"Uh…is this thing on, Luz?" A girl with brown hair dyed purple asked a darker-skinned girl.

"Yep! Don't worry, Amity! You're doing fine! Just say what you were planning to say!" Luz confirmed.

"Right…anyways, W-Welcome t-to GamingBitPlayers64! T-The channel that can tell you the need to know for a game, g-good or b-bad! Now today's video…," Amity began, trying to stay calm, though coming off as robotic and nervous.

"Don't worry, Amity! Try to talk as though it's just the two of us!" Luz suggested.

"R-Right!" Amity took a deep breath before beginning to calm down. She then continued, "Today's video will be about a very divisive video game from a once well-loved series. That game is "Crash Bandicoot: The Wrath of Cortex!""

"For those of you that never heard of this game series, then I'd suggest you go and try out some of the Crash Bandicoot games. Created by Naughty Dog, a loved and respected developer for Sony, the series broke out onto the original Playstation in 1996. The series consisted of hallway-like level structures where you'd move forward through platformer stages with a fixed camera," Luz added on.

"However, Naughty Dog was done with the series after making four amazing classics on the Playstation; three platformers as Luz mentioned and one being a kart racer like a Mario Kart. However, Universal Interactive Studios still owned the license and weren't willing to stop the series seeing the success it had. So, a few years later, we got a brand new main series game by the Lego game developer Traveler's Tales," Amity said.

"Reactions to the game were… mixed to say the least. The game got some fans, but many gamers didn't care for it or found it a mixed bag. Which is strange because…," Luz began, waiting for Amity to speak only for her to remain silent. "Because…" Amity was still silent. Realizing what was going on, Luz grabbed Amity's hand gently. "Hey, it's okay. Remember, you're not alone here. We're both talking about this game together. Besides, I doubt we'll be hated just for liking a game…hopefully. So, go ahead."

"W-Well…Luz and I personally enjoyed this game as kids and still enjoy it today. Does that make the game perfect? Well…no? Obviously. Still, there is much to applaud the game for, especially seeing as how the game was developed in only about 12 months as is," Amity admitted nervously.

"Yeah…anyways, the game was initially worked on by Konami with Mike Cerney, who worked on all previous games, being head of the project. It was also intended to be more experimental as it consisted of an open world with many differing yet super amazing story events. For example, we'd save Coco from tribespeople for one and mini-bosses in certain environments were also considered," Luz gushed.

"In the end, Mike Cerney ended up leaving production and Traveler's Tales ended up having a year to finish developing it into a more traditional Crash game," Amity said, still nervous but far less so.

"Many people are surprisingly unaware of these facts when they refer to this game, so hopefully this helps people to be a bit more charitable to this game with that context," Luz said.

"I'd be charitable to it!" A young girl voice said. Turning to see where the voice came from, Luz and Amity saw that Mabel, dressed in her typical red sweater with a shooting star on it, pink shirt, purple skirt, white socks, and black shoes, had entered the room. "What are we talking about?" At this point, Luz turned off the camera to talk.

"Oh! W-We were talking about…," Amity nervously began.

"Crash Bandicoot: The Wrath of Cortex! It was a childhood game for us, and we wanted to make a video talking about it," Luz explained.

"Really? And you didn't tell Dipper or me why?! We love games! We'd be more than happy to help you talk about it!" Mabel chipperly said.

"Mabel called me over to talk about something with you guys. Said you were trying to make some sort of video?" Dipper asked, confused. Like Mabel, he was wearing his typical outfit, consisting of a red shirt, beige shorts, blue vest, white socks, black shoes, and his signature blue and white cap with a pine tree on it.

"Of course! We were talking about a video game!" Luz squeed.

"Aw, really?! Which one?" Dipper asked ecstatically.

"Crash Bandicoot: The Wrath of Cortex!" Amity answered. "Luz and I grew up loving the game and we figured we'd love to discuss games or shows with each other and others, so…here we are?"

"Great! With that underway, let's return to the video!" Mabel cheered.

"Wait, hold up!" Dipper tried to say as Mabel pressed the record button.

"With that being said, all of us will break apart this game bit by byte to see what made this game special to so many Crash fans!" Luz said.

"...Or why it's kinda overrated…," Dipper said somewhat concerned, though no one noticed.

"Wait, are we breaking the disk?" Mabel asked.

"No, it's just an expression," Amity reminded.

