Being released in 2004, Crash Twinsanity was the first departure from the established formula that had made Crash Bandicoot as popular as he is; some people loved it while others knew it only as a bug-riddled mess with gameplay that was, on the whole, ‘meh’. We are living in an age of remakes and remasters, and while the grandest portion of the Crash community is looking to the future to see what new ideas might spawn from the franchise’s rejuvenation, there remains that incredibly vocal group with their ceaseless chant: “finish Twinsanity”.
It is worth mentioning immediately that Twinsanity is one of my absolute favourite games. At about the age of eight or nine, I got caught up in this tragic cycle of beating The Evil Twins, being sent back to Cortex’s lab, and then going through the entire adventure again, and again, and again. At that point in my life I had never experienced a game that made me feel quite as free as this one. I could go anywhere, replay any boss, play through the entire game again if I wanted to without ever changing save slots (I’m sure you can imagine my reaction walking out of Skyrim’s Helgen for the first time, that was something else). What really sold Twinsanity to me, though, was the amount of energy held in every song on the soundtrack, every plot beat, every dialogue exchange and cutscene. See, Twinsanity wasn’t just a bundle of levels held together by a warp room, it was the first time that the characters in this iconic franchise were actually ever explored. Dingodile has a flamethrower and he shoots it, thanks Warped. In Twinsanity, we learn he likes to read, he’s good friends with Ripper Roo, and very nearly ended up on a date with Tawna Bandicoot before the scene was cut. The game is an exploration of the Crash universe, where almost every other game felt like just a game.
Whether we can even call Twinsanity a Crash game is up in the air: did you know that Crash himself doesn’t even have an associated voice actor? This one’s about Cortex. The Evil Twins, Madame Amberly, Uka Uka – all of their contempt is directed solely at the good doctor, and Crash just gets in the way. We see Cortex evolve over the course of the narrative, from this cross-dressing outcast thirsting for revenge, to a caring uncle, to a school child. Cortex transitions from being comic relief to being a powerful authoritative figure seamlessly in no small part due to Lex Lang’s mastery of the role. The reason people love Twinsanity is because it offers us the first unadulterated look into a villain we have only ever seen from one side – his rise, his fall, his redemption, and then right at the end we realise that as much as we may have come to love Dr Neo Cortex, some things never change.
So yes, I adore this mess of a game, but is it really deserving of a remake? The classic argument is that the game could have been maybe twice the size with the amount of content that was in development, but which was ultimately scrapped.
“Come now, as we explore a new dimension! It should have been two dimensions, but we ran out of time…”
Time was definitely a contributing factor to why the game had to leave out as much as it did, and on the surface this does very much feel like a classic example of greedy publishers forcing developers to abandon their ideas so that the game can be released to a profitable schedule. But is that really what happened? I remember – again, at the age of eight or nine – seeing all this beautiful concept art, all of the animations and the storyboards and thinking “well obviously I need to get all of the collectibles to unlock the last level. Surely I can play as mecha bandicoot again, and what about the visa-versa-reversa-device?” There was an video that cropped up on reddit about a month ago featuring a livestream with the founder of Traveler’s Tales, and he paints a picture that is all the more tragically human. Wrath of Cortex was developed in twelve months, he says: Twinsanity was given two and a half years, and in that time it was still nowhere near ‘finished’. Problem was that the developers were constantly generating new ideas and features that they wanted to add to this massive project. Twinsanity lacked a focus, and when a project as freeform and open as this one lacks a focus, you could literally spend your entire life working on it and still not quite see the end. The publisher wasn’t just getting impatient, they were considering cancelling the game outright because it was just taking too long, and all of a sudden we can understand why the Crash Bandicoot franchise has so many titles that just didn’t make it to market: if the developers of one Crash game can get into this endless cycle of adding new content for one game, who’s to say history won’t repeat itself?
For the longest time, I wanted Twinsanity to be remade with all the content that was cut. Many people still do want that, but I think we all know that it’s just a frenzied fever dream at this point. “Just give them more time” works for a fan project, but not a game title that publishers have aspirations of making a profit on. The fact that we even have a Twinsanity is a blessing; I still enjoy listening to Spiralmouth’s acapella soundtrack; I still enjoy watching those beautifully pre-rendered cutscenes that wouldn’t look out of place in a modern title; I enjoy quoting the lines, thinking about the story, and dwelling in the peculiar state of emotion that seeing those credits roll always leaves me in. Thing is, knowing what I know about the development history, I’d be lying if I said that Twinsanity deserved anything more than a fond passing thought every once in a while.
I’m sure you’ve noticed, but Crash Bandicoot is back. The N Sane Trilogy proved to the world that people still care about that weird fox-dog-thing that should have stayed in the nineties, while Nitro Fueled’s grand prixs promised new ideas and a willingness to take a chance: to not just recycle, but own the franchise. We don’t need Twinsanity, nor do I think we even really want it. What we want is a game that delivers that same experience; we want the dry humour, the journey, and the treatment of characters as more than just a physical appearance. It’s easy, I feel, for us as consumers to worry that a development team doesn’t really know what they’re doing with an intellectual property. Instead of letting them explore their own ideas, we call out for remakes and remasters, more content for the games we already have, and maybe a film adaptation because apparently some of you haven’t learned. We don’t get Twinsanity by remaking anything because Twinsanity was a new idea: it was a risk. Maybe Activision does decide to try something new and maybe it does suck, but who cares? At least they tried. The things we really love often come out of nowhere because they’re new and unexpected. A joke isn’t funny the second time around.
And hey, if for the next fifty years we get nothing but variations on Crash Bandicoot: Warped, at least we had a Twinsanity. That’s enough.
Here’s a link to the video section mentioned in this article: https://youtu.be/iY_g12i0Bas?t=10078