Story
All is peaceful in Wumpa Island, Crash Bandicoot's new home. As Aku Aku
sleeps and Crunch does his workout routines, Crash helps his sister Coco build another one
of her gizmos. No sooner would they be rudely interrupted by none other
than the usual bearded scientist, Dr. Cortex himself. Paying a visit to
the bandicoots in his hovercraft, Cortex obnoxiously announces his "triumphant" return. Aku Aku volunteers to give him the old one-two, but he
gets trapped in a cage in a moment of distraction. Coco goes through the
same treatment, while Crunch is trapped on ice by a laser.
As Cortex sets off with the captured prizes, Crash's good arm manages to
throw Coco's machine at Aku
Aku's cage, making it fall off somewhere in the woods.
After Crash
frees Aku Aku, the two of them find themselves fighting strange mutant
creatures of great proportions. Luckily for them, Crash can control these
creatures with the help of Aku Aku's mystical powers, something that may
just come in handy. The duo eventually arrives at the Mojo
Temple, where they see Cortex's airship. Mojo is the essence of life
itself, and this confirms Aku Aku's theory: Cortex and Uka Uka are
stealing all the Mojo from the temple so they can make their mutants
bigger, stronger and meaner. After our heroes make their way to the
top of the temple, they find Cortex and Uka Uka, holding Coco as a hostage.
Cortex reveals his evil plan to them: with the help of his mutated
minions, he intends to build a giant robot - The Doominator - to crush
Wumpa Island. Uka Uka sets off with Coco and the Mojo, while Cortex stays
to watch one of his giant freaks destroy Crash. This doesn't go as
planned, however, and Cortex is forced to flee when Crash gains
the upper hand.
It's now up to Crash and Aku Aku to rescue
Coco, fight Cortex's mutant army and stop The Doominator from being
finished.
But as they set off on their journey, a certain someone shows great
disappointment towards Cortex and announces his replacement...
Characters: Crash
Bandicoot/Coco Bandicoot/Crunch
Bandicoot/Aku Aku/Dr. Cortex/Nina Cortex/N.
Gin/Tiny Tiger/Uka Uka
Generalities
Whereas Twinsanity improved and expanded upon the original
Crash formula, Titans makes a complete departure from the previous
games in the series, to the point that it it's not really a platformer
anymore (for the most part). This is a 3D beat 'em up with hints of
platforming here and there.
The game has 3 difficulty settings, so you
can just choose what suits you better: Easy is recommended for
beginners in general, Normal is recommended for the majority of players, and Hard is only recommended if you're a real expert (it
is a very tough cookie if you're new to the game). Depending on the setting you choose, the enemies'
aggressiveness and intelligence differs, as well as the number of hits you
can take. Speaking of it, the AI in this game is very impressive.
When you first play the game, it is
essential that you keep in mind how the gameplay is almost completely
different from previous titles. Titans introduces two major
innovations to the series: combat and Jacking. While Crash still runs,
jumps and shimmies, the game focuses a lot more on defeating enemies with
the use of various close combat moves. Crash must make use of various melee attacks and
execute combos, kicking and punching his way through. As you collect Mojo
(the common pick-up in this game), you slowly gain new moves and
upgrade old ones, such as Crash's trademark spin attack. Both Crash and
the enemies are a lot stronger than before, which is why most of them have
health bars now. This new combat system may seem a little daunting to
fanatics of the old mechanics, but rest assured that it's very easy to use,
so you've got that going for you. The game is roughly 70% combat and 30%
platforming.
Enemies are abundant and varied, and also
much meaner than before. Some are still Crash's size and are usually weak,
but most are monstrosities who are much bigger than Crash- the namesake
Titans. There are 12 different Titan species throughout the game (plus 3
bosses), each
with its own set of moves, size and strength. Some are only thrice as big
as Crash, but others are enormous. This is where the best part comes: after
you've beaten a Titan to an unconscious pulp, you can take control over
its mind. Crash slams Aku Aku onto the Titan's face and jumps to its back, and from there on, you're in control. This is called
Jacking, and you'll be doing it a lot in this game (not just because it's
cool, but also because you're required to). You can use all the attacks they
were using against you, including special moves. With a Titan,
it's much easier to beat up other ones, and the smaller enemies
practically become
harmless prey for fodder purposes. It's also the only way you'll get to control the bigger
ones. Think of it as a sort of food-chain: you beat up a medium-sized
Titan, Jack it, use it to beat up a bigger one, Jack that one, and so
forth. With this, you can (and must) take control of the giant bosses, who
make all the other Titans look like dwarfs. You can unjack a Titan at any
time (or you'll jump off if it runs out of health), but it's also possible
to jump from Titan to Titan, provided they're unconscious. If a Titan is
unconscious for too long, it disappears. Although the game is essentially
the same in all of the console versions, the Wii one is definitely the best
choice, for it makes great use of the Wii Remote for the special attacks. You get to perform
them by doing the same
gestures as the Titans, such as pounding
your chest when using the Scorporilla.
