Popular Post Shrooba Posted January 6, 2022 Author Popular Post Share Posted January 6, 2022 (edited) IT IS OVER, I FUCKING DID IT!!!! IT IS DONE. IT IS DONE. IT. IS. DONE! ?????????ALL CRASH 4 PLATINUM RELICS WITHOUT THE TRIPLE SPIN!!! IT'S OVER!!! Faster Than Sound trophy before beating the game. ? Here's my run of Cortex Castle, my final Platinum Relic: Next up, the PERFECT RELICS! TIME TO SMASH THEM!!! ?? Edited January 6, 2022 by Shrooba 13 Link to comment Share on other sites More sharing options...
Platinum_Vice Posted January 6, 2022 Share Posted January 6, 2022 #chadgoals Well done Shroobs ?? 1 Link to comment Share on other sites More sharing options...
KindaSabbath Posted January 6, 2022 Share Posted January 6, 2022 2 hours ago, Shrooba said: IT IS OVER, I FUCKING DID IT!!!! IT IS DONE. IT IS DONE. IT. IS. DONE! ALL CRASH 4 PLATINUM RELICS WITHOUT THE TRIPLE SPIN!!! IT'S OVER!!! Faster Than Sound trophy before beating the game. Here's my run of Cortex Castle, my final Platinum Relic: Next up, the PERFECT RELICS! TIME TO SMASH THEM!!! Yessss bro!!! You absolutely tore these plat relics a new one! Savage work my dude ? Does this mean we’re gonna get a Crash 4 review… before… y’know… that other Crash game? ? 1 Link to comment Share on other sites More sharing options...
DrBloodmoney Posted January 6, 2022 Share Posted January 6, 2022 8 hours ago, KindaSabbath said: Does this mean we’re gonna get a Crash 4 review… before… y’know… that other Crash game? I respect that you refuse to name that game in this thread… it would be bad luck. …henceforth, it should simply be referred to as “The Scottish Crash” 2 Link to comment Share on other sites More sharing options...
Deluziion90 Posted January 7, 2022 Share Posted January 7, 2022 GG my man! That platinum is in the pocket????. 1 Link to comment Share on other sites More sharing options...
Shrooba Posted January 9, 2022 Author Share Posted January 9, 2022 (edited) Thanks for the positive vibes everyone! ? As of the past couple days I've completed over half the perfect relics, which are rewarded for destroying all crates in a level without dying a single time. Needless to say, resetting a level also resets all the dialogue that characters say, so I had to hear Cortex talk about wombats every single time I died on Toxic Tunnels which drove me to utter anguish. ? I'd say Toxic Tunnels took me a couple hours to do both the perfect relic and the 3 deaths or less for the N. Verted variant of it, so quite a while! In any case, I've got all the perfect relics for the final 4 levels, and especially the two Polar levels and one slug level which see you riding on an animal with no way to backtrack. So I've got most of the annoying ones done! I try to record each run of the levels I do... and I've started running out of space! ? But in any case, I'll probably write up a proper update tomorrow talking about a couple of the harder levels. At this point I'm confident I'll get the platinum done, it makes me find it funny that I literally had this game collecting dust because I thought I couldn't do it, but times change! Now that I'm nearing completion for Crash 4, I'm starting to get the nerves for Trackmania Turbo, but I'm a man of my word; after I get Crash 4 done I'll boot it up and start grinding it out. I'm not cocky, but I'm somewhat sure I can do it given I've dealt with the plethora of BS that the CTR dev times gave me! ? I think my biggest hurdle for TT is gonna be adjusting to the physics since I believe they change depending on each area the tracks are on, from giant canyons to stadiums, and even beaches! It's gonna frustrate the hell outta me, but so is Crash 4 but I'm enjoying it nonetheless! Peace for now, and I'll have a proper update sometime for tomorrow! ? Edit: It seems I have forgotten to make the update! So tomorrow from now... ? Edited January 10, 2022 by Shrooba 2 Link to comment Share on other sites More sharing options...
Destructor-8 Posted January 9, 2022 Share Posted January 9, 2022 On 05/01/2022 at 3:34 AM, Shrooba said: I personally reckon Trackmania Turbo might be harder than Crash 4 just on a hunch, but if I can endure the agony of CTR’s dev times then I’m somewhat certain I can do it if I try! It’s a bit reassuring that the gold times needed for Trackmania Turbo aren’t actually the best times; the Trackmaster medals are, but you only need 50 of those out of the 200 campaign tracks, so I reckon I’ll give it a go after I beat Crash 4. Either that, or I get back to Ghost Recon Breakpoint. I think I was mentioned the other day in this before I read it but yeah you'll get it done I'm sure. The times aren't fast as it's more about finishing rather than trying to go as fast as possible. I'll be around when you get to this. On 06/01/2022 at 8:12 AM, Shrooba said: ALL CRASH 4 PLATINUM RELICS WITHOUT THE TRIPLE SPIN!!! IT'S OVER!!! Faster Than Sound trophy before beating the game. Nice going dude! That was fast! 1 hour ago, Shrooba said: Now that I'm nearing completion for Crash 4, I'm starting to get the nerves for Trackmania Turbo, but I'm a man of my word; after I get Crash 4 done I'll boot it up and start grinding it out. I'm not cocky, but I'm somewhat sure I can do it given I've dealt with the plethora of BS that the CTR dev times gave me! I think my biggest hurdle for TT is gonna be adjusting to the physics since I believe they change depending on each area the tracks are on, from giant canyons to stadiums, and even beaches! It's gonna frustrate the hell outta me, but so is Crash 4 but I'm enjoying it nonetheless! Peace for now, and I'll have a proper update sometime for tomorrow! Wow you really have got through the game pretty fast so it looks like you'll be done later this week or something. Yeah you'll be fine on it but I'll be around to help out especially as you've been a lot of help recently. I remember the game quite well so I can explain how to approach it. 2 Link to comment Share on other sites More sharing options...
Eqill5 Posted January 11, 2022 Share Posted January 11, 2022 Congrats! That’s really impressive what you did on Crash 4! As daunting as a game might seem you just have to believe the work you put in will pay off in the end and you’ll succeed with time. You’re definitely in the right mindset! 2 Link to comment Share on other sites More sharing options...
Popular Post Shrooba Posted January 12, 2022 Author Popular Post Share Posted January 12, 2022 (edited) I wanted to give a big thanks to everyone giving me some of that sweet motivation lately! I apologize for not giving another update even though i said so earlier, I was making great progress and decided to save the news for... this!After 68 hours of gameplay, CRASH 4 IS DONE! ????????????? This was one of my hardest platinums, and it's finally over! It's about time that I finished Crash Bandicoot 4: It's About Time. ? I cannot understate how difficult this was, but it has been defeated! Sorry if this is a short update, it's nearing midnight where I am, and needless to say I'm ready to head to sleep! ? But I was so excited to get this done that I just had to share it right away. Later on I'll give a more in-depth update on a couple perfect relics I found the hardest, but that'll be all for now! Next is Trackmania Turbo folks! Will my profile stand at 100%? Time to tackle it and find out! ? Edited January 13, 2022 by Shrooba 9 Link to comment Share on other sites More sharing options...