"So, now we're going to talk about Crash Bandicoot: The Wrath of Cortex!" Luz said as the screen showed footage of the opening cutscene of the game. "We open up with by far the longest opening for a Crash game yet. Here, we're introduced to Dr. Cortex along with his minions, fellow villains, and boss Uka-Uka discussing how Crash has kept them from being efficient villains and Uka Uka wants him d-uh-unalived?"

"One thing I find kinda weird is that N Gin questions them being able to stop Crash, basically asking if they should even though, as stated in this cutscene, he is the reason they have failed at least three times to stop their villainous plans! Kinda bad writing there," Dipper noted.

"W-Well, to be fair it is still acknowledged that Crash has stopped them before," Amity said, trying not to be annoyed or sad.

"So, with that, the mask guy essentially tells them to think up a way to ki-," Mabel began.

"Uh…unalive Crash!" Luz interrupted, much to Mabel's confusion. Luz then whispered, "...we may not be able to post if we say the k word."

"Oh. Well, N Trophy reveals that Cortex has made up a new animal creation that needs a power source to work at peak power! I guess he can't run on sugar?" Mabel asked.

"Not everyone's like you, Mabel," Amity snarked.

"To finish it, Uka Uka suggests using a massive source of power called 'The Elementals!' And I gotta say that the game does have a good idea here! The idea of more masks, some as evil and powerful as Uka Uka is pretty cool! I also like the idea of there being a new super Bandicoot like what Cortex planned for Crash. Both of these plot ideas are interesting and have the makings of a good story. But-," Dipper noted.

"See? This game is amazing for sure!" Mabel cheered.

"Anyways, after some disasters that the Elementals caused, Aku Aku learns that Uka Uka and Cortex have revived the masks. And, apparently, the only way to stop them is to use…you guessed it! Power Crystals!" Amity noted.

"I really love this development! Sure, some may say it's unoriginal to be going after the Crystals again, but I love that there is more of a reason to get them than there was in Crash Bandicoot: Warped! It's a small detail, but it adds to the game's more quality moments!" Luz cheerfully said. "I also love to see that Coco created the Warp Room and teleporters herself for this game! It's amazing that they used her being smart as a way to create a new Warp Room system, rather than just have it exist…because like in Crash 2!" Luz gushed.

"I guess that's another point for this game?" Dipper reluctantly noted.

"Anyways, with the quest for Crystals back in place, we begin the game!" Mabel cheered…as a long load screen popped up in front of them. "...Uh we begin the game?"

"Yeah…this game's load screens can get very long to the point of being a pace breaker. They're not so bad on Xbox or Gamecube, but on PS2, especially on the original release, they get really bad!" Dipper complained.

"Well…I guess that's one of this game's blemishes," Luz agreed.

"One of many, I'd say…," Dipper muttered under his breath.

"Wait…what did you say?" Amity questioned, a bit annoyed.

"Uh…nothing! That was nothing!" Dipper denied.

"See? Dipper's doing fine! Now, let's get back to the game!" Mabel suggested.

"That didn't sound like nothing, Dipper. It almost sounds like you don't like this game," Amity responded suspiciously.

"Which is fine! The game does have some flaws, but it's fine to acknowledge them," Luz suggested, wanting to be fair.

Looking over at Luz, Amity agreed reluctantly, "Yeah…I knew people didn't like it, but I didn't assume I'd meet someone who disliked it so soon. So do you dislike the game? And if so, why?"

"F-Fine! I didn't want to say anything as you love it. But…I am not the biggest fan of this game. I know it has some good elements and that people like it, but I personally find it too flawed to enjoy without being distracted by the flaws," Dipper admitted.

"Aw, come on Dipper! This game is great! After all, we get to journey across the world, we have good graphics, and like Scott's friends said, it exists!" Mabel retorted.

"Yeah…because that will totally go and make up for the game's faults," Dipper murmured sarcastically.

"See? You get it!" Mabel innocently said. "The game as a whole isn't brought down by some bad eggs."

"Anyways, I know you guys wanna have your positive review, so I'll go and get out of your hair," Dipper admitted, ready to leave.

"Actually, Dipper, maybe you can still do good being here," Luz suggested.

"Yeah…the game is good, but I know there are people that trash on it and have issues with it. So…as long as you're not too mean to it…you can stay and help with the review?" Amity awkwardly offered, wanting to be nice but also a bit reluctant.

"Uh…okay?" Dipper reluctantly agreed.

"Are you sure, Amity? I don't wanna force you out of your happy mood with this game," Luz asked in a whisper.

