I remember having some decent fun with this game.
But revisiting it, yeah, it's rough.
Would be nice to see Viscount adopted in a more recent games whenever the opportunity arises.

Instead of doing like Crash Team Racing, Radical Entertainment give us an open-world platforming and racing game hybrid, on top of having some minigames and driving challenges.
Cars have a stamina system. There's a fusion system with a turret mode, and tracks are designed after that, leading to less interesting designs.
Game is pretty good as a whole package, but sadly pretty barebones in content.
The biggest thing about this game to me is the soundtrack. An "once in a lifetime" deal, however. Marc Baril from Radical's previous gaming working with Spiralmouth from TwinSanity.

This game is an absolute mess, but someone ended up beloved? How does that work.
Like Traveller's Tales previous Crash game, many complications lead to some very good concepts being reduced to a lot of cut content and kind of barebones content in the final game with some plot holes.
This game wouldn't be worth remastering, since it'd be a brand new game at that point.
Also the soundtrack. I really like the idea and it's a shame that the group isn't active anymore, but it does the job here.

Pretty solid successor to Crash Team Racing, it plays good, settings are nice.
Unfortunately, it really doesn't feel as fast as the previous game and the antigravity sections feel like they slow you down at times.
Very glad that the game's content entirely got a shining second life in Nitro-Fueled, because this game can be hard to go back to compared to CTR and Nitro-Fueled.

Once again, decent adaptation of the Crash series on a system with limitations.
This time ditching Cortex entirely with elements from Warped, a new villain and some Wrath of Cortex elements.
Too bad about that cliffhanger ending up going nowhere, but that's how it is.

Fairly solid adaptation of the series despite the console limitations.
Kinda feels like a mix of Crash 2 and 3 elements on portable, done decently.

This game had good concepts about it, and good things in the final product, but it heavily suffered from corporate decisions.
It does improve some things from the trilogy, that thankfully returned in Crash 4, it plays pretty good, but there's not a lot to talk about aside from the vehicle issue from Warped being there without getting any better.
I also get that first impressions matter, but the loading screen joke is heavily overblown since reprints of PS2 and the copies on other systems did fix it. But I understand the annoyance from those who got the first version.
While it's understandable that it wasn't remembered all that fondly, I'd say this game deserves less hate at the same time.

And you thought Mario Party was frustrating?
Game is good in concept, but minigames getting reskinned leads to only having 10

Oddly enough, this game ended up being the most well known Mario Kart rival, and for good reason.
You get a campaign mode with many objectives, time trials unlocking a character, and very fun controls that are easy to pick up.
Wumpa Fruits make a lot of difference over Mario's coins because outside of barely felt speed boosts, having 10 makes your items better.

While the remake added so much that this game might seem not worth revisiting, it still has amazing controls that aren't 1:1 with Nitro-Fueled, and a very charming visual style despite the limitations.

Same gameplay and graphics as Crash 2 (for the most part), Aku Aku becomes an actual character outside of Japan, and we get gimmick levels to spice things up in a time travelling fashion.
Time trials are also introduced in this game, having a purpose for full completion and offering a lot of replayability.
Unfortunately, they went a little overboard with the gimmick levels. Having 4 motorcycle and jetski levels was really pushing it. The game also feels a little too easy at times.

Crash Bandicoot getting an expanded moveset building on the limited one from the previous game. It also gets far less frustrating levels to go through and complete, although hidden crates still exist.
The game has a decent amount of secrets for full completion, with visual observations being your only guide.

This is a solid game, but it is very frustrating to master.
You have one jump and an attack, and it's all you have to finish mostly lenghty levels with very precise platforming.
And worst part is, there is no save system. You need to get a code by finishing a bonus level, something you have one shot at per level playthrough.
Going for 100% is also extremely annoying, as you must break all crates in the main level is one go.

The game isn't all that bad to get used to, but it is quite frustrating. Thankfully, the sequels learned from that.

A bit of an overlooked game. It's a decent mix of a beat 'em up and collectathon aspects on an adventure game.

The PlayStation 2 and Wii versions, while solid in their own rights, are quite huge downgrades compared to PS3 and XBox, though.

DS is decent, taking creative liberties with its limitations.

Great open world game that definitely rewards your curiosity in exploring each corner of the location.
Unfortunately, it's a bit too much on the easy side.

Looks amazing, lots of attention in the animations department and the game controls greatly.

Customisation is very nice despite something negative I'll bring up later, and it's great that hyperstrikes got a nerf from the Wii game.

The concept of mixing two stadiums together is awesome, but the fact that all of them have grass instead of stuff like carpets (mansion), wood (jungle), floor tiles (castle) and molten rock (Bowser)
Also a slight missed opportunity to not have different audiences either. Like only ghosts on the mansion, Ukikis on the jungle...

And about customization, sadly, it feels a bit grindy to get everything, and it will only get worse as the game gets content.
Speaking of, the game getting gradual content is an infamous point of discourse. While I don't hate it and that Strikers has never been heavy on content to begin with, not having Daisy and Bowser Jr. at launch is a new low.