Popular Post Shrooba Posted January 19, 2022 Author Popular Post Share Posted January 19, 2022 Completion #68 Crash Bandicoot 4: It’s About Time – January 12th, 2022 Completion time: 2 weeks, 2 days (In-game: 68 hours) It’s about time that I talked about a long awaited Crash review… one that sees Crash and Coco move through time to stop Cortex and N. Tropy… That’s right, it’s Crash Bandicoot 4: It’s About Time! This is a game that’s been long due for me to play, especially since I paid full price for it back in 2020 during its release in October. But why have I been letting it collect dust on my shelf for the past year and a half? Because of the trophies, because of the fear of that 106% completion, because of the challenge. Needless to say, having done it now I can only want to slap my past self in the face for not just playing the fricking game, but here we are! I can’t thank you enough @kindasabbath, seriously, your words of motivation on our CTR chat to just go for Crash 4 gave me that motivation; it’s indeed true that I had to believe in my ability! But in any case, you’re here for a review, not an autobiography, so let’s get this started! This was a pretty big one, my longest review yet! And how many words is it?... IT’S OVER 9000!!! Thank you Vegeta, your contribution to this review will not be forgotten. ? Before I jump into the story, allow me to mention that this review will have SPOILERS! Beware! It’ll include images, but I’ve made sure that no image contains any major spoilers if you want to scroll past all the text if you haven’t played the game yet. I got you. ? Story: Crash 4 marks the first true to form wumpa-filled adventure since Crash: Wrath of Cortex a good 20 or so years ago and serves to be the definitive and canon sequel to Crash: Warped. At the end of that game, N. Tropy and Cortex are sent far back in time and have also become incredibly younger (spoiler alert: they’re babies… evil babies….). In this past, they brawl to the death—well, not to their DEATH but rather passionately nonetheless—over Uka Uka who is unfortunately getting pulled and tugged mercilessly. What I find funny is that Cortex and N. Tropy are grown up back to their regular selves at the beginning of Crash 4, so this leads me to believe two outcomes: 1. 1. Cortex and N. Tropy regained their knowledge and intellect when they turned young again, so they were pulling Uka Uka to piss him off on purpose. 2. 2. Cortex and N. Tropy DIDN’T regain their knowledge and intellect, and Uka Uka had to take the role of a primary and high school teacher for a good 20 years to teach them subjects, and THEN teach them advanced scientific constructs and methods. If Uka Uka had this knowledge, you’d think he’d use his power to dominate the world by himself! ? But in any case, Cortex at this point had essentially resigned himself to any glimmer of getting back to the present; at the end of Crash 3 he had pretty much gotten tired of the old Bandicoot-scheming charades and wanted a life of peace, and here he’s no different. Uka Uka and N. Tropy however? After countless attempts they’re still as determined as ever to go back through time. And lo and behold, Uka Uka manages to construct a dimensional rift with every ounce of his power, rendering him completely exhausted. From here, N. Tropy remarks that they should leave him behind and embark to foil Crash Bandicoot once and for all as they venture through the rift. Interestingly, it seems as though N. Tropy is set up to be the main villain; not only is it clear that Cortex is tired of fighting Crash, but N. Tropy is the one who wants to leave Uka Uka behind even though he granted them their ticket back to the present. I mean, it’s understandable given that Uka Uka is extremely evil, being the antithesis to Aku Aku after all (and even his brother I think), but it’s still kinda a dick move to leave the guy who’s been trying for 20 years straight to get you back to the correct time. In any case, they’re back to 2020, and Aku Aku immediately knows that stuff isn’t right. One thing that’s not clear—and this of course is inevitable with timeline schenanigans—is how long it took in the present for N. Tropy and Cortex to return. We know they were in the past for 20 years, but obviously 20 years didn’t pass in the present. It’d be funny if they got back immediately as Crash returned to N. Sanity Island after his 3rd adventure, man can’t catch a break! ? But with this looming danger, the peak of N. Sanity Island is awash with clouds and thunderstorms… something is brewing, and Aku Aku sends Crash to investigate, and there he finds… a quantum mask! Of which there a 4, to be precise! This first dorky and blue-coloured mask is none other than Lani-Loli, voiced by none other than Richard Steven Horvitz who you may know as the voice actor for Invader Zim! I thought that was a cool tidbit for information, use it well my young grasshopper students (There’ll be an exam on this, take notes). As Lani-Loli meets Crash face to face (and quite literally at that), the two join up with Aku-Aku and Coco, who’re studying the recent outbreak of Quantum Rifts as they journey through to find the other 3 Quantum Masks. With all 4 of them reunited, they can combine their powers to stop the Rift Generator and restore peace to the dimensions. Just travelling through dimensions, a regular day for Crash. That orange fella grows up so fast… * sniff * With this, we cut to N. Tropy’s mighty Rift Generator, a contraption that allows the user to rule both time and space. It can’t get you fries on the go however, so it’s nothing to worry about. What IS worth worrying about however, is that N. Gin and N. Brio have made a return. What I don’t really get though is why N. Brio of all people is here. Like, sure, Tiny Tiger, the Komodo Bros or anyone would make sense… but why N. Brio? He helped Crash and Coco put a stop to Cortex in Crash 2, so I’ve got no clue why he’s gone back to a life of villainy, but here we are. In one of the future levels, N. Brio actually talks to you and mentions that he wants to take down Cortex which fits in line with his character, but then I don’t see why he’d want to fight the bandicoots—but I’m getting ahead of myself! Nevertheless, this rift that the two bandicoots jump through leads to a world that I can only describe as Mad Max personified! Rusty, metallic constructs lay barren in a dusty dessert with evil minions with chainsaws ready to slice and dice you! But they’re forgotten one thing: Crash is N. Sane, and he’s pretty good at kicking ass, so he makes quick work of the enemies and reaches the first boss, N. Gin, with a giant drumming killer robot of death metal doom! But how does N. Gin power such an awesome robot? With none other than the use of a mysterious purple mask… With Lani-Loli’s quantum powers, Crash tidies up the mess N. Gin made and is about to grab the second quantum mask, Akano, but he bounces off N. Gin’s rocket head and conveniently into another quantum rift for our orange heroes to chase after. Not a good Monday for our marsupial friends. And here’s where things take an interesting turn. Quantum Rifts are supposed to link worlds and dimensions together, right? Well, as it turns out, Crash and Coco get wrapped up in rope by some evil pirates in a new world right as they enter the rift, but are saved by none other than Tawna, Crash’s girlfriend from the first game. But here, she’s different; in her dimension, she loves to go on adventures and Crash and Coco definitely did not die. Nope. No way. ? With Tawna flying solo, Crash and Coco venture through the rest of the pirate world and stumble across Akano in a jetboard level with the only miniboss in the game, Louise! A giant sea creature where you bait swashbuckling rats to hit its tentacles. Not much to say here since our good pal Louise doesn’t contribute anything to the story, but Louise tried their gosh darn best to kill Crash so they get a special mark of honour, but I digress! Akano, unlike Lani-Loli, isn’t anxious—he’s a serious mask with little words to say; he’s gruffy and more of the silent type. But… Lani-Loli says it best: As the bandicoots go through the next rift, they’re face to face with none other than N. Brio himself! But he’s not ready to fight yet, and leads the two through a perilous journey on what I’d argue is one of the most beautiful locales in the entire Crash series! It’s a lush, nature-filled environment with Asian-inspired buildings and not to mention glow-in-the-dark dragons that really pop in some of the night levels. N. Brio may have returned to a life of evil, but the man’s got taste. With his great choosing of such a beautiful world, you’d think he’d be better suited as a travel agent, but sure, “Evil Potion Man” was the degree he went with. I won’t judge him for it, it’s his loss. In any case, Crash and Coco meet up with N. Brio at his chosen spot to fight, and he uses his potions to turn into a bootleg version of the Hulk. Unfortunately, Hulk 2.0 is no match for Crash, and accidentally turns into a prehistoric bird and flies away… but not before laying an egg that Crash grabs… Does it taste good? We’ll never know… But next up, a world of fiestas! And a giant bayou… Yeah, as an Aussie I’ve never heard the word “bayou” before, but after looking it up it’s apparently a southern US term for a river or lake. Welp, you learn something new every day it seems! ? But why are we here at this bayou, you may ask? Because it’s time to meet another familiar face, Dingodile! But this isn’t an alternate dimension Dingodile, it’s the one from Crash’s world, and he’s given up his life of villainy to set up his very own diner! Appropriately named Dingo’s Diner, of course. And what’s Dingodile up to when we see him? He’s just relaxing to a recorded advertisement of his diner, which definitely does not breach several health codes. Nope, no health violations here, Dingo’s Diner only offers the safest quality restaurant meals that absolutely do not have a 60% chance of inducing vomiting. Fun for the whole family! But unfortunately, his advertisement includes a diss to his competitive rival, Papa Batfield and his food gig, and his employees aren’t too happy about that. So they commit arson. Yeaaah… Dingodile ain’t too happy about that, his diner kinda being combusted and all, so what is his journey in Crash 4 about? Unlike the other characters, he only has one goal; save his diner. At all costs. The man’s on a mission, one which I bloody respect, and he does it with the power of a vacuum with the greatest sucking powers you will ever witness in not just any video game, but any medium of fiction, period. Dingodile makes a rampage against Batfield’s workers, but a rift is inconveniently placed right below him. Into the shadow realm he goes. We’ll meet up again with him later, as we meet back up with Crash and Coco who meet up with Kapuna-Wa, the third of the four Quantum Masks, who has the power of controlling time itself! Needless to say, the bandicoots are on a roll, and venture through the next rift in search of Ika-Ika, the final mask. But things aren’t that simple, since the next rift takes them to a world of ice and snow… and an evil scientist named Dr. Neo Cortex who taunts them immediately as they enter the portal. Pretty convenient that Cortex has a hologram right where Crash and Coco enter the world, like what ARE the odds of knowing exactly where they’ll show up in an entire world… it’s got to be… at least………. Seven. Yes… seven….. As Crash makes use of Kapuna-Wa to slow time and make his way across dangerous icicles and frosty rivers, and even meeting our good friend Polar along the way, Crash has finally arrived to Cortex’s famous blimp for another showdown… But that’s a bit strange… isn’t Cortex supposed to be the final boss? Well as it turns out, Cortex has grown rather tired of their charades, and decides to finally get it over with, only to be foiled once again. At this point, Cortex doesn’t flee. Instead he literally grovels at his knees, pleading with Crash over their endless cycle. By now, he’s completely given up and would much rather resign to a tropical paradise, but not before they’re interrupted by a hologram of N. Tropy, who announces that he’s met a NEW partner, and with the Rift Generator he plans to not just conquer the current timeline… but to reset it entirely and wipe out his enemies, including