bret Dubin, Alex Hammond, Loeu Heng, Kelly Higgins, Eric Hoffmaster, Ron Hsu, Pierre Johnson, Brian Lee Jones, Steve Keyes, Jimmy Lee, Jason Lewis, Shawn Lomas, Julio Manzanares, Jonathan Masterson, Mark Moralde, Jermel Morgan, Jared Olmsted, Arklan Uth Oslin, Charlie Oun, Neelam Patel, Seema Patel, James Pasque, Robert Robinson, Walter Sanchez, Phil Semenik, Matthew Stringer, Khone Vongphachanh; TRG Supervisor: Ali Raza, Jamie Saxon; TRG Tester: Lawrence Everson, Joseph Olivas, Lauren Kamienecki, Thomas Craven, Robert Gardner, Mark Jihanian; QA Manager: Christopher Wilson; Senior TRG Manager: James Galloway; QA Manager, Tester Resources: Michael Gonzales; QA Supervisor: Joseph Peren, Chris Richardson; Burn Lab Supervisor: Jaime Rios; Configuration Engineer: Jasonperry, Afolabi Akibola, Zachary Turner, Evan Greenberg, Chang Koo, Jorge Pacheco, Andrew Ebert, Chris Miller; Product Certification: Brandon Valdez, Cyra Talton, Glenn Dphrepaulezz, Richard Benavides, Ben Chan, Alex Zherdev; Senior Director, Creative Services: Steve Parker; Creative Director: Kathy Carter-Humphreys; Creative Manager: Kristy Cheng; Account Supervisor: Gretchen Clark; Associate Graphic Designer: Andy Nunez; Packaging Illustrator: Perky Pickle Studios, Jordan Reichek; Manual Designer: Lauren Azeltine
~ Keith Adams, All Game Guide
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Wikipedia: Crash Twinsanity
Top
Crash Twinsanity
Image:Crash Twinsanity Coverart.png
Crash Twinsanity boxart
Developer(s) Traveller's Tales
Publisher(s) Vivendi Universal Games
Composer(s) Spiralmouth
Series Crash
Platform(s) PlayStation 2, Xbox, Mobile
Release date(s) NA September 28, 2004
PAL October 8, 2004
NA November 6, 2004 (Mobile)
Genre(s) Platform game
Mode(s) single player
Rating(s) ESRB: E
OFLC: G
PEGI: 3+
Media DVD
Input methods Game controller

Crash Twinsanity (released in Japan as Crash Bandicoot 5: Crash and Cortex's Ambition?!? (クラッシュ・バンディクー5 え〜っ クラッシュとコルテックスの野望?!? Kurasshu Bandikū 5: Ētsu Kurasshu to Korutekkusu no Yabō?!??)) is a platform game published by Vivendi Universal Games and developed by Traveller's Tales for the PlayStation 2 and Xbox. It was released in North America on September 28, 2004, in Europe on October 8, 2004 and in Japan on December 9, 2004.

Crash Twinsanity is the eleventh installment in the Crash Bandicoot series, although it is the fifth chronologically. The game's story takes place three years after the events of Crash Bandicoot: The Wrath of Cortex, and follows the main protagonist and main antagonist of the series, Crash Bandicoot and Doctor Neo Cortex, as they are forced to work together to stop The Evil Twins, a duo of parrots who plot to destroy the archipelago of islands the characters of the series inhabit.

Contents

Gameplay

Crash Twinsanity differs significantly in gameplay from its predecessor Crash Bandicoot: The Wrath of Cortex. The game is largely played in a free-roaming style, although the linear path based gameplay of the previous installments occasionally reappears. The game's plot is now pushed forward by going through levels, instead of collecting crystals. Crash's control style is pretty much the same as previous games, although he does have various new moves. Like the Jak and Daxter series, Crash is occasionally accompanied by a second character, in this case his nemesis Doctor Neo Cortex.

Crash can use Cortex as a hammer, perform a spin attack while holding on to him, throw him across gaps to activate switches, and can even use him as a snowboard. Whilst most of the time Crash could happily swing Cortex to his doom and have him return safely, in other sections of the game, Crash must clear a path for a disoriented Cortex to prevent him from blundering into deadly obstacles. In the earlier levels, Crash and Cortex will get drawn into a comedy slapfight, and the player then steers the scrapping pair around obstacles to reach their goal.

In some areas of the game, such as the Academy of Evil, Cortex will go solo, armed with a raygun and a limited amount of ammo. Another controllable character is Cortex's niece, Nina Cortex. She fights through the levels using her mechanical arms and wall climbing abilities. At the very last part of the game, Crash goes into the robot known as Mecha-Bandicoot. He is the final playable character and can shoot plasma blasts.

Plot

At the end of Crash Bandicoot: The Wrath of Cortex, Doctor Neo Cortex's space station was destroyed once again, leaving him and Uka Uka preserved in ice in the frozen wastes of Antarctica. Three years later, all is well in N. Sanity Island until Crash's sister, Coco Bandicoot, is paralyzed by a free Neo Cortex. Poorly disguised as Coco, Cortex lures Crash over to a bay, where he attacks Crash with the Mecha-Bandicoot, a gigantic bandicoot-like mech. After this fails to defeat Crash, the robot falls in a cave, taking Crash and Cortex with it. Cortex, infuriated over losing for Crash again, attacks him, and the duo fights to the exit of the cave.

