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Crash Bandicoot 4: It's About Time

A 3D platformer sequel with a choice between Modern and Retro play-styles.

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Where Crash Bandicoot 4: It's About Time comes up1 episode or test

Gcreator of Game Maker's Toolkit testAre Lives Outdated Game Design?
In short

Crash Bandicoot 4 made players choose Modern or Retro before starting, forcing the question of whether lives serve the game. Modern mode drops the life penalty but keeps a gem in every level for finishing with fewer than three retries. The lesson: add lives only with a clear reason, and reward few retries instead of punishing failure.

At a glanceCrash 4 lets players choose whether lives matter
Modern mode
  • Losing a life has no penalty
  • No Game Over to fear
  • Gem for finishing under three retries
Retro mode
  • Finished levels are permanent saves
  • Checkpoint boxes are temporary saves
  • Lives run out, checkpoints are lost

Lives become a deliberate, opt-in choice

From Mark Brown on Crash 4's lives

What was said about Crash Bandicoot 4: It's About Time

  • Crash 4 rewards finishing with few retries instead of punishing lost lives. In Modern mode, losing a life carries no penalty, but every level has a gem that is only awarded for finishing it with fewer than three retries.

    Beginners never have to fear a Game Over, while skilled players can opt in to the extra pressure. Mark Brown calls this the smartest fix to lives: "advanced players can opt-in to the additional challenge and peril of a lives counter."

  • Letting players choose Modern or Retro makes lives a deliberate choice. Before starting, Crash 4 asks players to pick a Modern or Retro play-style, and that choice decides whether the game has lives at all.

    The lesson is to add lives only for a clear reason, never out of habit or to imitate a retro feel. How lives are balanced, supported by other systems and presented matters as much as whether they exist. "The most amazing games come about when every single system is added with intention, thought, and care."

  • Retro mode treats lives as permanent saves versus temporary checkpoints. In Retro mode, finishing a level is permanent progress, while checkpoint boxes are temporary saves that are lost when lives run out.

    The distance between permanent saves sets how harsh a Game Over feels. Over time that gap has shrunk across the genre, as Donkey Kong moved from saving at the start of the game, to save points, to the start of each level.

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