Cortex of whom he has no need for an alliance. Oh God… Undertale has corrupted N. Tropy… Just like in Crash 2, we’re met with an enemy-of-my-enemy-is-my-friend scenario… With N. Tropy wanting to wipe not just the bandicoots, but even Cortex from existence, and additionally the fact that Cortex has grown tired of their seemingly endless battles, they form an alliance to take down the Rift Generator! Best buddies, aren’t they? With a crazed scientist on board, they venture through prehistoric times (which I’ll assume is where Cortex was banished to initially, this probably doesn’t bring back good memories for him!), and they find Ika Ika, the final mask who can change the properties of gravity! Unlike the other three masks, Ika Ika has a split personality; one which is cheerful as ever, and the other which is quite literally a downer. No seriously, the dude’s literally the shape of an arrow, but I’ll save this for the gameplay section of the review! ? With all 4 masks acquired, it’s time to face N. Tropy and his mysterious new partner head on! Through the next rift, we’re on none other than… Drum roll please…………………… Oxide’s station! That’s right, Oxide from CTR! The big green baddie himself! And he’s being commanded by N. Tropy and…. Another N. Tropy but female? Now, at this point, I’d usually have a screenshot of this, but in case anyone isn’t reading the story section to avoid spoilers, I’ll refrain from including any images that’d show too much if they scroll past, but this next scene, holy MOLY it is something else… I can only describe it as our regular N. Tropy and his female self biting their lips and flirting with each other, as Oxide rethinks his life choices. I WILL, however, include THIS screenshot to show everyone’s dismay at this: As you can tell, nearly everyone is traumatised by this (and I’m also praying for Oxide who was literally between the two N. Tropys during that exchange), but Dingodile can’t help but laugh at the whole thing. If THIS makes him laugh, then dear God, I can only imagine what HE finds disgusting… With Oxide here, it makes me wonder when CTR actually takes place. I mean, it can’t be in-between Crash 3 and 4 since Cortex and N. Tropy are in the past, and they ARE their regular grown selves in CTR… My only thought is that it takes place after Crash 2, making CTR the first time in the timeline that Crash actually meets N. Tropy. But I digress! With the N. Tropys within reach, the gang traverse through Oxide’s ship and stumble across his racing vehicle! However, Crash and Coco get tied up by Tawna as she hops in to his kart, and heads to the Rift Generator. She isn’t betraying the bandicoots, but rather, she wants to keep them from getting hurt after what happened to her versions of Crash and Coco… In any case, our heroes make their way to another kart, and fly to planet Bermugula, an alien planet that houses the final rift to the Rift Generator, and finally meet the N. Tropys in person. But with the power of the Quantum Masks, the two villains are defeated, and are banished through a rift by Dingodile to who knows where… With the Rift Generator stopped with the combined power of the four masks, the rifts through the dimensions are closed, and that, surely, marks the end of all danger in the story! To celebrate, the gang head to the SN@XX DIMENSION, a world of food and fun! And as it turns out, Dingo’s Diner has franchised! Good on our dingo/crocodile friend, he gets to have his diner in airports! Not without him having an existential crisis over whether he ends up franchising BECAUSE he saw his diner in the future become a franchise… It hurts my brain…….. ? In any case, as they all meet up after spreading out to explore the great food, Cortex comes up with a brilliant idea; if he controls Kapuna-Wa to go back in time, he could reason with his past self to never create Crash, and therefore put an end to their endless cycle once and for all… A betrayal! As Tawna and Dingodile give Crash and Coco a jump to Cortex’s blimp, the two bandicoots and evil scientist make their way to Cortex’s Castle, 1996…… Unfortunately, Cortex’s past self is rather wary and doesn’t listen to a word that present Cortex has to say. Even with reciting secrets that only Cortex would know, past Cortex merely assumes that present Cortex stole his diary. I could only imagine how unfathomably frustrating this is for present Cortex to beg his past self for three levels straight, but it all culminates in trapping his past self and controlling a machine capable of controlling all four masks to stop Crash once and for all! But of course, Crash, as I mentioned earlier, is N. Sane. And with his zany nature, he overcomes this final challenge and reins triumphant over his creator! With this, the Quantum Masks banish present Cortex to the end of the universe itself… With that, past Cortex assumes that since his present self was conquered by Crash, his experiment for creating a loyal marsupial general was destined to be a success. And the rest is history… As for Cortex? Well, being at the end of the universe has believe it or not actually put him at ease; there’s no Crash at the end of the universe, so he can finally be at peace!.......... Except that I don’t know how he’s supposed to eat or drink anything at the end of the universe… Best not think about it. But let’s just say, after the 106% ending, he may make a return. Overall, it’s a pretty cool story! Getting to see Dingodile reformed was great to see, and a new Tawna was a interesting way to get her to return after the original Tawna’s absence since Crash 1. Cortex becoming a good guy for a short time was a neat parallel to Crash Twinsanity where the two joined forces, and N. Tropy? Uh… No comment on that. But in any case, Oxide was great to see! And next up is the… Gameplay: Quantum Masks: First up, the Quantum Masks! I actually want to take this moment to talk about the Quantum Masks’ designs since they pretty much perfectly describe their gameplay! Their designs are probably some of the best in the entire series I’d argue. - Lani-Loli’s power is to phase certain objects in and out of reality, outlined in blue in the game. And so, Lani has this cool design where a part of him is transparent, whilst the other half is physically there, a cool nod to his ability. - Kapuna-Wa’s headband is shaped just like a clock, and she’s got hourglass earrings as well, another great character design that’s in line with the concept of time itself! - Ika-Ika, as I’ve just discussed, is a mask with two personalities and can manipulate gravity, so he’s shaped like two joined arrows, with the nihilistic personality being the downer. - And lastly is Akano, the serious mask of few words who has the power to allow Crash’s spin to levitate and smash through boxes that usually require slamming; he’s given a very rocky design to allude to his durability. Their gameplay is one of the best additions to the Crash series. Usually with Crash 3’s gimmicks, you’d see completely different things like flying a plane for instance, stuff that didn’t really integrate with the Crash formula. But with the Quantum Masks however, they perfectly fuse with the main formula, and they feel like additions rather than distractions. I’ll go ahead and link my run of Cortex Castle since you use all the masks in this level, and it’s the best level to showcase their abilities: To activate the Quantum Masks, you simply press R2 to activate their ability, and R2 again to cancel it. It’s a simple button press, and it allows the overall process of using the masks to be quite seamless! An important thing that I should detail is that you cannot choose where to use the masks. They’re not an upgrade like Aku Aku that you can carry everywhere; they’re only available for certain sections of each levels, so you always need to plan how exactly to best utilise them in any given section. As you may also notice, since I was doing a time trial in that level, many of the crates have now turned yellow. Following the N. Sane Trilogy, these time trials follow the same trope of some crates being numbered one through three, saving one, two, and three seconds respectively upon being hit. However, if some of these are next to nitro crates, you can actually just hit the Nitro Exclamation Crate at the end of the level in which they’ll all be destroyed alongside the nitro, and the seconds they would’ve saved will actually be cut off your overall time. So let’s say you finish a level at 56 seconds but leave behind two 3 second crates next to nitros, those six seconds will be shaved off and you’ll finish at a time of 50 seconds! Quite helpful… but I actually didn’t know this until the end! ? There’s not much else to say for the time trials, and I’ve went over a couple already on the previous page so if you want to hear my agony on some of the previous trials, feel free to read! Crash/N. Sanely Perfect Relics: Next up are Crash’s controls! Crash’s controls this time around have the same foundation as the N. Sane Trilogy since this is true-to-form sequel, and sees the basics such as X to jump, square to spin, and circle to slam mid-air or slide. However, there are some new additions that aren’t controls, but rather are new aspects to the levels; wall running, rail grinding, and rope swinging. Wall running is quite prevalent in Toxic Tunnels which I’ll show since it features moving walls you can jump across. Alongside these are ropes which move to and fro, which you merely jump towards to automatically grab on, with the press of X at any point of the rope’s journey to dictate how far you jump across. Rope jumps specifically are quite interesting since they always move at the same rate, so when you do time trials you usually need to time it so that you don’t have to wait for ropes to swing as they’re on a set path. And lastly, the rail grinding, in which you can ride on top and jump for crates or to avoid obstacles which instantly cause you to lose a life if you can’t avoid them, alongside the ability to hang underneath a rail and swing left or right. These rail grinding sections are autoscrollers, so if you miss a single crate here, you’d have to restart the level. I will add that only two masks are usable in these rail sections, Lani-Loli and Kapuna-Wa, where you can continue to phase certain objects (including crates themselves) in and out of reality, alongside using Kapuna-Wa to slow upcoming traps on rails as well. Additionally, even some new crates were added to the series! For one, you know have these red outlines, and destroying the main red exclamation box will make those red outlines turn into physical boxes for a short duration, and you need to hit them all in time otherwise they fade back to outlines. This is also integrated with Kapuna-Wa’s gameplay as the timer is set differently for every instance. If you miss any box, the good thing is that you can actually go back to the exclamation crate and try again, which is really good! Missing crates on rail grinding sections is already annoying, so it seems the devs have shown a rare instance of mercy! ? Alongside those are fire crates. Not much to say about these ones, but they do ignite on all sides periodically with their animation slowly heating up to let you know when it’ll happen next; it’s not randomized, they always do it in the same pattern, so when you’re doing time trials and you’re on pace, usually they’ll be flaming at the same time they usually would. That aside, a multitude of quality-of-life changes were made to Crash 4, such as wumpa fruit automatically being collected upon destroying crates and no longer needing to manually touch them. To add to this, wumpa fruit can no longer accidentally be spun away. It seems like a minor altercation at first glance, but this allows Crash 4 to be a fast-paced game, and even the perfect relics - as unfathomably frustrating as they can be – allow you to go through the levels without having to do them even slower to pick up wumpa, which makes the grind a that bit better! With this, we also have… a double jump! That’s right, Crash now has a double jump, and he can initiate it with another press of X through any point of the arc in your single jump! There’s also now a shaded yellow circle below you, so you’ll always know where you’ll be landing! These are pretty helpful, it seems like a small change but it makes a great difference! There’s