"Thanks for your concern, but it's fine, Luz. I should be able to handle some basic criticisms with the game," Amity said, appreciative of her friend's concern.

"Great! Now, let's continue talking about this amazing game!" Mabel cheered.

"Anyways, once the loading screen is done, we're greeted to a cutscene where Cortex introduces us to his new Super Bandicoot; Crunch," Luz introduced the new villain.

"Crunch is cool in concept, to be sure as the antithesis to Crash. He's stronger and smarter than the sweet but dim dope we're used to," Amity pointed out.

"But in terms of personality, he's lacking. For the entire game, he's just evil and tough and…maybe he has a complex?…Or not?" Dipper was confused, though looked over at Amity and Luz and saw they looked fine for now.

"Well, after this introduction, we can finally play the game. The controls for the game can vary in some ways, but the basic controls are the same as it was at the start of Crash 3. We can jump, spin, slide, slide jump,and body slam!" Luz began.

"And I must say…the controls aren't bad. The moves feel satisfying to pull off, there's next to no delay, and the animations for said moves are cartoony, which fits the game's style. Like in nearly every main game up to this point, we have a selection of five different levels to pick from. I love ice, seeing as how I've been around it with my siblings on trips, so we'll pick Level 1 first," Amity explained and praised the game.

"What are you looking at, fuzzhead?

"-And this is Elemental number 1. Rok-ko. And he's…uh…rocky? I know I've heard him from that one movie my brother loves but…," Mabel was uncertain what to day here.

"Look, I know that it's hard to make interesting personalities for five new characters, but still…did they not have many ideas for characters here? The Elementals here have little personality other than evil and…puns based on their element. Also, unlike Crash 3 where, aside from Cortex,Uka Uka, and N Trophy, the villains only had two cutscenes before you fight them, in this game we have 4 cutscenes per mask, meaning we'll be stuck with them for a while," Dipper sighed. "Again, this isn't a total game-breaker or anything as there hasn't always been deep characters in this series even before here, but it does stand out here in particular. Sorry, girls."

"It's fine. As it's been a while since I played I kinda forgot how the game's new characters are kinda basic," Amity responded.

"Still, I'll give them this. They all have higher tier voice actors voicing them in this game. So there's that. Besides, Crash isn't really a series based on story. It's more about the gameplay, so let's see level 1. …Once the game loads…," Luz noted awkwardly as the level finally loaded.

"Ooooooh! What a pretty icy place!" Mabel noted.

"Well, Mabel, it is an ice level after all," Luz reminded.

"Well, it definitely looks the part. And I think it's fun to play," Mabel said.

"And…it's actually good for an introductory level. We get to see all the types of crates we'll be seeing throughout the game, the enemies aren't overly dangerous and manageable for new players to deal with, the ice physics barely come up and don't take away from the level like in Crash 2, the environment, while simple, gives you the opportunity to test one's jumping skills, and the music…is very good," Amity gushed. Luz smiled upon seeing her friend happy.

"The music is of especial note as in past games, the music was based on environment, but in this game, the music is based on level and, for the most part, is different every stage," Dipper praised the game, much to the confusion of the girls. "What? I can't praise parts of this game? Though, speaking of music, the first level has the series signature death route, but… the music doesn't change to accompany the route. To be fair, with the rushed development and tracks for all levels, they might not have thought about this. Still, some Crash fans may miss this change. I am not one of those people, though."

"Anyways, we grab the crystal and move on to level 2….But not before we break every crate and go through the Death route," Luz reminded.

"See, for the few of you who don't know how a Crash game works, Crystals aren't the only thing we collect. Every level has one or two gems to collect. One is obtained from breaking every crate in a level and the other is obtained from going through a special route in the level," Mabel continued.

"Said route may only be accessed by getting up to that point in the level without losing a life or by having one of five of the colored gems that the game gives you down these routes. They may not seem important now, but Gems will play a big role at the end of the game," Luz explained.

"So if you wanna see the true ending without just looking it up online, I'd suggest starting to work for the gems now. But seeing how fun this game is, I'd love to get it the fun way!" Mabel cheered.

"One thing that is both a blessing and curse here, however, is that unlike Crash 2 and 3, there are no crates in death routes or alternate paths that can be found that require you to go through the path to break them and then you get the gem. Instead, as a result of the production for this game, you can collect pretty much every crate gem by going through the normal path," Luz said.

