Your eyes, ears, and rising blood pressure have not been deceiving you. The ‘Crash Bandicoot N. Sane Trilogy‘ reboot is extremely fucking hard.

While it might be easy to simply write off the intense difficulty of the reboot on simply forgetting that the originals themselves were no walks in the park, the reality is there’s a very good, and very subtle reason for why the new game is inducing controller-breaking levels of rage.

As it turns out, some extremely slight changes in how Crash and Coco jump in-game is providing untold amounts of headaches for players gamely attempting to conquer the heartbreak hill known as Native Fortress.

The rebooted version of the game just so happens to feature a slightly shorter jumping arc motion, meaning Crash and Coco land a shade quicker than the original.

Twitch streamer ‘Ding Dong‘ (lord) has been meticulously going through both the reboot and the original to compare and contrast, and detailed the quicker jumping motion in a video on Twitter.

The shorter arc, combined with the new game’s habit of shoving you off tight ledges, means the game requires a heightened level of precision that the originals lacked.

This is largely due to what many suspect is “pill-shaped” collision boxes. What this means, essentially, is that Crash and Coco kind-of slide off objects, rather than falling directly off them. This occurs even on flat surfaces.

The benefit of this, as it turns out, is that you can also extend jumps by vaulting off of virtually fucken nothing.

Whether or not this knowledge actually helps you wade your way through the game remains to be seen, but at the very least it should reduce the amount of controller throws that trying to navigate The High Road causes.

It’s cruel-ass game, but you’re certainly getting your money’s worth.

Source: Polygon.