Crash: Mind over Mutant takes place a year later after the events of where Crash of the Titans left off.[4] The Titans, free from the control of Doctor Neo Cortex, have spread throughout the Wumpa Islands and cultivated their own societies and towns.[3] All seems well until a rejuvenated Cortex teams up with his old partner Nitrus Brio to invent a personal digital assistant, the "NV", that can control the minds of both mutants and bandicoots by transmitting bad Mojo, forcefully siphoned from Cortex's former boss Uka Uka. Crash and Aku Aku are not affected by the device,[4] meanwhile N. Gin launches an attack on the bandicoots. Crash and Aku Aku defeated him, but they discover their family members Coco and Crunch are soon transformed into monstrous version of themselves who seek Crash's destruction.

Eventually, they discover the source of the helmets in Cortex's space station, and there confront the doctor himself. Using N. Brio's mutagen, Cortex transforms himself into a mutant to fight Crash one-on-one, but is defeated when Crash jacks him and initiates the station's self-destruct. Cortex escapes in an escape pod, leaving Crash and Aku Aku stranded. The ship crash-lands on Wumpa Island. Miraculously, the two survive. They happily reunite with Crunch and Coco, and decide not to clean up any of the mess that's now piled up in their front yard.


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After the controls set in, players are then introduced to the mutants, who saw their beginning in last year's Crash of the Titans. Mutants are creatures that Crash can mind control and get to do his bidding. This is the beginning of the end. With the exception of a few Crash-only parts, all of the focus from that point forward is focused on which mutant is needed to use to solve each puzzle. The game is dictated by finding mutants to clear obstacles.

This segues nicely to the absurd amount of backtracking that is necessary in the game. After about an hour of fun time with the titular bandicoot, the game soon turns into a hunt to find the proper mutant to solve the problem at hand. This involves traversing over the somewhat barren overworld many times so you can do something like "find a mutant that spins." Last time I checked, Crash could spin; why can't he spin through the stupid wooden fence? Backtracking works in some games, namely Metroid, but the areas in this game offer little-to-no exploration, which makes backtracking even more tedious.

Throughout the game, Crash collects mojo, the upgrade currency of his world. Crash and all of the mutants can be upgraded, but you have no control over what gets upgraded when. Along the way, there are also some unlockables to be found, such as art books and hero skins. However, these are little more than small bonuses.

Crash: Mind Over Mutant also contains a drop-in, drop-out cooperative mode that makes use of Crash's sidekick, Coco. While it is fun, as both players can switch between the characters, mutants, and a weird tiki mask that shoots chickens, the lack of control over the camera cripples any fun that can be had in co-op. The camera only follows one character, who can very quickly leave the other one in the dust.

Crash's latest Wii outing is not without its faults, and most of the faults lie in the structure of the game. With too much focus on backtracking, this well-controlled platformer goes awry. The charming story and genuine humor are far overshadowed by the shallow gameplay. The mutants hurt the game even more. Playing as Crash Bandicoot is still fun, but this game is not so much Crash: Mind Over Mutant as it is Mutants: Mind Over Crash.

Dr. Neo Cortex is at it again. He's causing all kinds of trouble on Wumpa Island, and, of course, Crash Bandicoot is the only marsupial who can stop him. With that said, Mind Over Mutant isn't a game in which you'll necessarily spend a lot of time playing as the titular hero. Rather, like Crash of the Titans before it, this is a game in which Crash's main function is to assume control of various mutants so that you can play as them and use their various powers to overcome obstacles. This adds some variety to the proceedings for sure, but the amount of backtracking that you have to do, coupled with a problematic camera that you have no control over, makes Crash's latest adventure one that you'll likely tire of long before you've played for the seven or so hours that it takes to beat.

That mission, like most, involves plenty of combat. Whether you're controlling Crash or one of the dozen or so different mutants that he can climb onto after beating them into a daze, the moves in your offensive arsenal include a basic melee attack, a more powerful block-breaking attack, and at least one character-specific special move. Unfortunately, Crash is one of the least enjoyable characters to play as because his abilities, which include an overpowered "counter" move, feel so limited compared to those of the mutants. Crash's ability to spin for a long time isn't nearly as satisfying as the RhinoRoller's ability to turn into a spike-covered ball and steamroll enemies or the Grimly's ability to slow down time, for example. Other mutant abilities include performing telekinesis, freezing enemies in blocks of ice, and--if you're lucky enough to be playing as the half-octopus/half-bagpipes mutant that is a yuktopus--firing a deadly beam of energy from the giant cannon mounted on your right-tentacle arm. 17dc91bb1f

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