also the neat addition of the Retro and Modern playstyles, which basically just enable or disable lives, which makes the game very approachable for anyone just wanting to play the game casually. I used Modern to save me the grief of dying and resetting; I had to do perfect runs for the platinum anyway, so hopefully that’s good enough! One thing that did strike me as odd is the fact that most areas don’t really feel like different dimensions, which is the whole point of the rift generator that N. Tropy worked on. You have a snow world, a pirate world, Bermugula’s Orbit which isn’t even a different dimension since apparently Oxide mentions it in CTR… For the most part, it really just feels like we’re moving through time just like in Crash 3, rather than dimensions. And yes, I know the game is called “It’s About Time” but the story says it’s about dimensions, so it’s a weird juxtaposition. Tawna mentions going on crazy adventures in her world, so I don’t get why some of the worlds weren’t based on that, but who knows, maybe they’re saving the material for Crash 5. You can also press L2 to bring up a HUD of your current lives, gem counter, alongside the total number of crates and how many you’ve destroyed thus far in a level. On the note of the gem counter, however, is a new challenge in Crash 4: You’ve got 6 gems in each level, three for getting up to 80% of all wumpa fruit, one for destroying all crates, one for finishing a level in 3 or less deaths, and one final hidden gem in the level itself. However, if you thought the 3 death gem was demanding, that gem is very generous compared to the new relic that Crash 4 introduced… N. Sanely Perfect relics, of which there are 38 in total for each level. They demand that you smash all crates in every level and reach the end without dying a single time. Missed a single crate? That’s a reset. Died right before the end of a level? That’s a reset. Needless to say, these are comparable to the difficulty of the Platinum Relics, each for their own reasons. They both demand perfection, but where the time trial Plat Relics require you to go as fast as you can with minimal mistakes, the N. Sanely Perfect require you go as slow as you can, searching through every nook and cranny, making minimal mistakes. And do you want to know how many times I finished a level missing either just one or a few crates? Many. Oh boy, many. Saying many does not do justice to how many times it happened. I’ve screenshotted nearly every single one. I would post them here, but it would make you have to scroll endlessly given how many images I’ve compiled, and I’ll save you of that. I cannot begin to describe how endlessly frustrating those perfect relics were. I love Toys for Bob, the dev team behind this game, but holy SHIT do they put some crates in absolute dick spots. They knew what they were doing… ? I can only think of ONE circumstance of a ridiculous crate spot in the trilogy, and that was one level in Crash 2 where a crate was above the camera. Imagine that, but nearly every level in Crash 4. But anyway, here’s my run of Toxic Tunnels, which I’d argue is the hardest N. Sanely Perfect Relic in the game and hardest Platinum Relic time trial, since this is the longest regular Crash level. Toxic Tunnels N. Sanely Perfect Relic: Toxic Tunnels, man what a level! One of the biggest ones, which is fitting since it's one of the final levels after all! This one is a great demonstration since it’s got it all; the longest gem route, a bonus level, and a showcase of wall running and rope swinging in their hardest sections. No rail grinding in this level unfortunately! First off, what I sincerely dislike is that if you die on a perfect relic run and restart… all the dialogue resets. I can only hear Cortex talk about reconfiguring his ray gun, Tawna calling an environment kawaii (yes, she actually says that I kid you not), or Cortex talking to his past self about regretting not choosing a wombat to go into the vortex instead of Crash so many damn times before losing my sanity and wanting to rip my hair out. I GET IT PAST CORTEX, CRASH IS CLEVER, STRONG, AND ABOVE ALL LOYAL. I DON’T NEED TO HEAR THIS DIALOGUE EVERY. SINGLE. TIME. I RESTART THE LEVEL. Ahem… But that aside, I start the level by slide spinning to some deviously placed crates by moving towards the camera (nice one, devs), and make my way to these two rat enemies. These rat enemies are very interesting since the way in which you defeat them is entirely dependent on how they’re holding their spike shields. If they’re in front of you, you jump on ‘em. If they’re holding them up to? A spin will do the trick. And they can alternate this every now and then so you always gotta be prepared. I send those rats to the shadow realm and then smash a couple fire crates, and make my way through these cylindrical pipes, one of the gimmicks of this level. See, this level is set in some sort of factory that Cortex is running, so these pipes are abundant with electrical wirings that you’ve got to jump over when they spin across. Since the pipes can push you around I like jumping constantly on these to regain a stable footing. And now a literal 10 seconds into the clip we meet our first dickish crate spot; you’ve got to go right and hit an iron exclamation crate above the camera which you can only see if you literally analyse the start of the level like a crime detective. You’ll notice later on in the video that I pause several times; this is because there’s many crates in evil spots in this game, and with a long level like this I’m not taking any chances. For the next 30 or so seconds there’s not much else that I haven’t already covered on, but it’s at the 40 second mark where we see the first instance of wall running. To wall run, you simply jump in it’s direction and you’ll automatically go forward, but you’ll have to manually jump off. You can technically jump at any time, but it’s best to leave it to the very end of the wall run (sometimes you’ll hear Crash’s shoes screeching on the wall as an audio cue) and then jump off to get the most coverage. I don’t know why, but I swear that if you double jump into these walls, there’s a good chance that Crash doesn’t hang on to the darn thing, so I always approach these with single jumps. Luckily, wall run areas are always within reach, so single jumps always do the trick for these. (During wall runs, you can also smash crates with square as usual!) And at the 50 second mark, we reach our 4-coloured-gem route! Yup, the coloured gems make their return, hidden in spots throughout levels, and this is the hardest one in the game since you have to go through all 4 gauntlets. The first section is pretty standard, it’s mainly just jumping along pipes and railways with minecarts (that instantly kill you which is fun). Luckily, the minecarts always move at the same pace, so you usually have enough time to react to them… unless they’re coming to you from outside the camera’s view, but hoo boy that’s for one of the next sections! At 1:05 in the clip you’ll see that I’m individually destroying each crate before the TNT explodes; don’t worry, I know that the TNT destroys all of them, but for some reason Toxic Tunnels has a pretty big 80% wumpa requirement for one of the gems. I’m not sure if you CAN get the N. Sanely Perfect Relic without the 80% gem (since you can get the relics without the hidden gem anyway) but I figured if I’m going through all the trouble to get all the crates, I’d try to pick up as much wumpa as I could. GREEN GEM SECTION: And now we enter the green gem section. This one is 2D, and introduces the first rope swinging instance of the level. These ropes however are the only ones in the game that can damage you, as they always electrocute as they swing towards you. Time your jump right (right when it finishes swinging towards you) and you’ll be fine though. At 1:55 I’ve come across some wumpa crates (well…. They ALL give wumpa but you know what I mean!) and I decide to jump on the ones on top first. Typically you could just jump between them to get them faster, but I like to take this safer route due to the electrical hazard that rocks back and forth between the crates. I’ve lost a few runs here for being too cocky! With that, there’s not much else to say for the green gem route, so let’s move on to the red gem area! RED GEM SECTION: The red gem area is another 3D section, and we start off immediately with platforms that shift abruptly; if you miss and fall into the goo, that’s a death. The first crate on the platform is a wumpa crate, but since jumping on that is really risky, I opt to destroy it instead; I’ve gotten plenty of wumpa thus far, so it doesn’t hurt to get rid of this one. The next platform is a bit tricky since you can’t spin TNT crates without doing damage, so I instead time my jump right before the platforms move again, and use the airtime from my TNT bounce to reach the next platform. Since the next one has a rat enemy on it, I need to be careful not to land exactly on the middle, but that leaves me closer to the edge, so it’s pretty risky here. In any case, we’ve now reached 3 wall platforms that also abruptly move up and down into the goo, but if you time it when the first one pops up, you’ll make it through in time! Now for some more deviously placed crate spots, courtesy of the devs. At the 3 minute mark, any normal person would think you’d have to move forward here. But the devs don’t like normalcy, and instead require you to move towards the camera and to the right railway with carts moving towards you, to get 2 crates hidden at the very end. I like to time the carts here by the ones on the left railway, since they usually intersect around the same area. Also, using audio cues is helpful. Nonetheless, it’s still very risky and this is just another example of a cruel crate placement. The rest of the crates in this section are in sight, and we finish off with some more wall runs on platforms that instead move up into electrical ceilings at 3:30; you need to time the first wall run right when it intersects with the wooden frame sticking out on the left. YELLOW GEM SECTION: And next is the yellow gem route! Not much to say for this section; it’s more of the same of the green gem area, but there are a couple things I will mention. For one, we’re now introduced to these spinning gears with platforms that move side to side, up and down and whatnot. Some of these may also have the capability to spew fire, and there’s typically a canister underneath the platform that’ll slowly ignite to let you know when to get the hell outta there, but it does eventually cool off. And at 4:25, we meet what I personally believe is one of the most annoying hazards in the entire game. You’ll see an iron crate stacked on top of some TNTs and a lone wooden crate, with a jump crate at the bottom. You can probably see where this is going. I collect the wumpa on the right side and whatnot, but as I destroy the wooden crate to set off the TNT, I now need to time a jump between a JUMPING IRON CRATE OF DEATH. Hitting this, even if you have Aku Aku, spells death. The way I time it is jumping AS SOON as the iron crate hits the bottom. Usually for things like these, they either don’t jump that quick, or you have Kapuna-Wa to slow time. For this level however, you don’t use any Quantum Masks, so you’ve just gotta make that leap of faith. I’ve lost countless runs to this single crate! BLUE GEM SECTION: And finally… the blue gem section. And surprisingly… it’s the easiest one! You simply ride a minecart through the cave and time a double jump at the end over the goo… and you’re done! You even get a neat hidden gem too! And the rest of the level more or less contains all the hazards we’ve already seen from this gem gauntlet so we’re nearly done with the look on Toxic Tunnels, but I will mention the bonus area at 7:45. In some levels, you may come across platforms with question marks on them; these lead to hidden areas with tricky 2D platforming sections with lots of wumpa fruit to collect! Luckily, a death here does not add to the counter, so you’re allowed to mess up here. However, dying here does mean you lose Aku Aku. Typically, the Quantum Masks are also integrated into these sections, using the same abilities they usually do, adding to some crate-filled challenges! …of which Toxic Tunnels doesn’t have since there’s no