"Also, most levels make it easy to break every crate. There are only a few that may take multiple tries and those are mostly towards the game's end," Amity agreed.

"As for level 2, we're met with a different gameplay style; plane controls. This plays kinda similar to how it did in Crash 3. You have a gun you can shoot with and can barrel roll from left to right. Kinda weird we're playing one of these so soon when these were in the latter half of Crash 3, but I won't complain," Luz said.

"Anyways, the plane controls more loosely rather than in the kinda slower and lightly clunky way it did in 3. However, I also know people are bothered by the plane controls here compared to 3, so…we'll call what game does it better up to personal taste," Dipper admitted.

"I personally find this to be an easy and straight-forward plane level. Just shoot the storm generators-weird to see them when the wind Elemental can make them, but oh well-and we get Crystal 2," Mabel said.

"Level 3 has us play yet another alternate gameplay style; rolling around in a ball called the atlasphere," Luz began to explain.

"-And it is awesome! It's like having one of those human-sized hamster balls to play around in!" Mabel cheered.

"...No comment. But I'll agree that these atlasphere levels are among the game's better levels. The physics for the ball make it fun to roll around in, yet also ask the player to be careful at points as falling off the course leads to losing a life. Same with hitting the Nitro crates as, unlike normally, you may not have the protection of Aku Aku…Maybe," Dipper warned as he remembered how the game was inconsistent with whether the game had you lose a life instantly or not in these level's case.

"Thanks, Dipper," Amity said.

"Yeah! Maybe you're learning to love this game after all!" Mabel cheered.

"I'll admit this game has some high points. But I won't forget that this game has some annoyances here and there," Dipper reminded.

"Well, anyway, with that out of the way, let's get onto level 4. And it's a chase level. Crash has had a few levels in the past where the player is required to run away from a threat. Like polar bears, massive stones, dinosaurs, and in this case the most-," Luz looked ready to squee.

"ADORABLE DANGEROUS BIG GUY IN THE WORLD!" Mabel and Luz agreed on as

Amity covered her ears.

"Y-Yeah…we end up being chased by said hungry and mu-er not friendly dragon and have to run from him and the chase…," Amity began, uncertain as to how to feel about the level.

"Is rather simple. I know this is early game, but there is almost no threat for this area. A few pits that could be easily avoided, only really being a problem if you want to get all the crates. And even then, the dragon breaks most of them just by running into them," Dipper explained.

"Maybe he just wanted to help us out! Don't worry, big guy! Momma's coming!" Mabel ran Crash into the dragon, making the bandicoot become an angel. "Or maybe not…huh…"

"I think it's still fun, though. It's…kinda like a fun level to breeze through. Though I guess you have a point that things are too easy here," Amity looked a bit sad.

"If you want, I can leave now. I don't wanna upset-," Dipper began.

"Hey…your take is pretty interesting, and it would be more constructive to talk about the game than it would to blindly gush over it," Amity tried to console her friend.

"I mean, this review is a bit of a learning experience for future videos, so let's continue," Luz agreed.

"Now for the last level in warp room one; a rock-based lab," Mabel said. "Weird."

"I think this may be a result of the idea of each world's fifth level being a lab embodying the Elemental we're facing," Amity pointed out.

"The first section of the level has us ride a mine cart, avoiding Nitro crates as we ride through the catacombs and end up in the lab itself. What a awesome setpiece to cap off this part of the game!" Mabel grinned.

"Yeah! This setpiece, while simple, is a fun way of making it through the lab and tests your skills and reflexes. One wrong move could cause you to lose a life or miss a wooden crate," Dipper agreed. "The latter half of the level is fine, but not as fun as the first half."

"Now that we have all five crystals, we can face off against the rock Elemental. And the boss…is weird to say the least," Amity said.

"How? We get to fight Crunch in our hamster ball and beat him with it!" Mabel cheered. "We get to make friends with a bunch of gray rocks that Aku Aku can then use to help us damage Crunch!"

"Yeah! And the fight is a unique area and fight, using an alternate gameplay style to defeat Crunch," Luz agreed.

"And that is very good. It's just…we don't fight him normally at first. It's not until the second boss that we get to do so. Still, a good boss fight is a good fight," Amity noted.

"But the powerup we get from it is not worth it at all," Dipper sighed.

"Yeah…See, like in Crash 3, the game gives us powerups from beating the bosses…and one from an extra gem route strangely enough. However, we end up being faced with a kinda gimmicky and mediocre powerup with the sneak shoes. It lets us go over Nitro crates unharmed, but only if the right button is held and if it is in a line," Amity sighed. "Man, this game is taking some L's so far."

