Thursday, July 20, 2017

Old School Runescape is coming to your mobile

Every so often, a game sweeps the school playground, attracting conversation and argument like a powerful discourse magnet. Most often, it’ll be a card game – Pokemon or Yu-Gi-Oh spring to mind – but occasionally, if the winds are favourable, it’ll be something a little more… virtual. I am, of course, referring to Runescape: when the MMORPG first appeared on the scene back in 2001, it was all anyone at my school was talking about.

You can skip tutorial island? Madness.

There was always one friend who had bought the premium version even though they were ultimately useless; the one, slightly mysterious individual who terrified everyone by reaching extraordinary heights without paying a penny. But then maybe I went to a particularly geeky primary.

The PvP elements of Runescape really separated the men from the boys.

Anyway. I bring up Old School Runescape (as opposed to the current version, which has among other things infinitely more polygons) because Jagex have announced recently that their smash hit fantasy online RPG will soon be ported to smartphone. Due to appear in the App Store/Play Store by the end of 2017, you’ll be able to log in using your current OS Runescape account details, and play on the move (though I dread to contemplate the data you’ll chew through).

My thoughts are with the poor farmer, whose livestock we murder.

If you’re a fan, and want to get in on the action as soon as possible, you can apply to be a beta tester on the OS Runescape Mobile registry website. If you’re like me, and have only just realised that the Runescape you remember is still around, I have some bad news: your old account – with the Mithril armour and amazing ginger beard – is gone. To play the old game again, you’ll have to start from tutorial island once more.

Did anyone else entrust a high level player with the ‘trimming’ of their best armour, only to have them scarper?

Old School Runescape is slated for release on iOS and Android later this year – no word on price as of yet, though the PC game is free-to-play with an optional membership fee so presumably the app will follow suit.

 

The post Old School Runescape is coming to your mobile appeared first on That VideoGame Blog.



from That VideoGame Blog http://ift.tt/2uMlKHx

Citadel: Forged with Fire Open Beta starts this weekend

 

The wizardly world of Citadel: Forged With Fire is receiving a free closed beta in advance of its early access release next week.

The beta starts this Saturday at 9:00am EDT and runs until midnight EDT. Any progress players make within the beta will carry over to the release of the game.

The beta will only run on Steam, which makes sense because even though the game is coming to consoles as well, it will not be until a later date.

To sign up for the beta you can click here.

Also, to learn more about Citadel:Forged With Fire you can check out my first post on the game here.

Citadel: Forged With Fire releases on Steam early access next Wednesday, July 26th for $24.99.

 

The post Citadel: Forged with Fire Open Beta starts this weekend appeared first on That VideoGame Blog.



from That VideoGame Blog http://ift.tt/2uMG1wI

First images of the new Atari console and what they could mean

 

Not too long ago Atari gave hints that they were aiming their sights at a re-entry into the console marketplace. I, for one, took those announcements with a grain of salt. For all we knew, it could have just been an aggressive marketing strategy for a new line of those retro plug and play consoles we see all over the place already.

However, recently Atari sent out a mass email with all-new pictures of their upcoming designs for the Ataribox. These new images made me rethink everything that I thought I knew about what this console would be. Take a good look at them here:

Atari classic

 

I’m a fan of the new designs; especially that they included an option for the classic wood paneling. You can also notice that they gave the design some raised plastic rills that give it a shape reminiscent of the classic Atari consoles. The box also sports a sleek small form factor compared to its potential console contemporaries.

As you can see, the consoles contain several ports designed for USB, HDMI, and SD cards. What we can infer is that the Ataribox will use Bluetooth wireless controllers or possibly some non-proprietary USB control pad. The HDMI port is a good sign that the games will be upscaled to modern specs; not entirely unlike the recent Atari Flashback collections. The email that provided the pictures stated that “[the HDMI port] also means that while we will be delivering classic gaming content, we will also be delivering current gaming content.” This leads to the question of what they define as modern content.

The SD card slot however is a make or break for the console. The SD could operate like a memory card, a la Nintendo’s 3DS, or it could function similar to ATGames Sega Genesis retro consoles that allow homebrew games to be added. I feel the legitimacy of the console hinges on what the cards can be used for. There’s not much of a purpose in creating new, original games if they can be easily pirated through something as exploitable as an SD card. This could also lead to third parties pulling support if the console is not secure enough to prevent mass piracy.