Quantum Masks in this level! Anyway, we’ve got just a few more things to talk about; the Alternate Timeline levels, N. Verted levels, and the flashback tapes! Alternate Timeline levels: Before I jump into a view of the three new playable characters, I’d like to first note the inclusion of “Alternate Timeline levels.” In regular Crash levels, he’ll sometimes encounter strange occurrences outside of his control, and remark upon the scene with an exclamation and question mark as he ponders what just happened. This can range from things being sabotaged, things collapsing, or doorways being unlocked when you approach them. As it turns out, Tawna, Dingodile and even Cortex are actually in the same areas that Crash is in every now and then, and they end up lending a hand either voluntary or involuntary (in the case of Cortex). The make up the Alternate Timeline levels where you play as these three to discover what happened from their point of view, and after a brief cutscene showing each and every circumstance of these strange occurrences, you then shift back to Crash and play the rest of the regular level, albeit with different crate placements. Needless to say, it can get a bit tedious to replay Crash sections of levels you’ve already done, and I do reckon these timeline levels should’ve just ended when the three new characters cause the occurrence. But in any case, let’s jump into their gameplay! Tawna: Returning… or should I say, appearing for the first time? Well uh, in any case, here’s Tawna! ? That’s right, there’s new playable characters in Crash 4, but unlike some of the gimmicks that deviate from the formula too much in Crash 3, the playable characters in Crash 4 all fit the main theme of running through hallways and smashing crates! In Tawna’s case, her square button allows her to kick crates rather than spin them, and she can also slam, like Crash, with the circle button to slam crates! Here’s my platinum relic run of her debut level, Hook, Line, and Sinker. I chose this level for the review since unlike the alternate timeline levels, a character’s debut level is usually just about them with no Crash sections. At the beginning, I kick and slam crates as aforementioned, but you’ll notice 7 seconds into the clip right after I kick an enemy that you can actually lock on to faraway crates with R2 and snipe them with a grapple hook! And of course, the devs used this to put some nastily hidden crates in her alternate timeline levels. But in any case, this grapple hook isn’t used for just that; you can also grapple small enemies from afar and kill them that way! Alongside that, you can also grapple blue targets in the distance to pull Tawna to them to advance through levels, as seen at the 11 second mark. At 23 seconds in, you’ll notice as well that while Crash can wall run, Tawna can wall jump! Like Crash, you approach by jumping towards it, but I believe you need to press X again to actually grab onto it, and then X an additional time to jump off. You can actually make some good skips by skipping the first wall jump by jumping on crates to reach the next one, which is handy for time trials. And lastly at 38 seconds in, you’ll see that Tawna can also rope swing! That’s pretty much it for Tawna’s gameplay which is a good thing; it shows she doesn’t deviate too much from the standard Crash gameplay, making it less gimmicky and more fun! But that leads us to… Cortex: Next is Cortex. Or as I like to call him, Tex for short. ? So I can only imagine there being a meeting room at Toys for Bob, and after creating some fun gameplay, someone decided to pull a prank and create the most frustrating character to play as in the entire Crash series, and that’s Cortex. How many of Cortex’s levels do I dislike? And there’s a reason for this. I mentioned earlier on the previous page of the thread, but I really do swear that they built Cortex to have the most severe arthritis of any fictional character in existence. See, his controls on paper aren’t that bad. With X, you can perform one single jump, and Circle midair to do a dash forward. It’s not a double jump, but it does give you some good distance. Next is his raygun. You shoot with Square, and the first one to hit turns any enemy into a solid platform which you can stand on, pretty neat! Shooting them a second time with Square turns them into a purple bouncey platform, which propels you quite high! Now, this all sounds fun on paper, but unfortunately his raygun shots have the worst hitbox imaginable. You want to shoot an enemy right in front of you but it slightly clips a wall? No shot for you. You have to be PRECISELY DEAD ON the sight of an enemy to shoot forward. The fundamental issue with Cortex is that his raygun is incredibly inconsistent. If there’s an enemy in front of you swaying side to side, using the analog stick is frustrating since you’ll most of the time never shoot EXACTLY where the enemy is. There’s many times where if you use the analog stick, you’ll have to quickly shift to the d-pad to momentarily push forward on it to exactly align Cortex where you want him to. And even on his final level, there’s sometimes crates in these small rooms, and even if you’re facing them as precisely as you can, the shot will just hit the wall and it won’t register. And sometimes, even his regular jump doesn’t make jumps that it should as he clips onto the wall that you’ll sometimes try to get over. Now if you haven’t played the game, you might be thinking “Just aim better” ohhhh but trust me, Cortex demands Pro League FPS aiming skills. ? I can only describe Cortex's gameplay with the word: finnicky. But next up is... Dingodile: But let’s end the characters on a good note! Now, Dingodile is one fun character. How fun, you may ask? He’s so fun, that if Toys for Bob made a spinoff just about him, I wouldn’t complain! His gameplay is simply awesome! He moves a bit slower than the rest of the gang, but he’s got a powerful vacuum that can suck nearby crates and instantly destroy them. However, if he sucks a TNT crate, he can actually hold onto it and launch it at nearby stacks of crates, or even destroy soft walls to advance to new areas! By holding X during a jump, he’ll automatically hold his vacuum underneath him and give him a bit of airtime before giving him one final launch, acting as a double jump. However, if you simply quickly press to X to jump and let go, you can actually decide when to use the vacuum jump, allowing you to reach great distances if you time it manually. And of course, you can also use square to spin crates and jump on some enemies, keeping in line with the Crash formula! These words don’t do Dingodile justice, he’s honestly one of the best parts of the game. N. Verted Levels: Next up, we have a new change for Crash 4, and that’s the N. Verted levels! See, there are nearly 200 regular gems through all 38 levels, but there’s also the inclusion of the N. Verted levels once you beat N. Brio. These “N. Verted” variants see each level mirrored with a new filter, such as a sonar radar that only lights up the screen when you spin, or even affects the gameplay itself such as the bayou levels having a ragtime filter where gameplay is sped up, or the Sn@xx Dimension’s water physics which make you slower. The crates for these variants are in the same spots, but you’ll need to destroy them all over again for an additional 200+ gems. Luckily, you only need to get the N. Sanely Perfect Relic once across either the normal or N. Verted version of a level, but you’ll still need to reacquire all the gems again, including the 3 death gem, and the hidden gem which is always in a new spot in the N. Verted versions. Needless to say, this really drags out the time it takes to finish everything. The N. Verted effects are cool most of the time, but it ends up feeling a bit tedious near the end since you’re essentially just hitting all of the same crates again. I would’ve preferred if they just had one gem for the N. Verted levels for simply beating them casually. This way, going through them would still be necessary for the 106% but it wouldn’t drag on for too long. I would like to add however, that the water physics for the Sn@xx Dimension are quite problematic. As I mentioned, this is one of only 2 instances where your speed is directly affected from the N. Verted levels. I should note that an N. Verted change applies to ALL levels in a certain area. So for example, all of the levels on N. Sanity Island will have the same sonar gimmick, all the ice levels will have the same distinct comic book filter. And what levels does the Sn@xx Dimension have? Well, the first one is a regular Crash level, nothing out of the ordinary. The second and third ones however? A Dingodile/Tawna level, and Cortex/Crash level. The Dingodile/Tawna one can legitimately go up to 15 minutes or so and that’s IF you know what you’re doing. And unfortunately, Tawna has rail grinding sections so if you miss a single crate, then you have to replay everything. As a positive, there is this section at the end of Tawna’s part where these cars move really fast in the regular level that you have to jump across, but it’s a lot more doable on the N. Verted version since thw ater physics cause them to move a lot slower. But regardless, some of the N. Verted changes are very creative, and hopefully if they bring them back for a potential Crash 5 it won’t make you get the crates all over again. I’m not kidding, these N. Verted levels will contribute to either half or a third of your overall game time when going for that platinum trophy! ? Flashback Tapes: And lastly, the flashback tapes! There are 21 tapes in total, and they’re scattered through many of the levels for you to collect. To get these, you have to reach the point of the level where the tape is without dying, otherwise it appears transparent and you can’t collect it. Luckily, these aren’t hard to find and are typically in plain sight like the crystals in Crash 2. Upon grabbing these flashback tapes, you unlock the appropriately named flashback levels! And what are these, you may ask? See, they’re essentially a version of the harder bonus levels in Crash 1, with some tough 2D platforming nearly exclusively over crates, which get increasingly harder and harder. Luckily for these levels, there aren’t any gems or N. Sanely Perfect Relics, all that matters is that you get all the crates! The first half feature Crash before he went into the vortex, as he was being tested by Cortex and N. Brio to test his skills, with some really cool dialogue and also music from the original two Crash games! The second half features Coco, and her levels are some of the hardest platforming in the entire series I’d argue. See, her levels feature another crate, the Nitro Jumping Crate as I like to call it. Typically with iron jumping crates, you can jump on them as many times as you want, but with Nitro Jumping Crates, jumping on them several times (up to three) turns them permanently into Nitros. Now this might just seem like a thing to make you more fast paced, but here’s where it gets really hard. These Nitro Jumping Crates count as crates to destroy as you need to earn Platinum Flashback Relics for getting all crates. At the end of levels that feature these crates are Nitro Exclamation Crates that destroy all Nitros, so you need to carefully jump on each of these new crates several times to turn them into proper Nitros, otherwise they won’t count as destroyed when you hit the exclamation crate at the end. The devs put many instances where you need to bounce between them and even backtrack sometimes, so you need to make sure you keep count of how many times you’ve hit them. It’s a great challenge and one of the hardest parts of the game, but it’s also very fun to beat them! --- All in all, that’s it for my Crash 4 review! Man, this one was a long one. I do believe I’ve covered everything the game has to offer, and I hope you all enjoyed the read! This was a super long one and I don’t think any other of my reviews will be this long for quite some time, or even at all! But in any case, I hope you all enjoyed it! Crash 4 was a blast, and I’m glad I finally played it, it was a great challenge, and even though there were tedious aspects, it’s still ultimately an N. Sanely fun game! Enjoyment: 9.5/10 Difficulty: 8.5-9/10 5 Link to comment Share on other sites More sharing options...