"But it also can be very good. We have a fair amount of different gameplay styles to play with and they all control well! We even get to play as Coco a few times starting in Warp Room 2!" Mabel cheered.

"Oh, now that you mention it, I think we've come to the biggest problem the game has aside from the weak story and villains," Dipper realized.

"What? That you're overlooking how fun it is?" Mabel questioned jokingly.

"So…what is it?" Luz curiously asked.

"I know the game was rushed and made by a newish developer, but it seems uncertain with what it wants to be," Dipper admitted.

"W-What do you mean?" Amity asked with a frown.

"Yeah! It's a Crash game with several platforming and vehicle levels like in Crash 3," Mabel said.

"Not much different from Crash 3. Heck, we get to play as Crash and Coco in more levels than without them," Luz agreed.

"But there's an issue with it, too. See, the game has too much variety. I mean, many levels have a gameplay gimmick that will at most show up one other time. Take level 6 for instance. It starts off as a overly simple and easy level lacking in threats, only to change into a jeep chase halfway through. Granted, the level is a little better after this point, but still. Not only that, but the jeep only shows up in one other level in the middle of the game," Dipper gave an example.

"Yeah! But that level was a fun race against the other villains! You can't knock that," Mabel defended.

"Maybe, but it could be taken out of the game and we'd lose nothing," Dipper explained.

"In addition, sorry to say this, but that level has one of the worst gems in the game, as we may end up having to lose a life by falling into a pit to redo the race if we miss a crate. Which, considering the jeep isn't fully based on moving slow, can be a challenge we'll have to contend with if we aim for the true ending," Amity said somberly.

"This also isn't the only time this happens. In one level, we ride a scooter to outrace a tsunami. Putting aside how that shouldn't be possible, said scooter ends up never being used again after this point. We have a flying machine in level 9 that doesn't fire like normal and requires us to hold the shoot button to lock onto a target before we can fire. Level 15 has a heli pack that never shows up again outside of a secret level. And don't get me started on the mech levels. We get two levels where partway through we pilot a mech that can shoot Wumpa fruit. It's kinda like the bazooka move we get late in the game, but we have a much harder time using it as the aim is finicky," Dipper explained.

"Well, when you put it like that, the game seems a bit bad and liking it is sadder and sadder," Mabel frowned.

"It's not a bad game, but the game has many holes you can poke into the game through overambition and unfinished and rushed plans." Dipper noted.

"I…kinda agree. There is a crate in a few levels that makes you intangible for a few seconds that maybe would have seen decent use in an earlier plan for the game, but in this version is kinda just existing. I mean, doing almost anything would be cool, but we don't get to do much with it…Lame," Luz noted in agreement.

"There are also a few annoying game moments I've found too. For example, the underwater levels are kinda annoying at points. The levels are certainly pretty for early Playstation 2, and they control well in the scuba gear. Heck, being able to destroy enemies with the submarine is a little fun if you don't overly rush through the level. However, there are some flaws. For one, the levels are way too massive and you barely do anything or find anything in these stages that are worth having them be that size," Amity said, a little bit sad.

"Yeah, but…but…it's still fun to blast enemies, right?" Mabel offered, not wanting to feel sad or for Amity to feel sad.

"Maybe…but that doesn't make up for the worst enemies in the game-," Amity began.

"Do you mean the green underwater mines?" Luz asked.

"Yes! I get the developers may have wanted to make an enemy that makes you not rush through the level, but this enemy often shows up at bad times and can be hard to avoid in time, especially in the less than mobile sub! Why punish the player for wanting to progress?! The mines aren't even on screen before they sink! I mean, seriously?!" Amity reminded.

"But…that's just one level type with problems. Remember the fun platforming levels or the flying or ball levels?" Mabel suggested.

"I do. And they are fun. It's just…the game has blemishes. I knew that going in, but there are more than I expected looking back. Speaking of which, Coco," Amity began.

"You thirsty?" Mabel asked.

"I think Amity means Crash's sister," Luz said.

"Oh…proceed," Mabel said.

"One of the selling points this game has is that we get to play as Crash's sister on foot for the first time in detail. However, while she controls fine and her levels can be fun, she doesn't gain powerups like Crash does. She gets to use the hidden Super Body Slam and the Running Shoes, but she can't get the others. Granted, her levels are mostly made around not needing them, but it's still kinda a bummer we don't get them. We also don't have a slide or high jump…just an unhelpful and slow sweep kick…," Amity said sadly.