Atari declined to announce any specs, but kept it vague by stating “We know you are hungry for more details; on specs, games, features, pricing, timing etc. We’re not teasing you intentionally; we want to get this right, so we’ve opted to share things step by step as we bring Ataribox to life”. So we will have to keep an ear to the ground for more word on this mystery Atari comeback.

You can keep up with the latest Atari information via their Facebook and Twitter accounts.

The post First images of the new Atari console and what they could mean appeared first on That VideoGame Blog.



from That VideoGame Blog http://ift.tt/2ueJLFS

Telltale Games reveals its upcoming three major sequels – featuring bats, zombies and fables

 

With SDCC 2017 being only a few hours away, Telltale Games took us unawares by announcing not only one, but three new titles that we didn’t see coming so soon. With one of them set for an August release, and the rest for a 2018 launch, here’s a look at what Telltale has struck us with.

 

The Dark Knight rises

Telltale-Batman-Sequel

Batman: The Enemy Within – The Telltale Series

The bat is making a comeback with another 5-episode long season, titled Batman: The Enemy Within – The Telltale Series. The game will allow you to shape your journey towards creating a more just or an even darker Batman, as you choose to trust and deceive who you see fit. Moreover, it will introduce us to the green-suited villainous mastermind, The Riddler.

The first episode, titled ‘The Enigma’, will be playable starting August 8th, 2017. You will be able to play it on your PlayStation 4, Xbox One, PC/Mac, as well as Andriod and iOS devices by the end of the year. The physical Season Pass copies will hit the shelves this October for Xbox One and PlayStation 4 consoles.

 

Clem will be back again – for one last time…

Telltale-TWD-Sequel

The Walking Dead: The Telltale Series – The Final Season (working title)

This title is probably going to be as depressing as it sounds. In The Walking Dead: The Telltale Series – The Final Season, dear Clementine will be the sole playable character. In The New Frontier, we mainly got to play as series newcomer, Javier. Javi did cross paths with fan-favorite Clementine, but the story and choices were mainly about him and his family. While Clementine was more of a secondary playable character in The New Frontier, The Final Season seems like it will go back to the series’ melancholy second season roots.

Fans have watched, and experienced, Clementine grow and change since 2012. We have seen her transform from a naive yet brave orphan to a well-rounded, feisty adolescent badass. We cannot wait to see the epic conclusion of her journey for survival and finding family. The Walking Dead: The Final Season is currently under development and is expected for a 2018 release on Xbox One, PlayStation 4, PC, and mobile devices.

 

Three words: Big. Bad. Wolf.

Telltale-TWAU-Sequel

The Wolf Among Us: A Telltale Games Series – Season Two

This one got me doing a double take, just like its predecessor’s ending did. Finally, the voices of hardcore The Wolf Among Us and Fables fans have been heard! Four years later, this Telltale series will return once more with Fabletown, its sheriff, Bigby Wolf, and its director of operations, Snow White.

Unfortunately, not enough details have been given regarding the title, except that it’ll be debuting later in 2018. It will also be accessible via consoles, PCs and mobile devices. We’re very much looking forward to a just as immersive or an even more gripping experience than that of the first season. Until the second half of 2018, fans will try their hardest to contain their excitement and remain patient.

 

Telltale’s Summer 2017 Update

The video below features Telltale Games writers, designers, producers, and directors discussing the aforementioned titles. The video also features the exquisitely talented voice actors behind the projects. It includes Troy Baker (Bruce Wayne/Batman, Batman: The Enemy Within – The Telltale Series), as well as Melissa Hutchison (Clementine, The Walking Dead: The Final Season). It also features Adam Harrington and Erin Yvette, who are reprising their roles as Bigby Wolf and Snow White for the second season of The Wolf Among Us: A Telltale Games Series.

 

 

If you have played the previous seasons of the three titles, your former choices will matter and will be embedded into the sequels. This “carry forward” feature, as well as Telltale’s Crowd Play, have been confirmed for Batman: The Enemy Within – The Telltale Series.

While you’re waiting for August to arrive, you can catch up with the Guardians of the Galaxy: The Telltale Series on your PC, PS4, Xbox One, or Android/iOS device, which our own Albert gave a verdict on. For more on Telltale Games, check out their official website, Facebook page, and Twitter account.

