(Originally published to Glitchwave on 2/6/2026)
[Image from glitchwave.com]
Crash Bandicoot 4: It's About Time
Developer: Toys for Bob
Publisher: Activision
Genre(s): 3D Platformer
Platforms: PS4, Xbox One, Switch, PS5, Xbox Series X, PC
Release Date: October 2, 2020
Beyond my interpretations, Crash 4’s full title is actually a play-on-words that alludes to the game’s overall narrative conceit. Since time is still literally of the essence, as it was in the previous title that Toys for Bob put their mitts all over, veteran Crash players can make an educated guess as to which returning Crash villain is pulling the strings of this plot premise. The cerulean conductor of the clock, N. Trophy, has been trapped in the same timeless void that Crash condemned Cortex and Uka Uka to at the completionist (and now canonical) ending of Warped. Finally, after apparently a decade of struggling to escape, Uka Uka ruptures the rocks that kept them imprisoned to unveil one of N. Trophy’s time vortices. Immediately as the gang of familiar Crash villains exits their idle existences, Aku Aku’s clairvoyance for universal imbalance starts tingling and nags Crash to get off his lazy, narrow ass and act on his sudden intimation of dread. Well, I suppose that reworking all of Crash’s classic adventures has given the developers a clear idea of how to craft a typical conflict premise for the series. Am I implying that this run-of-the-mill introduction fails to break the mold of the franchise’s narrative constructs? Yes, but I realize that a Crash Bandicoot game isn’t going to feature the gravitas of a grave scenario akin to the epic scale of starting a world war. An inkling of evil-doing somewhere in the distance from Crash’s disembodied spiritual advisor is still a splendid way of starting the game.
Not that I’m intentionally piling on more criticisms onto Crash 4 to make a point of its unoriginality or anything, but I must comment on how the whole liberally traversing throughout the space-time continuum as a thematic motif is stripped directly from the previous (or at least in this conveniently contrived canon they're establishing) title. I could be wrong, but I don’t think Crash and Coco were ever intended to be the interactive answer to Mr. Peabody and Sherman (you’ll never guess who is who). Fortunately, ripping through the fabric of time and space with impunity makes for an incredibly strong thematic construct because of the variegated iconography that comes with the smattering of period-specific settings. In my book, Crash 4 can also be granted clemency for blatantly recycling an overarching theme because the game improves upon it with one essential ingredient: organization. Something that slightly irked me when Warped first tested the time travel concept is that the individual levels within the six warp chambers rarely ever maintained the general theme that was alluded to by the architectural design of each warp chamber’s background. Establishing a concise theme with a chamber backdrop just to feature levels that blatantly deviated from it within the same selection of six levels and then randomly encountering a level in a subsequent chamber that would’ve sensibly fit the previous one was a confusing, asinine habit that Warped continually kept committing. I think the developers here recognized that thematic continuity hasn’t exactly been enforced since the very first Crash Bandicoot game, which is probably why Crash 4 has adopted its more rigid, sequential world map menu in lieu of the chamber hub with more open parameters we had become accustomed to since Crash 2. Crash 4 may not showcase the same seamless journey from Crash’s wild jungle domicile to the precarious, mechanical cliffs of Cortex Castle, but at least every level that resides in each world sticks to the cohesive theme we can clearly discern from the world map.
Crash 4 walks down memory lane once again with two tutorial levels on Crash and Coco’s tribal home residency of N. Sanity Island, and the following world where N. Gin has inflicted his crude, mechanical sensibilities onto an arid canyon setting in a relatively distant future does not digress from its stark desert punk aesthetic at any given point. “Salty Wharf” maintains its pirate-centric atmosphere with its fragile rusty plank platforms and cutlass-carrying sea creature enemies, “Tranquility Falls” is heavily Asian-oriented throughout with lilypads littering its zen gardens and roaming dragons as airborne obstacles, and “The Eggipus Dimension” takes the recurring prehistoric level theme from Warped and elongates its presence to the span of an entire world without any interruptions. One could argue that the vibrant, jazzy city streets of “Off Beat” explicitly contrast with the desolate bayou at the forefront of the other levels in the present-day realm of “Mosquito Marsh,” but those people would be ignorant of the all-encompassing culture associated with the southern US state of Louisiana that the developers are tributing in all of its humid, voodoo-infused, Mardi-Gras glory. There are four other worlds featured in Crash 4 that also keep its thematic consistency just as resolutely as the ones I’ve mentioned, but my limiting of their descriptiveness for the sake of brevity is also indicative of another underwhelming aspect of the Crash franchise that this “fourth” title has promptly improved upon. Given that I was accustomed to the rules of sixes that Crash 2 and Warped were evidently exhibiting, I thought that ending the game with another tour through the Cretaceous Period was rather anticlimactic. To my surprise, Crash 4 augmented the typical bandicoot experience with FOUR whole worlds succeeding the usual six, all of which were equally as thematically consistent as the worlds that preceded them. Adding the longer lengths of each level into the equation that we also haven’t seen since the orange marsupial’s debut, Crash 4 is a splendor of riches more sumptuous than any title we still revere from his PS1 youth.