"Looks like you saw what I mean. This game is a massive mixed bag in some ways," Dipper shook his head.

"W-Well what about the boss fights? Facing the forces of nature and Crunch must be a blast, right?" Mabel asked, looking a bit more sadder than before.

"The bosses are fine, for sure. But I'm a little disappointed at the same time," Dipper answered.

"Yeah…The bosses are good. Wa-Wa and Crunch requires you to time your jumps across platforms to reach and hit Crunch. The fire boss, which thinking about it may have been meant as the fourth boss at first, leaves you to run away and then chase the boss until you hit him with water three times. The wind boss is a flying level where the boss cycles through four different attacks in the same order…until he runs low on health. Lastly, we have Crunch using a machine that combines all four masks into separate attacks. We hit Crunch with the bazooka four times and hit cortex four times and we win!" Luz explained the remaining bosses.

"So…at least we get cool bosses?" Mabel offered.

"The game ends here unless we go back for the relics, which serve as time trials for the levels, and remaining gems. Once we have them, and fight Crunch and Cortex again, the game is over for real as Crunch has been revealed to have been brainwashed this whole time and joins us when all is said and done," Amity gave a run down on the endgame.

"Well…that was a fun adventure, right? A great way to introduce new players to Crash on the Playstation 2!" Mabel offered, trying her best to not be sad. "Though…but what about all the not nice things we just said? And…I bet Dipper would have more to remind us at this point."

"Girls…," Dipper tried to interrupt only for Amity to say something.

"Yeah…I just remember I once heard once that it's a little disappointing that the other past villains are just minor threats rather than pairing them up with the Elementals. That only fighting Crunch worked against the game. And…I can agree," Amity admitted.

"So…this game does have plenty of icky stuff after all, like Dipper said. And here I thought it was fun to play through Crash's fourth original adventure," Mabel said sadly. "But it is apparently a not so good game."

"Hey…don't get down, girls," Luz tried to reassure her friends. "This game is still fun to play, right? There are many fun levels and ideas at least, right?"

"Maybe…but the game also has some massive problems. And as much as I wanna say Dipper is being a silly billy, I can't disagree with him," Mabel said sadly.

"I still wanna enjoy the game, like Luz said, though. After all…," Amity was about to say something…only to be interrupted by Dipper.

"Wait, girls!" Dipper got the other's attention. "I'm sorry I made you feel this way. I knew I should have stayed out of this review."

"No, it's fine. The game does have flaws. Some of them a bit big," Amity said.

"Yeah, but that shouldn't take away fully from enjoying the game, right?" Luz offered.

"Yes, Luz is right here. There is plenty to like with this game. The soundtrack, the controls, some of the level design; all of it is great! But there is also plenty to dislike. How you feel about the game can vary depending on which you gravitate to," Dipper explained, trying to be fair in his assessment of the game. "So, please, I don't want you to feel bad for enjoying this game. It may be flawed. Heck, I may not fully like it, but there is enough good here that I don't see a problem with having fun and nostalgia with this game."

The others looked at Dipper, before Mabel began to regain some of her energy.

"Thanks, Dip. I'm sorry if I made you feel icky for not liking the game as much as me. I just loved this game so much and thought it would be fun if you loved it too," Mabel apologized. "The game is fun, but so are our experiences with other people you play it with. Just because a game isn't loved by everyone doesn't make you wrong for liking or disliking it when others feel opposite of you…right?"

"That sounds cool. I still have a blast playing Crash 4, even with all the bugs. It was my first Crash game, and even if you don't love it, we shouldn't act like we don't have the original games," Luz pointed out.

"There is one last thing I'll compliment this game on. Even with the rushed development or gameplay bugs, or even the load times, I still respect this game and can find a lot to love. After all…this is the first game I played that wasn't a licensed game. When I was younger, I played many games based on cartoons my siblings and I watched. I enjoyed the games because of the shows…even if not every game was good. But this game…showed me there could be fully original stuff to play; with characters and worlds that anyone could imagine. So for that, I'll always be grateful to this game. Right, everyone?" Amity offered, surprised to see everyone was teary-eyed, all nodding.

"That was such an emotional ending there, Amity. Now…we're the GamingBitPlayers64, and until next time…" Luz began to end the video.

"We hope you have a beautiful time!" Everyone said.