Though in much shorter doses, the platforming parts are
still present. Crash still breaks Crates here and there, he still has to go through
jumping puzzles, and he's also gained an air slide move: you can use Aku Aku as
a slide-board any time you like, and in some segments, you'll
automatically do this to travel across long valleys and tunnels. Think of
it as Twinsanity's Humilliskating, but faster and with a lot more
freedom in control. Some rails require grinding to get across, but Crash
does that automatically.
Then there are arenas called Mojo Rooms. Every level has one of
these, but they're always completely optional. To get through them, just
perform the task you're given (collect Mojo, masks, defeat all the enemies,
etc.).
As mentioned, Mojo spheres are scattered everywhere, so
pick them up for new moves, health upgrades and extra lives. There are also Freejack masks
that allow you to defeat an enemy in a single blow, regardless of how big
it is. Wumpa Fruits give you health now, and golden Wumpa Fruits award you extra lives. Voodoo
Dolls can be unlocked by doing certain tasks or finding them in the
levels. With these, you can unlock concept art, enemy profiles and skins
(costumes). Wearing an enemy skin allows you to defeat anyone from that
species in a single hit, so use them if you're having trouble in
certain levels (wearing a Magmadon skin is useful for areas full of
Magmadons, etc.). Skins are unlocked by Jacking a number of Titans
or defeating a lot of fodder enemies. Additionally, each level has a
ranking- Completed, Bronze, Silver or Gold Idol. To get a Gold Idol, you must defeat
a preset number of fodder enemies, perform a certain amount of combos and
get the 3 toilet-like Spybots in the level (all in the same go,
or you will not get Gold).
A definite step back is that the game
does not let you explore the environments (although fanatics of classic
Crash won't have any problem with this, granted). Whereas Twinsanity and
CrashTTR allowed you to go wherever you wanted, Crash of
the Titans only lets you go where you're supposed to, so expect straightforward
paths and plenty of invisible walls. Additionally, you cannot control the camera, as it moves on rails,
though it always lets you see everything you need. Whenever Crash goes behind a
wall or an object, you will always see his silhouette in front of it,
regardless of the object's thickness. This clever trick lets you keep track of Crash at
all times without the need of controlling the camera.
Graphically, the game is just beautiful.
Although the framerate is generally lower than in Twinsanity (especially
in the PS2 version), the lush scenery and the graphical
quality are true eye-candy, with pastel-toned backgrounds and lots of
detail wherever you go. The levels seem like living works of art
(fireflies passing by, geckos climbing up rocks, birds in the background,
and much more).
The cutscenes are all done in real time with in-game graphics, but they
still manage to be some of the best in the series, with fluid character
animations and excellent dialogue. It's too bad there are so few of them. Despite
this, they present a considerably annoying problem, since like in Twinsanity,
you can't skip them whatsoever (and most of them are pretty long too).
The music is very unique. It's the kind of music you can randomly
listen to and immediately associate with the game. The music differs with the situation or area you're in, always
suiting every moment and putting a stop to the 'one-tune-per-level' habit.
Lastly, there is pure, fun drop-in/drop-out multiplayer co-op.
This long string of words means that a second player can join in and out at any
time during the game, with absolutely no extra loadings or restarts. Just
connect a second controller, push the button and you're set! Just the way
every game should be, really. Co-op is one
of the best aspects of the game, and therein lies much of the game's fun. Carbon
Crash (a white-coloured Crash copy) pops up, and the second
player controls him just like with the normal Crash. The screen will not be
divided in two, so you'll be able to see your surroundings normally. But
this also means both players need to be on-screen in order to go through
the level, so even though each Crash can get quite a bit far away from the
other, you can't leave your partner behind (and why would you?). In co-op, both Crashes gain a
backpack with which to carry the other one around. This is a really cool
aspect, because if things get too rough for either player (or if one of them is
just not good with jumping puzzles, for example), that player can just pop into the
other one's backpack and get carried inside. When it's safe, just jump back out. You can change the
backpack options from
Leapfrog to Piggyback. Leapfrog is set by default. In this setting, the person in control switches to
the other one each time they jump, so this is the best choice for
cooperating in jumping puzzles. With Piggyback, you can just carry or be carried all the way, which is
best used when your partner can't jump for beans. When one of the Crashes
dies, his player will have to wait 5 seconds before re-joining (it
only counts as a lost life if both Crashes die). Lastly, you can always attack your partner if he's doing a lousy
job, or engage in mindless brawls against him. If you have the game, a
second controller and someone to play with, you really have no excuse not to play
this game in co-op.