Shrooba Posted January 19, 2022 Author Share Posted January 19, 2022 (edited) NOTE: Sorry if my review isn't formatted correctly... I realize some of the paragraphs aren't spaced out, and some text is a bit bigger than others since I initially wrote this on a Word document and then pasted it over. But when I thought I fixed it and tried to save the edit, this message popped up: No idea what's going on with that, sorry if all the words are too close together! I spent hours writing this one and I really wanted it to look nice for you guys, I again apologize... Would it be worth pinging a mod about this? I've never seen this message pop up before... Not sure. :/ Edited January 19, 2022 by Shrooba Link to comment Share on other sites More sharing options...
DrBloodmoney Posted January 19, 2022 Share Posted January 19, 2022 (edited) 3 hours ago, Shrooba said: NOTE: Sorry if my review isn't formatted correctly... I realize some of the paragraphs aren't spaced out, and some text is a bit bigger than others since I initially wrote this on a Word document and then pasted it over. But when I thought I fixed it and tried to save the edit, this message popped up: No idea what's going on with that, sorry if all the words are too close together! I spent hours writing this one and I really wanted it to look nice for you guys, I again apologize... Would it be worth pinging a mod about this? I've never seen this message pop up before... Not sure. :/ Ah.... that old chestnut - it's a badge of honour, my friend... Congratulations! You managed to write a review long enough to break the forum software! ????? Welcome to the club bud - we should have jackets made! ? Kidding aside - I used to run into the same issue - the best way to deal with it, is if you are going to write "off-site" then copy stuff across, have an incredibly basic text editor (I use Moped, but not sure if that's a Mac only thing - there will be plenty of PC equivalents) - then either write everything in that, or write it in Word, then copy it to that first, then copy to the site - that will remove all the embedded formatting from the text, and let you copy it into the site software 'cleanly' Separately though - hell of a Crash write-up there, you should be proud! I've never gotten on with Crash myself, but seeing the level to which so many of the checklist posse get into them, it's obvious the problem is with me and not the games ?, and they seem like real tough nuts to crack! Edited January 19, 2022 by DrBloodmoney 2 Link to comment Share on other sites More sharing options...
Shrooba Posted January 19, 2022 Author Share Posted January 19, 2022 14 hours ago, DrBloodmoney said: Ah.... that old chestnut - it's a badge of honour, my friend... Congratulations! You managed to write a review long enough to break the forum software! Welcome to the club bud - we should have jackets made! Kidding aside - I used to run into the same issue - the best way to deal with it, is if you are going to write "off-site" then copy stuff across, have an incredibly basic text editor (I use Moped, but not sure if that's a Mac only thing - there will be plenty of PC equivalents) - then either write everything in that, or write it in Word, then copy it to that first, then copy to the site - that will remove all the embedded formatting from the text, and let you copy it into the site software 'cleanly' Separately though - hell of a Crash write-up there, you should be proud! Ohhhh, I see! I was thinking perhaps the system marked my post as spam due to the amount of images or something, I thought I was in trouble! ? Good to know it's just because it couldn't register Word document text. Well anyway... if we're gonna wear jackets, surely they'll be designed after the ones Crash wears? And also thank you for the kind words, it took ages! 14 hours ago, DrBloodmoney said: I've never gotten on with Crash myself, but seeing the level to which so many of the checklist posse get into them, it's obvious the problem is with me and not the games , and they seem like real tough nuts to crack! Don't let the mainstream opinion get to you, I can say personally that the Crash trilogy ain't impossible! ? I do reckon that one of the Crash 1 levels (Stormy Ascent) does border around a 7/10 difficulty but the rest of that game and the other 2 in the trilogy aren't that bad. You're allowed to die (apart from 2's occasional death routes, but you only have to not die up to a certain point in the level) and you only need the gold time trial relics so it's more manageable than Crash 4! 2 Link to comment Share on other sites More sharing options...
Alchemised Posted January 19, 2022 Share Posted January 19, 2022 (edited) The Kingdom Hearts pack and Crash 4 (along with the crash racing game) are on my to do list haha. Keep up the good work! Edited January 19, 2022 by Alchemised 2 Link to comment Share on other sites More sharing options...
Shrooba Posted January 20, 2022 Author Share Posted January 20, 2022 52 minutes ago, Alchemised said: The Kingdom Hearts pack and Crash 4 (along with the crash racing game) are on my to do list haha. Keep up the good work! Thanks! The Kingdom Hearts series is a lot of fun. KH3 was a great challenge, not to mention the music is always top notch! Crash 4 is a tough one, but it’s doable, nothing is impossible! If at any point it frustrates you, just remember: don’t doubt your ability, if you put in the time it will be done! CTR is also a blast, one of my favourite games, a lot of love was put into that by the devs. ? I love how they also included CNK tracks and even a whole lot of new ones monthly. And also, welcome to the PSNProfiles Forums! ? Link to comment Share on other sites More sharing options...
KindaSabbath Posted January 20, 2022 Share Posted January 20, 2022 Well that was special dude. Incredible amount of effort you put into that one! I can only imagine the Crash game that we shall not name has got to be knocking on the door of 12,000 words now, surely? It’s been cooking for a while ??? I did read through the majority of what you’ve written but I did skip over a few things here and there as I’ll be playing this soon. However, watching you play and hearing you talk of the game has got me super excited. The bits I did read though, chefs kiss ? On 19/01/2022 at 4:34 AM, Shrooba said: I can’t thank you enough @kindasabbath, seriously, your words of motivation on our CTR chat to just go for Crash 4 gave me that motivation; it’s indeed true that I had to believe in my ability! Ah brother - no problem at all! I’m just happy that you now realise there’s nothing that can or should prevent you from playing a game. You literally destroyed Crash 4 with one hand tied behind your back! (Banging out huge feats w/o triple spin) - straight off the back of crushing the Beenox times (one of the hardest challenges I’ve seen in a game) - just before you’re about to decimate Trackmania Turbo. Very impressive stuff fella! I don’t even think you lack confidence Shroobs, I think you’re just remarkably humble - to the point where you play your own ability down to yourself. On 19/01/2022 at 4:44 AM, Shrooba said: NOTE: Sorry if my review isn't formatted correctly... I realize some of the paragraphs aren't spaced out, and some text is a bit bigger than others since I initially wrote this on a Word document and then pasted it over. But when I thought I fixed it and tried to save the edit, this message popped up: This also happened to me in my last checklist update… 10 hours ago, Shrooba said: if we're gonna wear jackets, surely they'll be designed after the ones Crash wears? … So can I have a jacket too? ? I’m really looking forward to your TT journey. I’ve been quite vocal about how the game doesn’t look fun to me personally but as someone who has also been through the dev times, I think you’ll be able to tell me whether you think I’ll find it fun or not. Me you and @LancashireLad87 will soon be brothers of the wheels… imo that’s straight up “I got you for life bro” shit right there ? 4 Link to comment Share on other sites More sharing options...
