hey remember when people did reviews in this forum
well

so I've been replaying oldish games recently for something to do so I thought I'd raise my 63% score a bit. Not sure why because I've heard there's nothing fantastic to be gained from it being finished, but meh.
I've got the PS2 version, the one "plagued" by loading times. They're not great, but they're not several minutes long like some people claim... but then again maybe it's the US version that's more b0rked. I dunno. Mine's PAL of course, possibly effected by the 7% slower 50Hz set up. Possibly not. Loading times are never great (especially considering the PS1 titles barely had any) but they don't kill this game. Other things do.

Wrath of Cortex was an early-ish PS2 game, the first multi-platform Crash release and also the first not to be developed by the founding fathers of the series, Naughty Dog. The game hasn't aged well. It's not that Wrath of Cortex is a bad game as such, it just lacks polish. Also Crash 2 and 3 have stood the test of time better than this one IMO, and if a PS1 game is aging better than a PS2 one... you know there's problems.
WoC was developed by Traveller's Tales, before they hit gold with Lego Star Wars. Whereas Naughty Dog were creating games such as Crash Team Racing, TT were spewing out things like Sonic R, so it makes you wonder why Universal hired them for the task.
First off, gameplay. People say it's not a massive change from Warped. This is somewhat true, though it would be foolish to say it doesn't add anything at all. There's more time spent doing things that aren't platforming than the earlier games... I wouldn't really say that's a great thing but it adds variation. Generally the platforming segments are identical to the stuff seen in previous titles, though I found Crash's movements a bit more "floaty" this time around. The levels are longer, which though sounds good on paper, makes the time trials unnecessarily difficult. Rather than expand the levels there should be more levels, so therefore more crystals, gems and relics to collect and more replay value overall.

Coco becomes a fully playable character with her own set of moves this time. But now there's no point in her whatsoever. She's a gimped Crash, as opposed to a random extra as in Warped. There's just no point in that character in this game so why it was a selling point is beyond me.
There's Super Monkey Ball-like sections this time too, which is a nice addition. Many questions are raised as to why N. Tropy, Tiny and Dingodile hang about doing very little to stop you though. Would be great if the bosses were a bit more interesting than CRUNCH CRUNCH CRUNCH all the time, so perhaps they should have reversed roles?
The camera system's a bit lazy this time around. In the PS1 games it stayed in a useful position at all times - this time it moves about cutting off your view and making things that extra bit difficult. Makes a more challenging game though I guess. Apparently the game was originally going to adapt a more free-roaming style of gameplay similar to what Twinsanity ended up doing... did they just forget about the camera? Very difficult to make timed jumps when you're relying on shadows you can't see.
The game got praised on release for its graphics

but why?
Sure it was early days of the PS2 I guess, but the character models look ugly and flat (and Cortex just looks plain weird). Coco has no expression and Crash has lost his attitude entirely. None of them have any personality in this game. It's something that was quickly fixed in Twinsanity but it's something that shouldn't have been broken in the first place. The only characters with personality are the masks and they're... masks.
f you hit a fish in a submarine, you'll explode. If you jetpack your way over some very dangerous looking green lights, you'll explode. Except wait, you don't even have an explosion, you just disappear and all that'll remain are your shoes. THIS IS NOT A VALID INTERPRETATION OF DEATH TRAVELLER'S TALES. Coco is run over by a truck like thing, what happens? She falls over. BORING. This isn't pushing the system to its limits.
Often the short draw distances are noticable too. You'd think they'd be good at dealing with those after Sonic R.
And there's something strange about the sound too. The music isn't terrible (though it certainly isn't memorable) but the sound is dynamic in the sense that if you're far away from the camera, crates will be quieter. This means every TNT crate beeps at different volumes and I can't really see much benefit in that.
But Crash 4 isn't a bad game, it's just not a good Crash Bandicoot game. Anyone thinking of purchasing it might want to turn their attentions to Crash 3 instead (or Crash 2). If it wasn't for the original game this would be the runt of the litter. Of course then again I've not played the more recent games - they might be worse for all I know
though then again this game didn't sell well, and as such Twinsanity, the sequel, didn't get a GameCube port.