The post Telltale Games reveals its upcoming three major sequels – featuring bats, zombies and fables appeared first on That VideoGame Blog.



from That VideoGame Blog http://ift.tt/2uMrpNU

Wednesday, July 19, 2017

Destiny 2 Beta Early Access starts now

 

The day most Destiny fans have been waiting for is now here. Today marks the beginning of early access to the Destiny 2 beta on the PlayStation 4. Tomorrow, July 18th, is the beginning of early access for players on the Xbox One (10 am PDT). The open beta for Destiny 2 will begin this Friday July 21st. The Destiny 2 beta features a variety of activities including the opening story mission, Homecoming, and cooperative and competitive modes.

For more on Destiny 2 and its beta, stay tuned here at That VideoGame Blog as I’m sure we will be covering it in the near future.

The post Destiny 2 Beta Early Access starts now appeared first on That VideoGame Blog.



from That VideoGame Blog http://ift.tt/2ub9Oh7

BlazBlue Cross Tag Battle set for 2018

 

You can’t beat a good brawler. There’s nothing like a competitive punch up to relieve a bit of stress and get the one up on your mates. With this being said, Arc System Works have just announced that a new heavy weight will be entering the ring next year in the form of BlazBlue Cross Tag Battle.

So, what can you expect from the latest installment in the BlazBlue franchise? Well by the looks of it, there’s going to be quite an interesting roster of characters coming to this colourful 2D fighter. Waiting in the wings will be Ragna the Bloodedge from BlazBlue. Stepping up to join him will also be Yu from Persona 4 Ultimate Arena, Hyde from UNDER NIGHT IN-BIRTH, and Ruby Rose from the 3D animated series RWBY.

Other than this tantalizing bit of information, we’re kind of waiting to see what the ins and outs of this little brawler are going be; we don’t even know which platforms we’ll be finding this on yet. This is just enough to wet the old taste buds but that’s about it for now.

One thing I can tell you is that Arc System Works have also announced that one of their up-and-coming illustrators Konomi Higuchi is going to be the game’s lead character designer.

This is certainly a bit of interesting news and as we learn more you will too. This is much better than the proverbial slap in the face but definitely keep your eyes peeled for further installments in the future.

 

 

The post BlazBlue Cross Tag Battle set for 2018 appeared first on That VideoGame Blog.



from That VideoGame Blog http://ift.tt/2tf9Npt

REVIEW / Crash Bandicoot N. Sane Trilogy (PS4)

 

There’s nary a person, gamer or otherwise, who was alive during the mid-90s to mid-00s that hasn’t heart of Crash Bandicoot. The spinning, box-jumping, polar bear-riding, heart boxers-wearing orange marsupial first crashed (sorry) onto our Playstation consoles in 1996 courtesy of Naughty Dog. After everyone fell in love with the wonderful little platformer,  they released Crash Bandicoot 2: Cortex Strikes Back in 1997 and Crash Bandicoot 3: Warped in 1998. The Crash Bandicoot series stayed with Naughty Dog for one more entry, the better-than-Mario-Kart (even though it’s almost certainly just a ripoff of Mario Kart) kart racing entry – Crash Team Racing (CTR). After CTR, the series changed hands, and past the point of the fifth unofficial party game entry, Crash Bash, I lost interest with the series and have some strong feelings about what followed all the same. However, that’s not why we’re here.

 

 

Activision has teamed up with Vicarious Visions to create Crash Bandicoot N.Sane Trilogy, a complete remake of the original trilogy of Crash Bandicoot, Cortex Strikes Back, and Warped. In addition to the enhanced graphics and remastered sountrack, you can now play as Crash’s sister Coco in all three games rather than just select levels in the third game. Fans have been clamoring for a remake of their favorite Crash games for years, so the news was huge, but I was among the skeptics for a long time. Remaking a classic that has dominated the childhoods of so many gamers is a dicey move that requires very strict adherence to tradition and updating but not changing the original medium. The more gameplay I saw pre-release, the better the N. Sane Trilogy was beginning to look. The game started to sell out left and right in my local stores and once I was finally able to get my hands on a copy of the N.Sane Trilogy, I was very keen to start spinning through a few crates.


