[LINKED] East Bay Times: Crash Bandicoot N. Sane Trilogy Preview

For platformers, the jump is the single most important part of the game. It’s a simple move, but getting it right can be the most difficult job.

That was the challenge facing “Crash Bandicoot N. Sane Trilogy” creative director Dan Tanguay. The process wasn’t as simple as bringing the code from the original PlayStation and shoving it on the PlayStation 4. The development was more difficult than that.

“They were made for the PS1 exclusively,” Tanguay said. “What people didn’t realize at the time was that they were the best-looking games on the PlayStation. It was a huge leap forward.” Naught Dog was “doing things that no one thought possible on PlayStation. It defined a 3-D platforming game.

Bonus: An idea that the team considered early on was doing a pixel-perfect retro version of the game similar to what Capcom does with some of its titles. But they passed on a classic mode in order to focus on the revamped visuals



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