Character Moves:
Crash
Bandicoot
Jump- Crash jumps in the air. For a higher jump, press the jump button
longer.
PS2/PSP: X
X360: A
Wii: A
Double
jump - Press the jump button twice to go twice as
high.
PS2/PSP: X, X
X360: A, A
Wii: A, A
Glide- Press the jump or kick button in the air repeatedly to glide.
PS2/PSP: X repeatedly
X360: A repeatedly
Wii: A repeatedly
Back flip- Pull the left analog stick in the opposite direction Crash
is facing and press the jump button. Crash will jump much higher than
usual. Combine with the Double Jump for maximum height.
High
jump- Rotate the left analog stick and jump to go extra high.
Light attack- Press the punch button various times in succession to
do light combos and defeat enemies.
PS2/PSP: Square
X360: X
Wii: B
Heavy
attack- Press the kick button for a heavy kick attack. This is useful for
breaking an enemy's guard. Hold down the kick button to charge
it and deliver more damage.
PS2/PSP: Triangle
X360: Y
Wii: Z
Block/Dodge-
You can defend yourself against light attacks by holding down the block
button. To dodge, hold down the block button and move in a direction.
PS2/PSP: R1
X360: RT
Wii: C
Grab ledge / Shimmy- To grab a ledge, jump up to it. Shimmy with the left
analog stick and jump to climb up. Press the kick or Jack button to drop
down.
Swing from ropes- Jump into a rope or vine to start swinging. Use the left
analog stick to thrust back and forth and gain momentum. Use the jump
button to leap onto another rope.
Tic Tac- To climb up a tall structure, position yourself between two walls
and jump into one of them. Jump again to bounce off to the other wall, and
repeat until you reach the top.
Jack/Unjack-
After you've stunned a Titan, you can mount and control it by pressing the
action button near it. To get off, press the action button again. You can
jump from Titan to Titan with this button too, provided there is one
stunned nearby.
PS2/PSP: O
X360: B
Wii: Flick nun-chuck or D-pad Down
Aku Air Grind (Story upgrade)-
To use Aku Aku as a slide-board, jump and press the block button. Crash
will do this automatically in certain segments. While sliding, press the
punch button to attack, the jump button to leap (twice if needed) and the
kick button to end your slide. The slide's duration can be upgraded
progressively with Mojo, up to a maximum of 15 seconds.
PS2/PSP: X, R1
X360: A, RT
Wii: A, C
Norris
Roundhouse (Mojo upgrade)- Press the punch button thrice in a row for a
light combo.
PS2/PSP: Square, Square, Square
X360: B, B, B
Wii: X, X, X
Old-Skool
(Mojo upgrade)- This is Crash's old spin attack. Crash will get
dizzy if you use it for too long, but the spin's durability can be
upgraded progressively with more Mojo, until it lasts forever.
PS2/PSP: Rotate left analog stick + Square repeatedly
X360: Rotate left analog stick + X repeatedly
Wii: Swirl the remote or rotate the control stick + B repeatedly
Gyro
Jackhammer (Mojo upgrade)- Crash performs a strong breakdance kick.
PS2/PSP: Rotate left analog stick + Triangle
X360: Rotate left analog stick + Y
Wii: Swirl the remote + Z
Double
Whammy (Mojo upgrade)- After kicking, Crash delivers a swirling blow.
PS2/PSP: Triangle, land, Triangle
X360: Y, land, Y
Wii: Z, land, Z
Triple Dragon (Mojo upgrade)- Crash does a powerful 3-hit combo that
ends in a headbutt. Each hit can be charged when landing.
PS2/PSP: Triangle, land, Triangle, land, Triangle
X360: Y, land, Y, land, Y
Wii: Z, land, Z, land, Z
Chin
Tickler (Mojo upgrade)- Press the punch button twice and then the kick
button to do an uppercut.