Crash Bandicoot

Ah, the first Crash Bandicoot game – in my unbiased opinion, the best one. My childhood experience with the original was pretty limited because I didn’t own it, but some close friends did and had already unlocked or discovered elsewhere the code for 100% completion. We would flit between particular levels, picking up hidden swarms of free lives, and then we’d go get booted off a wild hog ride a few times before going back and collecting lives again. Occasionally we’d actually attempt to complete a level ourselves, but we were six or seven years old and predictably terrible at actually doing things ourselves. I played through the game about a year ago with my boyfriend and I was subjected to how truly clunky and brutal the game is.

In Crash Bandicoot, there are two main collectibles: keys and gems (colored and clear). Clear gems are obtained by breaking all of the crates in a level. Colored gems are obtained by breaking all of the crates in a level without dying (which is really, really hard to accomplish most of the time). Throughout the levels you can also discover character-themed tokens (Tawna, N.Brio, and N.Cortex). If you collect three of a character’s token, you will be transported to a bonus level. Tawna’s bonus levels are easy, Brio’s are hard but with excellent prizes, and completing Cortex bonus rounds grants access to locked levels via a key. Back in the original, completing a Tawna bonus level was the only time you could save your game and get a level code. Brutal.

 

Four of us stepped in, ready to take on the challenge that was and is Crash Bandicoot. All of the music has been remixed to varying degrees, but is typically pretty easily recognized, albeit a little softer in some cases. The sound effects, not counting voices, are more or less the same as fans would remember – the sound of breaking open boxes, the spin attack, and the sound of jumping on enemies remains more or less unchanged. Some sound effects sound a little different, such as collecting wumpa fruit, but the difference is negligible. The sound when you obtain a gem has been changed from a cash register ding (or similar) to the harmonious “Aaahhh” of Crash 3 fame. I’ll admit that while it was petty, that did niggle me a little because it felt a bit out of place, especially when they had gone to the trouble of keeping most of the other sounds similar to the original.

The graphics are obviously very pretty, and while I was initially worried that Crash would be changed too much to meet the needs of HD prettiness, he looks as correct as he possibly could under the circumstances. The environments in each level have obviously been updated substantially, but they’ve kept 99% of the level design the same as it was in the past, although in updating and making the levels prettier, they did seem to remove some of the bright greens in place of more natural, realistic greens. Can’t win ’em all, it still looks pretty good.

 

As for gameplay, I’d be lying if I said that it wasn’t much, much easier to control Crash compared to the clunkiness of the original. However, I do have a very, very big caveat and complaint to register alongside this praise – the hitboxes and collision detection. I was warned by my friendly neighborhood game store employee that the hitboxes for Crash and Coco are now a very neat pill shape. This means that edges are now weird. Maybe it’s decades of conditioning across the four of us from the old games, but we missed so many jumps in the exact same place, and got hit by the same enemies that we swear we weren’t close enough to get hit by. Not to mention slipping and sliding off things that we were bouncing or standing on.

If you’ve heard all the press about the N.Sane Trilogy being n.sanely difficult, look no further than the change in physics. Combine the updated physics with a significant decrease in the number of lives and masks you receive in the game and you end up with a lot of game-overs. I think our group spent an hour alone battling The High Road (a level later in the game) and just about gave up and moved on to Crash 2 instead. If anything about this game’s difficulty will break you, it will be the goddamn edges on things and trying to land where you need to land.

 

 

On a final niggly note that will stretch across my review of all of the remade games, I have to say that the wumpa fruit don’t seem to (for lack of a better term) suck into you as quickly as they used to, and it doesn’t feel as satisfying to pick them up anymore. I feel like I just float through them and they happen to appear in my inventory. For some reason that really niggled at me the entire time I was playing, and it was worth mentioning even though it was particularly petty. Furthermore, I’m fairly sure the game takes a bit too much pity on you in some cases, and not enough pity in others.

The Crash Bandicoot games have, to my knowledge, always featured a few pity handouts. Die enough times and you’ll respawn with a mask, or you’ll receive a checkpoint a bit closer to your location. Sometimes we would respawn with a level two mask in a place like The High Road, where masks are more or less irrelevant. In one of the rolling boulder levels, we were continuously flattened (I’ve never had any trouble outrunning these boulders in the past, so I think they may have been sped up a little), and after quite a few deaths we suddenly managed to outrun it so far that it was out of view. Too much help, Activision. Too much help.

 

A quick note on bosses: I didn’t really mention them here because they were kept pretty faithful to the originals and for that I’m glad.

