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Crash Bandicoot: The Wrath of Cortex (PS2)

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Bedigian, while impressed by the graphics and effects, acknowledged that the visual style was conservative. Development began on Xbox 360 and PlayStation 3, and it was intended to be ported for Wii afterwards. If you're not an Insider, you'll still want to check out IGN Guides, as we feature plenty of free and sponsored guides as well. To stop the Elementals and Cortex's new weapon, Crash or Coco (a fully playable character for the first time) will face five game hubs, 25 dynamic levels and five unique bosses, as well as the appearance of a new character who will rock the Crash world. Following Mind Over Mutant, Radical Entertainment started working on their next game, which was titled during various stages as either Crash Landed or I Am Crash Bandicoot.

Clancy Brown voices the dual role of Doctor Neo Cortex and Uka Uka, while Mel Winkler provides the voice of Aku Aku, and Debi Derryberry provides the voice of Coco Bandicoot. An earlier draft of the story featured an alternate version of the game's climax and ending, which involved Crash battling Crunch in a mechanical robot suit.Goldstein, while saying the audio was good in its own right, derided the Xbox version's surround sound mixing as sloppy.

Few details have been revealed about Traveller's Tales' original vision, but it is known that the game was intended to mark Nina Cortex's debut in the series.The game was in development for 9 to 10 months before the studio was told by the publisher that it was going to be cancelled, as Mario Kart DS was scheduled to come out around the same time. On May 7, 2002, the company announced a GameCube version of the game, [34] which was later confirmed to have connectivity to the Game Boy Advance. The "Greatest Hits" version of the game features quicker load times than those of the original version. This became even more clear in 2001, when the company worked with Universal Interactive for Crash Bandicoot: The Wrath of Cortex.

It was first released for the PlayStation 2 and later ported to the Xbox, and GameCube, with Eurocom developing the GameCube version. The game was meant to be a reboot of the franchise, and would have provided a new origin story for Crash, marking the beginning of a series of new adventures.

The Atlasphere levels were positively received and commonly compared to Marble Madness, with Bedigian remarking that "Traveller's Tales could develop a whole game based on the sphere levels alone". The game was intended to feature zany, open-world sci-fi environments, and Crush would have been able to use a variety of vehicles. The PlayStation 2 version also received a "Double Platinum" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA), [38] indicating sales of at least 600,000 copies in the United Kingdom. Well, the graphics are pretty nice, although personally I prefer the graphics in Crash 2 and 3, and the sound effects are good if unoriginal. But that could have been endured if The Wrath of Cortex had been an original and ground breaking title.

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