>>715208772 (OP)Two main reasons,
Because Universal Vendi owned the copyright to him, not Naughty Dog so it suffered from constantly hopping developers going from Naughty Dog to Traveler's Tales to Vicarious Visions to Radical Entertainment. While they each are good studios they have different ideas with what do with the IP causing some issues with a focused and consistent vision; while also suffering from a pretty massive crunch for many of the development cycles or suffering from a very inexperienced dev team.
The other issue is literally just Activision not wanting to funnel money into games that where not Call of Duty or Guitar Hero for much of the late 2000s and early 2010s because they do not want to risk making a game that could fail and also have no understanding out from re-releasing virtually the same exact game every year could lead to players getting burned out of it.
https://www.youtube.com/watch?v=j6G1qaFjEac
>>715213797I started replaying Twinsanity for I think the fifth time now since it released, and I am taking my time with it to try to break the game as much as I can on my own to really get a feel for it so I can contemplate making my own build that tries to fix some of the issues it has.
I never really noticed until now how clunky it feels compared to Crash 2, 3, and even Wrath of Cortex. Like for example slide jumping basically does not work for clearing gaps, his air friction feels much higher, and the belly flop is very snappy. Not to say I don't like Crash's move set I think it works very well for a pseudo open world game.
Also I forgot how horrible the checkpoint placement is in the game, I had to replay some sections and re-watch many of the cut scenes in Jungle Bungle because I was trying to do one of the gem puzzles or I died from a bug with the bouncing metal crate collisions. What is weird to me is that the there was way more checkpoints for the press release version of the game, but those where cut before the final build.