In Summary…

It’s hard. It’s so hard. They’ve updated the game to make it easier to save, but they’ve just made it harder to get through the goddamn levels generally. Aesthetically, the remake has stayed true to the source content, but they somehow managed to make the original Crash Bandicoot even less palatable to me. I hope I never have to look at this evil, evil game ever again. Crash Bandicoot, played purely for progression and not for collection of gems and keys, will keep you busy for at least three hours, but it took us more than four.


 

 Crash Bandicoot 2: Cortex Strikes Back

Hello, old friend. Crash Bandicoot 2 was one of the first two games I received with my very first Playstation as a little kid. I absolutely adore this game, I know it back-to-front, and this was the one that I was hotly anticipating from the N.Sane Trilogy. Getting to finally play Crash 2 after the slog that was Crash 1 was a dream come true because I knew how the difficulty sharply declines between the first and second games and assumed it would be the same in the remakes. And it was…to an extent.

My thoughts on the sound effects and sound track remixes from Crash 1‘s remake carry over to the remake of Cortex Strikes Back. However, I was made painfully aware of how Activision were clearly trying to make Crash more accessible to a general, uninitiated audience with a new addition to the visuals. Crash Bandicoot 2 originally had two collectibles – gems (clear and colored), and crystals – one for each level. In the original game, Crash would leap out of a level door into the central hub – the warp room – and fling the gems and crystals up to their hollowed-out spaces near the level name.

I realise this is from Crash 3, but you all needed the visual

 

In the remake, he produces the collectibles from various places on his body. I was on board when he tapped on one ear and a gem popped out of the other. I could even get over the exaggerated gagging sounds he made when producing a crystal from his mouth. But now I’m sad to say that Crash actually reminded me of something as lame as a Minion, of all things, when he reached behind him and into his pants to grab an item.

The Crash Bandicoot series didn’t shy away from a bit of cheeky humor, but this inclusion kind of seemed unnecessary, and not in a prudish way. While Crash was always a game that was meant for people of any age, I never got that “kid’s game” feel from it before now, and I was a bit disappointed as a result. On the same note, and this is present for all three of the games, the loading screens now feature Aku Aku floating in and out of frame (sometimes quite creepily), which I’m fine with. What I’m not fine with is the hints that are displayed on every single loading screen. Excuse me while I grab my angry old lady hat, but back in my day we had to use trial and error to figure things out. I don’t want to read boss hints before I’ve even had a chance at a boss.

 

“Hey there. Whatcha thinkin’ ’bout? Mask stuff?”

 

Obviously I already knew what to do for the bosses and the levels, but I feel like they’ve made things too easy on the new players for no real reason. As a general note on visuals, all of the levels were lovingly recreated and looked great, even though the developers made some small, weird changes like making an existing level an “afternoon” level for seemingly no reason. Also, Polar looks really weird, like they tried to make him look too realistic. Not keen.

It seems that the N.Sane Trilogy isn’t partial to masks and lives, because while we fared much better in Crash 2 than the original, we still reached a few points where we were constantly tumbling off edges or being spiked by enemies that had no business being able to reach us. I received my first Crash 2 “game over” since I was six years old and I was not pleased. I really wasn’t exaggerating when I say that I know this game inside-and-out and back-to-front.

 

 

I knew what I was doing and the new physics were absolutely against me. I don’t think we even gained the power of invincibility at all during our time in the remake of Crash 2, and just once at the start of Crash 1. Once we hit our first game over, there was seemingly no way of getting back to our former stock of lives that we had in the early game. I don’t think we ever broke 30 lives during our time in the game, whereas in the original I would have an even 60 for levels at a time. The N.Sane Trilogy is stingy as hell when it comes to masks and lives, dammit.

Two final niggly notes: Firstly, when did the bees in the bee levels become so goddamn fast? They weren’t a challenge necessary, but they were downright lazy in the original and they now act like they’re on speed. Secondly, crouching is so delayed now. It takes forever for Crash to bend down, as though he has bad knees or something. I’m not sure why this suffered in particular, but I miss the responsiveness of the original.

 

In Summary…

Crash Bandicoot 2 is less brutal than Crash Bandicoot‘s remake, but still way rougher than it needs to be. I blame the physics again, because if there was any Crash remake game I was going to try to 100%, it would have been this one. However, I’m not sure I even want to now – I think I’d rather pick up the original again for the hundredth time. Crash Bandicoot 2, played purely for progression and not collectibles, took us about 2-3 hours, which is a little bit over what it would have taken in the original.