Shrooba Posted January 21, 2022 Author Share Posted January 21, 2022 (edited) My copy of Trackmania Turbo finally arrived so I figured I'd give a short update. So far I've done my first 10 White tracks! In Trackmania Turbo, there's a total of 200 tracks in the solo campaign, and the platinum requires you to get at least a Gold medal on all of them, since there's technically a tier above that, the Trackmaster medals, of which you need 50 out of 200. These are divided between tiers, or colours in this case, which goes White > Green > Blue > Red > Black. Each colour makes up 40 tracks, and every ten tracks sees you race in a different environment. In the first 10 White tracks, it takes place in the Canyon environment which emphasizes a drifting race style. Trackmania Turbo is more of a time trial-based racing game, so for the plat there won't be any AI drivers to race against, apart from medal ghosts which all go at the same pace. For the first hour or so of playing, I found it quite frustrating! ? But after a bit of analyzing where I could improve, I quickly got the hang of it, getting the first 10 gold medals... with 2 Trackmaster medals already! Of course though, I don't plan to actively go for 50 Trackmasters yet, but I did try on Track 4 since I liked that track! And funnily enough, I accidentally got in on Track 8 as well. ? I'll go over a bit of Track 4 to just explain a bit of the game so far! For Track 4, I believe the Trackmaster time is 26.07 seconds. My time was a 26.04, so it was very close! At the start of the clip, you can see I had a 26.11; I actually was at around 28 or so seconds initially, but after several attempts over about 10-20 minutes I managed to slowly but surely whittle it down closer and closer... And now here's my successful attempt: First, you start off with a left turn (well, there's nowhere else to go so I guess that's self-explanatory! ?), but I actually ended up hitting that wall a couple times admittedly, not the best way to lose! On the note of losing actually, you can restart at checkpoints with triangle and redo the level itself with circle... and restarts are instant! That's right, no loading, so you can get right back into the action, which is very cool! But in any case, I then make the straight and get that boost pad and try to align myself as straight as possible; there's tech in future tracks I think, but for now I just try to enter the ramp as smooth as I can to go straight forward. From here, I try and time my brake around the second giant shadow around 15 seconds into the clip with X, and then start accelerating with R2 around the point where I start heading left, well into the turn. From here, my "drifting" state lasts quite a bit, but by letting go of the analog stick and going perfectly straight, it stabilizes the car and ends the drift state, which is good since you lose a bit of speed drifting. By going back to normal driving as soon as I can, I set myself up for more speed! Like typical racing games (except CTR ?), the #1 rule is to always take turns wide and then hug the inside of the turn to get the best exit, and I use this philosophy for the turns here. Since I drifted around that first turn well and stopped drifting soon, I got a great acceleration rate and then applied the same for the next 2 turns... and voila, that's the track! Just 4 turns on the entire thing since it is just a White track after all, but the Trackmaster was a bit tricky nonetheless; the simpler a track is, the harder it is to save time. I did also get the 2 online trophies as well, so the platinum will always be available in the event that I take a break from the game, which is reassuring! In any case, that's all I have to say for now! But before I go, one more thing: On 30/12/2021 at 3:25 AM, Arcesius said: Could you by chance see if my ghosts are available for you? I changed my PSN name after completing the game and the ghosts weren't available after that. I heard that completing a single race should fix that, and I have done so since... I haven't forgotten about this. ? How may I view your ghosts? I tried looking through the record center on the solo campaign menu, it brings up a bunch of profiles of my other PSN friends but you don't appear... Unless I'm looking at the wrong thing... ? Edited January 21, 2022 by Shrooba 4 Link to comment Share on other sites More sharing options...
Destructor-8 Posted January 21, 2022 Share Posted January 21, 2022 3 hours ago, Shrooba said: My copy of Trackmania Turbo finally arrived so I figured I'd give a short update. So far I've done my first 10 White tracks! How may I view your ghosts? I tried looking through the record center on the solo campaign menu, it brings up a bunch of profiles of my other PSN friends but you don't appear... Unless I'm looking at the wrong thing... Nice going dude! The way you see friends ghosts is the same place where you pick the gold time just before you start the track as that's probably what you are choosing to use. It will say friends ghosts just after the gold time & from there you can pick any then you will start the track as usual. 3 Link to comment Share on other sites More sharing options...
Deadly_Ha_Ha Posted January 21, 2022 Share Posted January 21, 2022 Did someone say Kingdom Hearts? I can sense it every time 1 Link to comment Share on other sites More sharing options...
Platinum_Vice Posted January 21, 2022 Share Posted January 21, 2022 6 hours ago, Destructor-8 said: Nice going dude! The way you see friends ghosts is the same place where you pick the gold time just before you start the track as that's probably what you are choosing to use. It will say friends ghosts just after the gold time & from there you can pick any then you will start the track as usual In that case: Shroobs, you are welcome to attack my ghosts as well ✌️ 2 Link to comment Share on other sites More sharing options...
Popular Post Shrooba Posted January 23, 2022 Author Popular Post Share Posted January 23, 2022 (edited) Back again fellas! I've been playing the game for about 3 days now, so some of you may be wondering why I haven't finished the green tracks yet... That's because...The 50 Trackmaster Medals are SMASHED!!! ???... Although a few of them were a right pain in my ass! ? I know this isn't the hardest challenge the game has to offer, but it's good to have it done early on. One of the first hurdles in the game done. Admittedly, a lot of these would've been easier if I saved this for last, but I always like getting bullshit out of the way first when I do tricky games!... Until I get to those horrid black tracks that is, but that's for future me to rage over. ? A part of me is glad that it's just the tracks themselves that are hard, and not necessarily the times, except for a few here and there I'd imagine. I ended it with green lagoon's first multi lap stage, track 65. Lagoon's controls aren't too bad for the most part, but the parts where you drive over wooden platforms are godawful, so luckily this track didn't have any of that nonsense! Here's my run of track 65 if you wanna take a gander! I figured for the rest of this post, I'd go over my top 4 hardest Trackmasters.... Sorry that it's not a top 5, but these are the only ones that come to mind! ? So far, a majority of the gold medals have been very lenient, and most of the white Trackmasters weren't too bad, but their difficulty ramps up quite a lot with the green ones. These aren't of course the DEFINITIVE hardest because I ain't doing all 200! ? But out of the ones I did, I'll go over my personal hard ones. I've recorded each of these 4 and have them uploaded, but I don't want to flood this post with YouTube links so you can access my videos from the one above if you're interested. In any case, here they are:1: Track 48. I don't know what it is about this track. I swear with all my heart that this one is on par with a William P time from CTR. It's a mix of the simplicity of the track leading to as few time saves as possible, alongside just generally having to be as humanly close to turns as much as possible. But since this is a Canyon level, the drifting is a bit unique. If you drift too far in, you actually lose a slight amount of speed, so you have to drift outwards while ALSO drifting into turns as much as you can, essentially finding that sweet spot. And right before the final turn is a half-pipe you need to turn across, and once again you need to drift across this just right so that you don't compromise too much speed into the exit. If you mess up a turn and get a bad exit, that negatively affects your speed from then on as well, so it's a long-term problem if you don't take the turns right. Thank you to @Destructor-8 and @VoidVictorious for the motivating words while I was doing this one!2. Track 6. Most of the white Trackmasters aren't that bad. Some are TRICKY, sure, but I wouldn't say much of them took me around an hour or so to accomplish. This one however is a wild untamed beast. It's a short track, that's a given since it's a white one, but the simpler a track is, the harder it is to save time. You start off with a left turn followed by yet another. There's a giant sign that tells you to drift for the second turn, but you can actually get through without doing so. Problem is, one side of your car launches upwards with only 2 wheels connecting with the ground. It's a normal part of the turn and it can't be avoided, but in this brief moment the physics change quite drastically and you need to compensate a bit to not collide with the left wall during the turn. Not only this, but how long you actually spend in this 2-wheel state affects your speed too, so you need to manage not hitting a wall while also trying to readjust the car itself. After this, you aim yourself through a ramp to get through a tire obstacle, and then drift left along the dirt to prepare for the finish line. This section is also tough because while other turns have obvious barriers to let you know where not to go (such as bushes/trees on the Down and Dirty tracks, water on the Lagoon tracks and barricades on Stadium tracks), this specific turn doesn't have any of that. Rather, it has extremely hard to see little bumps and rocks that, upon collision, will catapult you in the air and instantly equal a dead run. 3. Track 41. The first green track in the game, and a Canyon one at that. This one gave me a bit of trouble since you need to execute the second turn through a tunnel without stopping; no letting go of the throttle, no drifting. You have to turn at JUST the right moment otherwise you'll hit a wall, and that's a dead run. The next part of the track isn't too bad, you need to go over a slight ramp and go straight along a brief dirt section to avoid drifting as that'll slow you down a bit. However, there's the final turn where you need to time a drift right along a concrete wall that leads back onto the dirt and towards the finish, and it's a very tricky one. Like I said for track 48, the exact way in which you drift on Canyon affects your speed, so here you gotta get it just right. I was initially set on considering this the 2nd hardest but that was before I did track 48! ?4. Track 28. For the most part, not a bad track. But at around 24 seconds into the YouTube clip you will see ONE. SINGLE. FUCKING. ROCK. I know it looks easy, but holy moly did this rock take my trackmaster-pace runs and give me the middle finger. Like, if Lightning McQueen in Pixar's Cars was going for his Piston Cup and flipped because of an inconveniently placed rock on a track, he would be rightfully pissed... as was I. ? Apart from that, there's a wooden loop de loop thing at the end which is also a pain to drive through without the car deciding to turn 90 degrees in an angle because it feels like it... But that's really all for this track, just those 2 things! In any case though, it was great being in a PSN party with ya @Destructor-8 and @KindaSabbath during this one. If anyone wants witnesses to prove how frustrated that fricking rock gave me then these two can fill you in! ? And that's the Trackmasters outta the way. It's gonna feel good going through these Blue and Red tracks knowing I can just settle for gold and move the hell on! On 22/01/2022 at 8:44 AM, GonzoWARgasm said: In that case: Shroobs, you are welcome to attack my ghosts as well You've set some great times man! After getting a few Trackmasters I've seen you beat me by a few tenths of a second! ? Great racing man! On the note of the ghosts @Arcesius, I looked through the friend records on the place where you select the medal on a track this time, but you don't appear on that either... ? Sorry man... Your times would've been awesome to see as well! On 22/01/2022 at 3:36 AM, Deadly_Ha_Ha said: Did someone say Kingdom Hearts? I can sense it every time You sensed it well! ? Man I can't wait to talk about the KH series once I eventually get to it, I had great memories with the series; booting up KH1 in 2019 and seeing that opening, I just knew I was in for a treat. I suppose I gotta work on my KH Spidey senses too it seems! Edited January 23, 2022 by Shrooba 7 Link to comment Share on other sites More sharing options...