But what is the most decadent thing a 3D platformer can provide to spoil its audience? For my money, it's the ability to play as multiple colorful characters, an effective selling point that stimulated my gaming sensibilities as a child ever since Battle for Bikini Bottom allowed me to swap between SpongeBob and two of his undersea chums. The Crash Bandicoot franchise has indeed incorporated player interactivity for characters outside of the titular bandicoot in his mainline platformer adventures, but up until this very entry, Crash Twinsanity was the only game that afforded the player the luxury of this feature outside of pretending that Coco isn’t just a clone of her brother with more clothes and a blonde ponytail (another exemplary aspect of Twinsanity that should be considered in favor of not extinguishing it in this Crash Bandicoot revisionist campaign). Similar to the dynamic that defined Twinsanity, Crash’s comical creator and principal archnemesis of Neo Cortex once again begrudgingly collaborates with Crash. Eventually in the narrative, N. Tropy severs his working relationship with Cortex to instead enact his sinister plan of erasing billions of years off the universe’s archives with a female version of himself that he’s disturbingly infatuated with. After telling N. Tropy to go fuck himself (and he hilariously obliges), Cortex will transform enemies into platforms of three different variations of matter and execute a speedy dash maneuver to compensate for his lack of vertical aerodynamicism the bandicoots possess. I’m just relieved that he no longer controls as if Crash lodged a wumpa fruit up his rectal cavity, as he unnaturally did in Twinsanity. The more surprising Crash Bandicoot villain to newly cross over into a prestigious playable character status is the series’ resident chimera Dingodile. Living a tranquil, retired life in the remote Louisiana bayou after a career of petrifying penguins, Dingodile springs into action after Cortex and N. Tropy’s time shenanigans have inadvertently demolished Dingodile’s retirement venture of diner entrepreneurship. Hopping into a time rift to give his former cohorts a piece of his mind, Dingodile then becomes so hopelessly lost in the infinite stretches of space and time that all he wishes to do is make like Dorothy and find his way home. In the meantime, Dingodile will travel throughout a plethora of distinct periods using his trusty vacuum cannon to suction TNT barrels and crates and launch them as explosive projectiles onto enemies and hefty obstacles in what is definitely the slowest-paced gameplay variation that Crash 4 offers.
Dingodile’s newfound elevation of importance as a playable character might seem random to even the most devout Crash Bandicoot fans, considering his precedence amongst the various series bosses was not any higher than, say, for example, Tiny Tiger or Pinstripe Potoroo. However, the appearance of the last playable character in Crash 4’s roster that I’ve yet to mention should drop the jaws of every series veteran right to the floorboards. That is, if you fail to consider an outlying context behind the reemergence of Crash’s old squeeze Tawna. Debating whether or not sexual objectification or failing to pass the Bechdel Test because Coco is the sole female voice as the more severe social faux pas for the franchise to commit is ultimately irrelevant, for Toys for Bob have managed to hatch a plan to kill both of those unsavory birds with one stone. Arguably the most dominant plot device in science fiction today is the multiverse trope, and the limitless possibilities that come with such a concept have conjured up an “alt Tawna,” a fierce, independent, combat-capable chick who wouldn’t be caught dead being a damsel in distress. She’s also completely unrecognizable from a design standpoint, trading in her flirty tight T-shirt and jorts combo for tattered jeans and a spike-studded vest jacket to signify this Tawna’s defiant, “punk-rock” attitude. She looks as if she hails from a universe where the male gaze is no longer an oppressive, domineering force for women to tackle…because they’ve all gouged the men’s eyes right out of their skulls. If punk rock was what inspired Tawna’s new style and demeanor, it seems like bands such as Team Dresch and Huggy Bear were the ones responsible for this transformation, if you catch my drift. I don’t know; is it a coincidence that Alt Tawna aggressively strikes Crash on the noggin for simply expressing a natural curiosity about her radically different design when they first meet her and then doesn’t speak to any of the characters in a friendly manner except for Coco for the remaining duration she’s on screen? Look, man, all I’m doing is giving you the relevant pieces of evidence so you can form your own conclusions. Still, regardless if Toys for Bob is actually blowing this sociopolitical dog whistle in my face, I can excuse the peculiar design choices of this resurrected Crash relic because her spin kick and unique grappling hook gadget makes her the most aerodynamic character in the roster. In fact, the gameplay diversity that each of these secondary guest characters fosters is exactly why each of them is such a refreshing inclusion integrated into the mix of Crash/Coco’s typical dance routine of hopping, spinning, and the occasional aerial ground pound.
