Tuesday, June 4, 2024

Two Sides

      In Graphic Design, there will inevitably be disagreements on how something should look.  Not just in the gdesigner group themselves, but the audience opinion needs to be taken. As such, there are a variety of different ideas and interpretations that can be found across different times and minds. This week's blog will be talking about examples of how that could happen. Without further a do, let's dive on in.

       One example, and the idea I got from this blog, is 'Crash Twinsanity' and 'Crash 4: it's About Time'.




Both images courtesy of Wikipedia.

         Now, despite the title of the latter, 'Crash 4' came put long after Twinsanity, being marketed as a sort of 'reset' of the timeline. Another thing of note is that the game before Twinsanity, Wrath Of Cortex, is a bit more similar to Crash 4 in terms of gameplay, as well as the original trilogy; however, for the sake of both following something familiar up in their own way, they will be the two I compare. I won't specifically be going into development, or story, moreso just gameplay mechanics.

        Starting with Twinsanity, it keeps a similar level structure to the originals; however, in exchange for a central hub, it has a few levels that seem more open. This creates a pseudo open-world effect, encouraging more open movement in some areas. Here, you will have the opportunity to collect gems of all types by completing small challenges. Besides that most of the game is built around Crash's sudden partnership with his enemy Cortex; giving you levels based around dragging them along, tossing them into targets, protecting them, and even using them as a snowboard. Speaking of Cortex, both him and and his niece have playable levels with their own radically mechanics which are nice, but don't appear often. 

       On the flipside, Crash 4 is much closer to the original trilogy's level design (more specifically the first's). Emphasis is placed heavily on difficult platforming, giving the player extra challenges to get rewards; such as hidden gems, time trials, and a unique mirror with unique visual effects. Another addition is three other playable characters: Tawna, Cortex, and Dingodile. While they're levels tend to be optional, and lead back into standard gameplay, they're a nice change of pace when they show up. 

        My main reason for wanting to compare and contrast these games is what their competition's style and audience demand was at the time. For Crash Twinsanity, games were going in a similar direction; open areas for the player to explore whilst mixing old gameplay with new mechanics, once in awhile poking fun at itself with its extra emphasis on story. Crash 4 however is a return to form fans had been wanting for awhile; back to the retro style gameplay and challenges that they remember, whilst mixing things up in ways that don't change the core gameplay up too much, and a story that serves as a good follow up to those games. In short, while both teams did have their limitations, they were trying to put out a product for their audience, it's just that they both had a different audience in mind.

       With that being said, I hope this demonstrates that not everyone will have the same ideas as you, but that's ok. It gives you good opportunities bro learn and develop, or see another take on the same idea. Embracing other creative minds is certainly a go in my book. Thank you for reading, and stay tuned.

 

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