After getting out of the cave, Crash and Cortex are confronted by a pair of odd parrot-like creatures who self-proclaim themselves as "Evil Twins", who claim to have come to destroy the Wumpa Islands. When it is learned that the Evil Twins come from the Tenth Dimension, Cortex proposes that he and Crash travel the islands in search of crystals needed to power the Psychetron, which will allow travel to the Tenth Dimension. Crash faces many of his old enemies during this crystal-gathering quest, including Doctor N. Gin and Doctor Nefarious Tropy. After gathering enough crystals, Cortex enlists the aid of his neice, Nina Cortex. It is later revealed that the Evil Twins are actually Neo Cortex's former pet parrots, mutated by the radiation present in the Tenth Dimension. Once the required crystals have been gathered, Crash, Neo Cortex and Nina travel to the Tenth Dimension and defeat the Evil Twins.

Development

Crash Twinsanity had a large amount of content cut out due to time constraints and multiple changes in the direction of the game. Some of this content is viewable in the "Yellow Gem Gallery". A number of levels reached a fairly advanced state of completion, before being dropped for various reasons. These included a level set on the sea-bed of a dried-up ocean, a cyberspace level reminiscent of Tron in which Coco Bandicoot is controlled and a level set inside Coco's mind (named "Gone a Bit Coco"), where Doctor Cortex fights against cute animals. A much longer storyboard was originally drawn up, which included a great number of extra cutscenes; these were trimmed early on to save time in development. The game was originally known by the working title of Crash Bandicoot: Evolution. It was briefly renamed Crash Unlimited (which ended up as the name on E3 and magazine demos of the game), before finally ending up as Crash Twinsanity. The game was originally to be platformed for GameCube along with PS2 and Xbox, but was later axed due to disappointing performance of other Vivendi Universal games on the system.

Music

The soundtrack of Crash Twinsanity was performed by Spiralmouth, an American a cappella band. Spiralmouth would reprise their role in the next Crash game, Crash Tag Team Racing. Some tracks in the game are a cappella recreations of classical music, including Flight of the Bumblebee ("Doc Amok" levels), The Blue Danube (third part of "Totem Hokum") and Hebrides Overture (Rusty Walrus chase section of "High-Seas Hijinks").

Reception

 Reception
Review scores
Publication Score
PS2 Xbox
1UP.com B[1]
Electronic Gaming Monthly 3.5/10[2] 3.5/10[3]
Eurogamer 7/10[4]
Game Informer 6/10[2] 6/10[3]
GamePro 7.5/10[5] 7.5/10[5]
GameSpot 7.3/10[6] 7.4/10[7]
GameZone 6.9/10[8] 7.5/10[9]
IGN 7.7/10[10] 7.7/10[11]
Official PlayStation Magazine (US) 5/10[2]
Official Xbox Magazine 7.3/10[3]
Play Magazine 8.3/10[2] 8.3/10[3]
PSM 6/10[2]
TeamXbox 7.5/10[12]
Aggregate scores
Metacritic 64[2] 66[3]

Crash Twinsanity received mixed reviews from critics upon release. Play Magazine declared that "Traveller's Tales has delivered a 60 fps cartoon epic without sacrificing expanse, dwarfing boss encounters or vivid effects by skillfully balancing model and environment integrity with performance."[2][3] James B. Pringle of IGN said that "Publisher Vivendi Universal and developer Traveller's Tales have infused so much humor and likeability into the game that you will literally laugh out loud. You'll look forward to defeating each boss not just because you're that much closer to beating the game, but to witness some of the best in-game dialogue and funniest voice acting around."[10][11] Andrew Wooldridge of 1UP.com said the game "is funny, fun to play, and is a definite improvement on the claustrophobic linear levels of games past."[1] Chris Stead of GamePro described the game as "great fun for our gaming youth and a humorous piece of nostalgia for veterans keen to spank their bandicoots, one last time."[5] Brent Soboleski of TeamXbox crowned the game as "one of the best Crash titles to have been released since its earliest inception on home consoles, and it’s creative use of combining past enemies as partners is what gives Twinsanity a new lease on life."[12] Nick Valentino of GameZone said that the game "rises above the game’s original roots to bring a game that’s both refreshingly humorous as well as downright enjoyable."[9] However, Louis Bedigian of the same site described the game as "double the insanity for all you psychopath-loving gamers out there, but it's half the fun for gamers."[8] Ryan Davis of GameSpot concluded that "it's a little rough around the edges, and it doesn't break new ground for 3D platformers, but it gives the series the shot in the arm that Wrath of Cortex failed to, and what it does, it does pretty well."[6][7] Official Xbox Magazine declared that "even if you're frustrated by dying on a jump for the 50th time, you'll still think it's funny as hell."[3] Kristan Reed of Eurogamer said that "the gameplay variation is there for all to see, and when it hits the mark it - believe it or not - is every bit as enjoyable as the very best the genre has to offer, with some true high points to look back on."[4] PSM Magazine praised the graphics and controls but criticized the level design, saying that it was "designed to kill the player in as many cheap ways as possible."[2] A reviewer for Game Informer finished with "While it pains me to say this, maybe Crash should make like the entire cast of Blossom and disappear."[2][3] Official U.S. PlayStation Magazine described the game as "a bummer" and "a tragic tale of missed opportunities, as a funny, engaging platformer shines through the me-too muck."[2] Electronic Gaming Monthly decided that the "funny writing (courtesy of an ex-Ren & Stimpy scribe) can't save this uninspired rehash of antiquated Crash antics with lackluster visuals."[2][3]