PS2/PSP: Square, Square, Triangle
X360: X, X, Y
Wii: B, B, Z
Board
Slam (Mojo upgrade)- Punch, punch, kick and kick to slam Aku Aku onto a
face.
PS2/PSP: Square, Square, Triangle
X360: X, X, Y
Wii: B, B, Z
Spin
Dismount (Mojo upgrade)- Dismount a Titan and finish it off at the same
time.
PS2/PSP: Rotate the left analog stick + O
X360: Rotate the left analog stick + B
Wii: Swirl the nun-chuck + D-Pad Down
Armpit Fart- Crash does fart sounds with his armpit.
Wii: Point the remote towards your armpit and shake the nun-chuck.
Spike
Claw Combo
PS2/PSP: Square, Square, Square
X360: X, X, X
Wii: B, B, B
Spike's Surprise
PS2/PSP: X
X360: A
Wii: Raise the nun-chuck and the remote at the same time
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Goar
Tusk Tusk Combo
PS2/PSP: Square, Square
X360: X, X
Wii: B, B
Terrifying Roar
PS2/PSP: X
X360: A
Wii: Raise the nun-chuck and the remote at the same time, then snap them
down
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Snipe
Snipe Mode
PS2/PSP: (R1 +) Square
X360: (RT +) X
Wii: Point the remote + B
Gambler's Hand
PS2/PSP: (R1 +) X
X360: (RT +) A
Wii: Point the remote + A
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Yuktopus
Tentacle Slap
PS2/PSP: Square, Square, Square
X360: X, X, X
Wii: B, B, B
Mojo Blast
PS2/PSP: X
X360: A
Wii: Swirl the remote and steer with the control stick
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Rhinoroller
Horn Attack
PS2/PSP: Square
X360: X
Wii: B
Thunderbowl
PS2/PSP: X
X360: A
Wii: Crank the remote and steer with the control stick
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Shellephant
Infinity Combo
PS2/PSP: Square, hit, Square, hit...
X360: X, hit, X, hit...
Wii: B, hit, B, hit...
Blaze of Glory
PS2/PSP: X
X360: A
Wii: Shake the remote and point with the control stick
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Magmadon
Slam Thrust
PS2/PSP: Square, hit, Square
X360: X, hit, X
Wii: B, hit, B
Hellfire Stomp
PS2/PSP: X
X360: A
Wii: Raise the remote and then snap it down
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Stench
Stink Bomb
PS2/PSP: (R1 +) Square
X360: (RT +) X
Wii: Point the remote + B
Stench Cloud
PS2/PSP: (R1 +) X
X360: (RT +) A
Wii: Point the remote + A
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Sludge
Gooey Louie
PS2/PSP: (R1 +) Square
X360: (RT +) X
Wii: (C +) B
Toxic Vom
PS2/PSP: X
X360: A
Wii: Shake the remote
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Scorporilla
Tail Whip
PS2/PSP: Square, Square
X360: X, X
Wii: B, B
Ground and Pound
PS2/PSP: X
X360: A
Wii: Beat your chest with the remote and the nun-chuck and then snap them
down.
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Ratcicle
Cool Combo
PS2/PSP: Square, Square, Square
X360: X, X, X
Wii: B, B, B
Freeze Punks
PS2/PSP: X
X360: A
Wii: Raise the remote and snap it down
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Battler
Bat Slash Combo
PS2/PSP: Square, Triangle, Square
X360: X, Y, X
Wii: B, Z, B
Cyclone Storm
PS2/PSP: X
X360: A
Wii: Swirl the remote and the nun-chuck
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Ee-lectric
Lightning Bolt
PS2/PSP: (R1 +) Square
X360: (RT +) X
Wii: Point the remote + B
Heavenly Blast
PS2/PSP: (R1 +) X
X360: (RT +) A
Wii: Point the remote + A
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Uka Uka
Heavy Hitter
PS2/PSP: Square, Square
X360: X, X
Wii: B, B
Optic Blast
PS2/PSP: X
X360: A
Wii: A and point with the remote
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z
Arachnina
Spidey Combo
PS2/PSP: Square, Square
X360: X, X
Wii: B, B
Robotomize
PS2/PSP: X
X360: A
Wii: Crank the remote
Heavy attack
PS2/PSP: Triangle
X360: Y
Wii: Z