Don’t think just because Crash and Coco are the older dogs in this heterogeneous arrangement of playable characters that the developers assumed they couldn’t learn any new tricks. In addition to the player acclimating themselves to the particular quirks of their allies, the player must also contend with a slew of unfamiliar platforming properties that are mostly only applicable to the two gender-swapped skins of the main protagonist. Ironically enough, every single foreground asset debuting in Crash 4 is evocative of the earliest practices of the franchise, similar to the linear world map menu and the appearance of “Tawna” (technically). What is this practice, you may ask? Well, considering how Crash and his sister both often swing from ropes like a certain tie-wearing ape on jungle vines and abrade the rubbery soles of their sneakers while grinding on a series of mechanical rails like Sega’s blue bundle of joy (who might also be in dire need of this rewound rejuvenation treatment), the developers are dipping back into the influence pool of the same older platformer icons that conceptually sculpted Sony’s original mascot candidate. Wall running is also another staple platformer attribute that Crash 4 decides to implement, but I can’t quite determine which IP within the genre originated or popularized it to the point of an obvious association. Mirror’s Edge, maybe? I’m also not entirely certain which game could’ve convinced the developers to deem it necessary for Crash/Coco to roll through a cracked concrete road away from N. Gin’s tanky, fiery Mad Max mobile in a life-sized hamster ball because such a contraption has never been utilized throughout the genre’s storied history. Yeah…that’s the ticket.
My peculiar sense of deja vu also certainly didn’t begin to tingle when I was introduced to Crash 4’s other major gameplay component in the
The instances of using any of the Quantum Masks are arguably also the most challenging bouts of platforming on display. For the duration of time playing through the world where they are initially encountered, the subsequent levels implement the mask ubiquitously enough that the player will receive a hearty amount of practice with their unique mechanics. Once all of the Quantum Masks have been accounted for and the game assumes the player has honed their elements down to science, every level across the frou-frou, Futurama foody world and Crash 4’s high-definition reimagining of Cortex Castle at the game’s final stretches incorporates all of them as an ensemble. In some cases, like in the last primary stage of Cortex Castle, the shuffling between every mask is an instantaneous process, demanding the player react acutely to the hazard at hand in the blink of an eye. After finally conquering this strenuous challenge, I swore that I heard each mask utter “RUDABAGA” upon rewinding failure after failure more than I heard Aku-Aku speak this unintelligible catchphrase throughout the entire series. Of course, the overwhelming moments with the Quantum Masks are emblematic of a greater topic regarding Crash 4’s steep difficulty curve. Like with the world map and Crash’s estranged former belle, Crash 4 again finds it pertinent to revert to the oldest of Crash Bandicoot outings and rekindle the most rigorous test of the player’s tenacity that was unparalleled until this entry unearthed this unforgiving difficulty demon from its tomb to inflict suffering on 21st-century gamers. However, unlike the first Crash game that expected the player to withstand outstandingly unreasonable odds, Crash 4 at least grants the player a myriad of accommodations to stave off any fatal “game overs” that are likely to occur. Chiefly, the player is given the option of an infinite death toll as opposed to the traditional life counter that triggers a “game over” if it reaches zero. I decided to stick with protocol not to uphold my questionable gamer credibility, but because I had assumed that the more attuned sensitivities of modern gaming would’ve placed it at least on par with Warped in terms of difficulty. The fact that I was accumulating lives by the barrelful as if I was playing DKC: Tropical Freeze affirmed my preconceived notions, until I desperately needed every life I stocked after N. Tropy was out of the picture. Strangely enough, before the climactic portion when my life counter started to nose-dive, it impressively dwindled during a number of the world-finishing boss segments. Matching the rhythm of weaponized sonic waves erupting out of N. Gin’s concert sound system was difficult to detect, and I fell between the speeding asteroid platforms in N. Tropy’s twin battle too many times than I'm willing to admit. Another reason why it’s disappointing that he couldn’t have retained his cardinal villain status throughout the narrative!