References

  1. ^ a b Andrew Wooldridge (2004-10-14). "Crash Twinsanity Review from 1UP.com". 1UP.com. http://www.1up.com/do/reviewPage?cId=3135624&did=1. Retrieved on 2009-06-27. "This game is funny, fun to play, and is a definite improvement on the claustrophobic linear levels of games past." 
  2. ^ a b c d e f g h i j k "Crash Twinsanity (ps2: 2004): Reviews". Metacritic. http://www.metacritic.com/games/platforms/ps2/crashtwinsanity. Retrieved on 2008-08-14. 
  3. ^ a b c d e f g h i "Crash Twinsanity (xbx: 2004): Reviews". Metacritic. http://www.metacritic.com/games/platforms/xbx/crashtwinsanity. Retrieved on 2008-08-14. 
  4. ^ a b Kristan Reed (2004-10-06). "Crash Bandicoot: Twinsanity Review // PS2 /// Eurogamer - Game Reviews, News and More". EuroGamer. http://www.eurogamer.net/articles/r_crashtwinsanity_ps2. Retrieved on 2008-08-14. "The gameplay variation is there for all to see, and when it hits the mark it - believe it or not - is every bit as enjoyable as the very best the genre has to offer, with some true high points to look back on." 
  5. ^ a b c Chris Stead (2004-07-12). "GamePro | Crash Twinsanity - Australian Review". GamePro. http://www.gamepro.com.au/index.php/id;1311063014;fp;2;fpid;36. Retrieved on 2009-06-27. "Great fun for our gaming youth and a humorous piece of nostalgia for veterans keen to spank their bandicoots, one last time." 
  6. ^ a b Ryan Davis (2004-10-05). "Crash Twinsanity Review for PlayStation 2 - GameSpot". GameSpot. http://www.gamespot.com/ps2/action/crashtwinsanity/review.html. Retrieved on 2009-06-27. "It's a little rough around the edges, and it doesn't break new ground for 3D platformers, but it gives the series the shot in the arm that Wrath of Cortex failed to, and what it does, it does pretty well." 
  7. ^ a b Ryan Davis (2004-10-05). "Crash Twinsanity Review for Xbox - GameSpot". GameSpot. http://www.gamespot.com/xbox/action/crashtwinsanity/review.html. Retrieved on 2009-06-27. "It's a little rough around the edges, and it doesn't break new ground for 3D platformers, but it gives the series the shot in the arm that Wrath of Cortex failed to, and what it does, it does pretty well." 
  8. ^ a b Louis Bedigian (2004-10-10). "Crash Twinsanity Review - PlayStation 2". GameZone. http://ps2.gamezone.com/gzreviews/r23742.htm. Retrieved on 2009-06-27. "It's double the insanity for all you psychopath-loving gamers out there, but it's half the fun for gamers." 
  9. ^ a b Nick Valentino (2004-10-08). "Crash Twinsanity Review - Xbox". GameZone. http://xbox.gamezone.com/gzreviews/r23742.htm. Retrieved on 2009-06-27. "Rises above the game’s original roots to bring a game that’s both refreshingly humorous as well as downright enjoyable." 
  10. ^ a b James B. Pringle (2004-10-05). "IGN: Crash Twinsanity Review". IGN. http://ps2.ign.com/articles/554/554364p1.html. Retrieved on 2009-06-25. "Publisher Vivendi Universal and developer Traveller's Tales have infused so much humor and likeability into the game that you will literally laugh out loud. You'll look forward to defeating each boss not just because you're that much closer to beating the game, but to witness some of the best in-game dialogue and funniest voice acting around." 
  11. ^ a b James B. Pringle (2004-10-05). "IGN: Crash Twinsanity Review". IGN. http://xbox.ign.com/articles/553/553738p1.html. Retrieved on 2009-06-25. "Publisher Vivendi Universal and developer Traveller's Tales have infused so much humor and likeability into the game that you will literally laugh out loud. You'll look forward to defeating each boss not just because you're that much closer to beating the game, but to witness some of the best in-game dialogue and funniest voice acting around." 
  12. ^ a b Brent Soboleski (2004-10-07). "Crash Twinsanity Review (Xbox)". TeamXbox. http://reviews.teamxbox.com/xbox/810/Crash-Twinsanity/p1. Retrieved on 2009-06-27. "One of the best Crash titles to have been released since its earliest inception on home consoles, and it’s creative use of combining past enemies as partners is what gives Twinsanity a new lease on life." 

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