Arcesius Posted January 24, 2022 Share Posted January 24, 2022 Niiiice! Already making good progress in TMT I see! Seems to me like you are not going to have too much trouble here... On 1/21/2022 at 1:14 PM, Shrooba said: For Track 4, I believe the Trackmaster time is 26.07 seconds. My time was a 26.04, so it was very close! At the start of the clip, you can see I had a 26.11; I actually was at around 28 or so seconds initially, but after several attempts over about 10-20 minutes I managed to slowly but surely whittle it down closer and closer... And now here's my successful attempt: I think this here already shows that knowing how racing games work can make a big difference. I think that track #4 was actually the last Trackmaster I got for the trophy. I was stuck at shaving off those last couple of hundreths of a second... I just couldn't consistently get the curves in such a way that I managed to come out of them with good traction. Your explanation makes of course a lot of sense, and that you knew instincively how the track NEEDS to be approached in order to succeed. For me, it was more trial and error ? 22 hours ago, Shrooba said: Back again fellas! I've been playing the game for about 3 days now, so some of you may be wondering why I haven't finished the green tracks yet... That's because...The 50 Trackmaster Medals are SMASHED!!! ... Although a few of them were a right pain in my ass! I know this isn't the hardest challenge the game has to offer, but it's good to have it done early on. Haha I knew you were going to go for those early on ? I definitely could not have done that when I played the game. Good job, man! 22 hours ago, Shrooba said: One of the first hurdles in the game done. Admittedly, a lot of these would've been easier if I saved this for last, but I always like getting bullshit out of the way first when I do tricky games!... Well, I cannot hurt to grind them out early... You will probably get a few more naturally (I even got 2 in the black series by accident), but as you say, you can now focus on getting gold.... Unless you are up for the challenge and want to get all 200 Trackmasters! I probably mentioned this already somewhere, but earning all 200 Trackmaster Medals unlocks the "Super Solo" campaign. That unlocks a Super Bronze, Super Silver, Super Gold and Super Trackmaster medal for each of the 200 tracks, with Super Bronze already being a faster time than the regular Trackmaster Medal. There are only a handful of people worldwide that managed to grab all 200 Super Trackmaster Medals... You could be the next one! ? 22 hours ago, Shrooba said: For the most part, not a bad track. But at around 24 seconds into the YouTube clip you will see ONE. SINGLE. FUCKING. ROCK. I know it looks easy, but holy moly did this rock take my trackmaster-pace runs and give me the middle finger. Like, if Lightning McQueen in Pixar's Cars was going for his Piston Cup and flipped because of an inconveniently placed rock on a track, he would be rightfully pissed... as was I. ??? Ah, the memories... Trust me, this won't be the last time you are pissed at a rock... Or a palm tree... or an almost invisible twig (Twig of Doom, as we say)... There are just a couple of such obstacles that you KNOW were deliberately placed to destroy intuitive racing lines... They can be so frustrating ? 22 hours ago, Shrooba said: And that's the Trackmasters outta the way. It's gonna feel good going through these Blue and Red tracks knowing I can just settle for gold and move the hell on! Yeah that definitely is nice for sure. I remember 109 being the first gold time to frustrate me, and the two canyon Multilaps in the Red Series (135 and 140) to be the first two tracks to really give you a taste of how difficult the game can and will become. Although I can imagine that you won't have as much trouble overall as I did 22 hours ago, Shrooba said: On the note of the ghosts @Arcesius, I looked through the friend records on the place where you select the medal on a track this time, but you don't appear on that either... Sorry man... Your times would've been awesome to see as well! In that case, I'm out of ideas... I read that completing a track after the name change should update the leaderboards and fix the issue, but I did that already, so nothing else I can think off... In any case, I don't think you would be using my times much ? Trackmania Turbo was my first racing game ever, I was more concerned with getting Gold Medals, and not with optimizing my times ? I'm very sure that I would compare very poorly to some of the other people on your list! 2 Link to comment Share on other sites More sharing options...
Popular Post Shrooba Posted January 29, 2022 Author Popular Post Share Posted January 29, 2022 (edited) On 24/01/2022 at 6:58 PM, Arcesius said: Yeah that definitely is nice for sure. I remember 109 being the first gold time to frustrate me, and the two canyon Multilaps in the Red Series (135 and 140) to be the first two tracks to really give you a taste of how difficult the game can and will become. Although I can imagine that you won't have as much trouble overall as I did Ah, I think you might've meant the Valley ones in this case? Canyon's are 125 and 130. A lot of people usually say 125 is a really tough one but I didn't find it too bad... but 130 was an absolute killer! I find that hitting the final wall before the Engine Off section kills so much time and you gotta time it just right, alongside high speed drifts where too much over-steering leads to a nice kiss with the fence (promptly equaling a dead run) or under-steering and smacking into the canyon wall (again promptly leading to a dead run). Ah, the cycle of Trackmania Turbo! ? It's actually kinda funny, I was legitimately considering Blue Canyon to be harder than the Red variant since that had 86, and 89 which were quite brutal... but 130 shut the door on those two! But in any case, thank you for the words of motivation! ? I always have multiple stages to approaching each track: I know some people like to do general runs to get a feel for a track, but I like giving it my all every time, slowly failing further and further into the track. Oftentimes, this means I always lose good runs to stuff I hadn't learned yet, but I've gotten into the habit of approaching every track like this... for better or worse! Then eventually when I learn the whole track, it stops feeling "hard" and more so just frustrating. This'll probably change with Black though. The good thing about Trackmania Turbo is that at least 99.9% of failures feel like me just making stupid mistakes... However, that fricking loop on 163 was a gamble! ? I guess on that note: I'm up to the Black tracks! Didn't have much time playing the game today, but I went through 161-164 in a couple hours. I'd say the hardest of these 4 was probably 164 due to those annoying damn rocks, although as I said, 163's loop was pretty bad! It'll be returning in one of the future Black Canyon tracks I believe, but I'll get it done, I'm sure of it. If I can handle the agony of William P's dev times in CTR then surely I can get this done! ? At this point, I'm fairly confident I'll get the plat; there's still a hell of a lot to go, but if I've made it this far, then I just gotta give it a final push! I'm a bit surprised I've gotten this far but those half-pipes can go eff themselves!!! I hate half-pipe jumps! ? At the moment it feels like a 8-8.5/10 difficulty, but that'll certainly ramp up in these Black tracks. I've made it so far though, I ain't giving up now!!! I just gotta grind it out and it'll be done for sure! I'm pumped! There's quite a few other checklists I'll need to catch up on, but I figured for the time being I'd just make this post since I've been a bit radio silent on this! Sorry fellas, TT is quite the grueling task! I was actually gonna make posts of my hardest blue and red tracks respectively, but when I get to writing a review of this game, it doesn't have a story, so I'll need to save the gameplay discussion for that! ? Anyway Arcesius, @Baker and @GonzoWARgasm I figure since I've made it this far, I wanna know from you guys what you reckon the hardest Blacks are. For me personally, I just get the hunch that Valley will be the worst for me although Destructor has told me of Lagoon's 190, but is there anything else I should be prepared for? I know 175 is also a tricky one, but I actually sorta don't dislike them; the great thing about multi-laps is that if you can do lap 1, then you can theoretically do the entire thing, and that's very motivating! Edited January 29, 2022 by Shrooba 5 Link to comment Share on other sites More sharing options...
Baker Posted January 29, 2022 Share Posted January 29, 2022 Hardest tracks for me were: #186, #175, #180. That’s my top 3. Where #175 was really frustrating for me as it doesn’t look that bad but you have to do the big jumps very precise and with enough speed otherwise you would crash. I hated that track the most in the entire game. But also quite difficult are #169, #170 & #190. You’re blasting though this game though. I doubt you struggle as much as I did. Good luck! 2 Link to comment Share on other sites More sharing options...
Destructor-8 Posted January 29, 2022 Share Posted January 29, 2022 (edited) On 23/01/2022 at 10:05 AM, Shrooba said: Back again fellas! I've been playing the game for about 3 days now, so some of you may be wondering why I haven't finished the green tracks yet... That's because...The 50 Trackmaster Medals are SMASHED!!! ... Although a few of them were a right pain in my ass! I know this isn't the hardest challenge the game has to offer, but it's good to have it done early on. Congrats on getting these done already dude! It's good that you got these done first as you get better at the game earlier & it has shown as you've got through it well. You also did those pretty fast as well as you didn't take long on many at all so it's looking good so far! 3 hours ago, Shrooba said: I'm a bit surprised I've gotten this far but those half-pipes can go eff themselves!!! I hate half-pipe jumps! At the moment it feels like a 8-8.5/10 difficulty, but that'll certainly ramp up in these Black tracks. I've made it so far though, I ain't giving up now!!! I just gotta grind it out and it'll be done for sure! I'm pumped! Anyway Arcesius, @Baker and @GonzoWARgasm I figure since I've made it this far, I wanna know from you guys what you reckon the hardest Blacks are. For me personally, I just get the hunch that Valley will be the worst for me although Destructor has told me of Lagoon's 190, but is there anything else I should be prepared for? I know 175 is also a tricky one, but I actually sorta don't dislike them; the great thing about multi-laps is that if you can do lap 1, then you can theoretically do the entire thing, and that's very motivating! You've done well to get this far this week especially as you haven't spent too long on anything so far too. It's been good to watch you get through this as you do quite a few then decide to keep going lol. I'm sure you'll be fine for the rest of the game as you know exactly what you need to do in order to get something done. You are doing great so far so keep it up. Edited January 29, 2022 by Destructor-8 2 Link to comment Share on other sites More sharing options...
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