Crash Bandicoot 3: Warped

In my opinion, barring a few new level types and some new powers, Crash Bandicoot 3: Warped didn’t really offer many upgrades from Crash 2, and that’s not a bad thing. Crash 2 was wonderful and Crash 3 didn’t really need to try as hard to improve things. Honestly, I think they added more annoying level types (the plane levels, bike levels, and jetski levels) in 3, but that may just be my Cortex Strikes Back bias at work.

Crash 3 had a warp room – this time known as a time twister, which led to separate hubs made up of five levels and a boss. Each level threw Crash (or Coco!) somewhere back in time, whether to the medieval period to beat up frogs and knights or to a gloopy prehistoric area with lava and dinosaurs aplenty. Crash 3 also introduced the time relic feature, where players could revisit levels and take time trials to earn relics (sapphire, gold, or platinum). Crystals were still required for level completion, and colored and clear gems were still around as well.

 

I am going to go out on a limb and guess that the Crash 3 remake was tackled last, because it’s by far the best in terms of controls and replication of the source material. The same issues with collision detection and hitboxes apply in Warped‘s remake, and there are a lot of “riding” levels (tiger and jetski levels for Coco, dinosaur, underwater machine…thing, and bike levels for Crash, and plane levels for both) where these issues were the most annoying. In some cases (i.e. the bike levels) the controls didn’t seem to have improved all that much, although I did find said levels easier to manage than the originals.

The jetski and tiger controls are honestly a bit too quick when accelerating, and it feels like they’re a bit floatier as well. With regard to general platformer levels in Warped, I felt they were a bit kinder than those in Crash 1 and 2. In addition, Crash just feels nicer to handle in the remake of the third game and the aesthetics are much closer to that of the original, albeit with a nice, new coat of paint. While I’m on the topic of aesthetics – Pura looks right, which leaves me wondering why they gave Polar realistic fur and not Pura.

 

The difficulty in Warped is also significantly less than that of 1 and 2. I regularly encountered lives and masks, and had a healthy stock of 30+ lives at last count. As a veteran Crash fan, this isn’t even a whinge about unfair difficulty and wanting handouts, it’s just me wanting what has already been established in the originals. Also, Crash crouches properly and in a timely manner in Warped. Thank god.

 

In Summary…

This one is definitely the best one out of the three remakes, no question. It dredges up all that nice nostalgia and the controls feel much nicer than in the previous two. That said, all the riding levels make the hitbox/collision detection issues really obvious, even when the platforming levels seemed to do away with a lot of that jankiness. The decrease in difficulty is also a huge bonus. Crash Bandicoot 3: Warped took a little less time to complete, while not collectible-hunting, than Crash Bandicoot 2: Cortex Strikes Back.


 Overall

I have to give it to Activision and Vicarious, because they have done what the fans have been howling after for years and years. They have clearly taken a very careful hand to their recreation of Crash Bandicoot, Cortex Strikes Back and Warped and it shows. With some notable exceptions, every box and item is exactly where it should be. The audiovisual elements have been recreated, for the most part, with respect to the nostalgia factor that fans will have bought the game to re-experience. However, the difficulty spike in both Crash 1 and Crash 2 is unforgivable.

The first two remakes suffered greatly in the hands of the new physics and allegedly changed hitboxes. Combined with a lack of the usually abundant lives and masks, I’ve never felt so angrily frustrated with a Crash game in my life, and I’ve spent hours trying to get every platinum relic in Warped. I honestly don’t think these issues sprung from poor development. The N. Sane Trilogy set out to remake classic games from the PS1 era and is a wonderful product, but the gameplay did not fare well in the transition. That said, I would never hesitate to recommend the N. Sane Trilogy to hardcore Crash Bandicoot fans. It’s worth playing through each game to see just how beautifully each level and character has been recreated for the PS4 era and get excited when your favorite levels come up to bat. By all means, go ahead and play the N. Sane Trilogy, but be sure to bring a lot of patience when you do.

Crash Bandicoot N. Sane Trilogy is available  now, digitally and physically, on PS4!

 

The post REVIEW / Crash Bandicoot N. Sane Trilogy (PS4) appeared first on That VideoGame Blog.



from That VideoGame Blog http://ift.tt/2vizXc8