I still want the game to come out on PC .. but only if they fix the physics. While i have finished NitroFueld i do not own the game and am not willing to buy it in its current form as i have just played the original too much. The hitboxes kinda feel like Halo:Masterchiefe-Collection : There HaloCE has the problem that they changed the graphics but allow you to switch to the old ones. And the old game has slightly different (bigger boxier) landscape geometry - which is used for the collision-detection. So with the "new" graphics you also have areas where the hitbox is way bigger than what you see. You bump against invisible walls or shoot against it.
Oh wow, I really liked that you mentioned all the differences in detail. Hope you make a comparison (Original Crash Bandicoot vs Crash bandicoot n sane trilogy). I really care about these details and I found you mentioned these thing perfectly. 👏🏼❤️ I wish this remaster was developed by Naughty Dog. They are the only ones who developed Crash flawlessly. 😓
This kind of explain a lot of things why I was struggling to play NF after CTR a while back. None of my jumps and coordination were working so I assumed or guessed I forgotten everything CTR even though I mastered the game well on beginner mode and played casually. Still trying to figure out, whether a technique I figured out, which also known long before within the community, was I always using airbrake or u-turn and why I cant use either effectively or fast enough (I would jump then briefly brake mid-air for high-speed mid-air tight-jumps.).
@@TroboTicTac lol, dude what's wrong with you? they never correct the input latency. just compare it with the 1999 ctr. Sewer Speedway and the fence on the blizard Bluff CTRNF will never be the same as the feeling of jumping the 1999 CTR. unless you've never played CTR 1999
run critiques 1-1 0:44 As I touched first dialogue trigger, I activated magnet boots. This cancels the movement lockout. But I the updated strat also uses sliding: 0:59 After the lockout cancel - when you "Press (X) to Continue" make sure you start holding the magnet boots as the camera returns to Gadget. This will put you in a sliding ability state (until you stop using abilities). Make sure you are in magnet as you hit the second and third dialogue triggers (this way you only need to hit the timing on the first one, the rest are easy). By stacking both abilities, transition the sliding magnet boots into sliding gadget legs (legs is better for traversal since it doesn't cancel after a time period) 1:02 Climb on the left ledge and cancel out of the climb by releasing legs. Use this state to clip through the wall. You can continue sliding as long as you start a new ability before the climb ends. Find a nearby ledge to grab that is a close to the level bounds, (there's one opposite on the far side of the green, or one on the back of the staircase door. By cancelling the climb instantly then redirecting to the barrier, you can clip OoB and use the elevation to the top of the map to head straight for the level exit. 1-2 4:05 The strat I used to get through 1-2 isn't too hard (hit the enemy to the edge of ledge, then climb into him to get under the level. From there take enough damage on the spikes to warp back up by taking one damage in the boss fight. There's a new strat that's very difficult. There's an invisible wall corner I circle around at 4:20. You need to clip this wall by getting above it (in bounds) while having the sliding state (which you can obtain from the first dialogue trigger that teaches you how to use Legs). At the pit just before the second dialogue trigger (the one that teaches you how to use suction cups) there's a lower ledge you can grab. Grab it while in >inflatable suit, then cancel redirect towards that wall corner. You can just barely get to the wall as the climb ends (tight execution). If done correctly, you will elevate to the map ceiling. You can press magnet just after you perform the clip (since you're touching the floor that's taking you up to ceiling) which will let you carry the sliding legs state all the way to the 1-2 boss (note that sometimes the barrier clip will put you in a null "floating" state where you can't use abilities) Instead of activating the bossfight, you want to land on the middle tower. The towers are destructible and behave like boxes. Destroying the outer two towers before starting will immediately skip their phases. But you can only usually only hit one. The best method to get both is to rubberband/warp - if you start a sliding legs on-top of a box then when touch solid ground (non-box object) you will teleport back to the box. So you jump off the middle tower and spam punches to destroy one tower, then hit the ground, warp back up and destroy the other one. Then starting the fight skips phase 1 and 2. The third phase is fast since you can reflect the barrage of rockets (reflect 3 barrage rockets and 1 homing and the fight will end in one cycle). You can be more agile in phase 3 by getting the slide state into the fight to cancel any inflatable suit movement lockout. (You have to hold legs during the boss cutscenes to get the sliding state in). 2-1 9:57 Climbing up the left-side wall is pretty solid. Though there is a faster strat. Get a sliding magnet from the dialogue trigger that I jumped around at 9:50, then use it to run directly up the right-side wall. note: what if you umbrella as you press continue on dialogue 2-2 10:52 If you bait the enemy to the fire, he can slap you through it so you don't have to wait. 11:24 If you magnet-cancel the dialogue trigger you can sliding climb-cancel redirect into the barrier to get to level ceiling. 3-1 14:13 Here I failed to magnet-cancel to get sliding state. If you get it, you can use it to sliding climb-cancel redirect into a barrier just near the elevator (though you do have to avoid the instant-kill void below). 15:20 If you are using this backup strat with the pot plant clip, you can get into it first or second try. You get in the corner up against the other pot plant, then push the camera up against the wall and hold d-pad UP+RIGHT (this gives consistent movement). 3-2 16:45 You can get into a helicopter as you hit the button so you can be a bit further by the time the cutscene is over. You can also jump between the two horizontal energy beams. 17:35 If you magnet-cancel this dialogue trigger, you can get into a sliding state then clip out at the ledge just behind (sliding climb cancel redirect). On the left you can fly straight for the exit. 4-1 20:59 You can jump straight over to the next ledge (no need for helicopter). 4-2 25:13 You don't need to hit the button here, it just makes it a bit safer so you can't get trapped behind the door. Just helicopter straight to the door.
how are you blaming (& victimizing) me for the clicking sounds when they would barely register or be noticed if not you had set the game video audio sounds to be roughly about 0.2%. great video jcnumbes
So that explains why I'm moving so slow as Crash! That paired with playing against more experienced people while I'm fairly new really makes the game kinda frustrating for me, though I'm at least getting the hang of the powersliding function.
Wait a moment you say low turn is effective but for tracks have very tight turns the faster character like tiny is the worse to play because he will collide the corners easily meanwhile the character has better turn and speed like crash can be best choice against this tougher tracks
Speed is how character can faster win the race in short time . Turn is how character can handle with tight corners without slow his vehicle by press brake button. For acceleration i don't know what this stat can do exactly
Yeah. Acceleration + U-Turn, that`s what beginners need. Actually - Acceleration has the worst turning, drift turn with speed MUCH better, that should be fixed. U-Turn is not technic, it`s game engine bug. Bug-using - cheating