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“Woah!” : How to Improve a Character 20 Years Later

“Woah!” : How to Improve a Character 20 Years Later

With the recent release of Crash Bandicoot 4: It’s About Time (Heh. Clever Title.), many “Crash Bandicoot Enthusiasts” and avid gamers alike eagerly awaited to see how a brand new installment to the series would improve upon series staples such as challenging platforming levels, gameplay mechanics, and of course;  a simple, yet wacky storyline.  

What they weren’t expecting was the rebooting of a long-forgotten character, providing a fresh and inviting dynamic nearly two decades later.  A character who was once a bland, one-dimensional shell, now becoming a prime example of character development and improvement.   

In “Crash 4”,  our main protagonists,  Crash and Coco,  eventually run into (...well, more like being saved by…) an alternate dimension variant of a familiar ally, Tawna Bandicoot.  For those unfamiliar with Tawna, she was last shown in the original Crash Bandicoot as the damsel in distress captured by the nefarious Dr. Neo Cortex,  a goal for Crash to reach so to speak.   Now, 20 years later,  we see a much more extroverted Tawna (with a rocking new hairdo I must say) heroically slashing her way through time and space, like some kind of dimensional travelling pirate.   

Now, diving beyond the surface level of an admired heroine,  some of you may be questioning how/why this is “quality character development”.  In fact, some of you may be rolling your eyes in disgust,  claiming this as nothing more than a politically correct feminist change.  However, I would like to present the reasons behind such a remarkable upgrade through a simple reasoning:  Tawna had no character before.   

In the realm of 1996, the first Crash Bandicoot game,  how much did we really get to know Tawna?  She was seen being held captive in the opening cutscene… and then hugging Crash after being rescued in the ending cutscene.  That’s it.  Two cutscenes.  We saw her as a vessel in need of rescuing, and then we saw her get rescued.   Here lies the biggest problem with stating that “feminism changed Tawna’s character”;  She had literally no personality whatsoever.  Simply put, being the “damsel in distress” is not a personality, it’s more of a statement or an attribute than anything else (if it was a personality, it’d be a rather insulting one).   She was a mission for Crash,  an endpoint for him to reach on his journey, which ultimately means she was more of an object than a character.  Regardless of whether you’re a man, woman, or any other gender,  this kind of trait does not define who you are, it’s a shallow representation that places you as more of a thing than person...er bandicoot.   There can’t be a change to a character if there was no character. 

Now let’s contrast this with the Tawna we get to see in 2020.  This Tawna, the one who boldly helps Crash and Coco on their journey,  is a solo hero due to the fact that her versions of the two marsupials are (presumably) dead.   Because of this traumatic experience, we see her struggle working with others, despite the fact that she does so as a need/feel to protect the two family members she once lost.  With a thirst for adventure,  a burning desire to help those she cares about, and a fair bit of charming social awkwardness (not to mention an unexpected hobby in scrapbooking),  we see Tawna overcome triumphs and adversities; we see her being confronted with her (not fully explained, but heavily implied) past through N.Tropy and ultimately end the adventure in a new dimension, learning she doesn’t have to go through her struggles alone,  all with a newfound family to love.   

This new Tawna is heavily improved due to the amount of depth in her character.  We see the range of emotions that make up her personality.  We see her motivations and (some of) her history. We’re happy to see her progress throughout the game’s narrative because we get to know and understand who she is.  She’s beyond a simple plot device,  she’s a developed being who an audience can care about.   

In response to some of the backlash concerning the “feminist character change”,  this goes beyond the fact of male or female.  This isn’t simply altering a character’s qualities because “modern girl”,  this is expanding upon a once one-dimensional figure and investing a relatable and interesting persona into it.   Regardless of what gender you are,  there’s a big difference between changing an already established character, and building upon an area that didn’t exist before.   

And besides,  some people dismiss the growth in female leads like it’s a bad thing.  

Indeed, if you were a female (no matter what age),  who would you rather want to look up to?   The captured broad in need of rescuing?  Or the awesome space pirate lady, with a heart of gold deep down, who wants to protect those she cares about?   While there are unfortunately some rare cases where already strong or memorable female identities are changed for the sake of a more progressive message,  I often admire this modern movement as expanding figures and implementing new role models for others to look up to.  A chance to give newer generations more positive character types that were once scarce in media.   

In conclusion,  I find Tawna Bandicoot to be a near-perfect example of character development.  Toys for Bob, the developers of “Crash 4”, went above and beyond in installing a new breath of fresh air into a previously bland entity.   They provided a source of inspiration and female empowerment in a strong and quirky personality;  a personality that has already captured the hearts of many, leaving a burning want for more.   


(*And seeing Tawna finally feeling free from her past burdens and living a new life with her new family in Crash and Coco definitely has me yearning for more.*)

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