Admittedly, my life counter did tend to drop a few units whenever I attempted to satisfy a level’s completionist conditions, which is a whole other Pandora’s Box the player can open if they’re feeling masochistic. As per Crash Bandicoot customs, the player must meticulously scrounge up every box found in the level and break them like Ivan Drago, which will warrant the rewarding of a crystal gem. Apparently, every time period across Crash 4 is afflicted by an inflated gem economy because the game will give away two gems for reaching a certain percentage of broken boxes as a consolation prize, along with a couple of others if their death counter doesn’t exceed three or five and if they manage to spot a gem hidden outside the peripheral boundaries of the immediate pathway. I’d decry this adjustment to Crash’s completionist system as pathetic appeasement, only if there weren’t several other stifling conditions factored into mastering Crash 4 that have never been considered before. Once N. Brio is defeated, an “N. Verted” version will be attached to every previously finished level and every level beaten onward. The stylized, MacBook photo filters applied to every level are more grating than anything, but the player should realize that their integration implies that they’ll be obligated to complete the game to its entirety AGAIN under the same completionist stipulations. The segregated “test subject” sections, elongated bonus stages framed as Cortex recording Crash as his box-breaking guinea pig in his laboratory before the bandicoot defied him, are exacting enough as is. Add on the stern caveat of keeping Crash’s death counter empty to retain the tape’s availability on the field, and retrieving the tapes is an excruciating escapade in and of itself. Did I mention that untainted perfection is an entirely separate condition factored into cleaning the completionist slate? Oh, and we can’t forget the notorious time relics, where the lack of the running shoes that were granted to Crash/Coco in the N. Sane trilogy might require them to take up juicing another substance beyond the sweet nectar of the wumpa fruits to satisfy the platinum conditions. SOUNDS LIKE A HOOT, DOESN’T IT. Players might be accustomed to pulling out a few hairs in frustration during any previous Crash Bandicoot completionist endeavors, but Crash 4 will turn them bald as Mr. Magoo and probably as blind as the geriatric cartoon character due to an anger-induced rupturing of the blood vessels in one’s corneas. Scientists say that stress is the silent killer, and life is too precious to have one’s cortisol threshold tested to the extremes while trying to tangle with the sadistically comprehensive checklist that Crash 4 insists upon. A health warning should be printed on every physical copy of Crash 4 like a carton of cigarettes.
Typically, tackling the completionist route across any title in the franchise is the only way of satiating the dismayed feeling I get after playing the skimpy, surface-level conditions of reaching the end of a Crash Bandicoot title. In the case of Crash 4, I’m happy to report that for the first time, my hunger pangs have been quelled because this return to form for the hyperactive, tanned rat is a feast most bountiful. Its levels are richly lengthy, exquisitely designed, marvelously multifaceted with its various mechanics, and the worlds that encircle them are capped off with bosses that don’t bullshit around like their previous incarnations. Just by performing the bare minimum of foiling Cortex’s plan to eradicate Crash, I actually felt as if I ate a full course meal. Eating anything beyond that in the 100% route would’ve given me the gaming equivalent of “the itis.” We get it, Toys for Bob, you’ve achieved your Eagle Scout standing in crafting Crash Bandicoot levels. Still, that doesn’t give you the right to become a desert eagle scout and snipe every player with completionist overkill. As hostile as they seem to be to us gamer visitors, it’s beautiful that the Crash franchise has finally settled in a loving household after being passed around by a bunch of abusive foster parents for so long. In this enriching environment, the series has healthily produced what is undoubtedly its greatest entry to date, nostalgia be damned. Welcome home, Crash Bandicoot!



