Summary of Vicarious Visions Crash Bandicoot Dev Livestream (N. Sane)


Anniversaries: Crash Bash, 17 years ago for the PlayStation in North America.

On Saturday, we posted an article about an ongoing Extra Life livestream from Vicarious Visions, from the Cinematics Animator Tuan Nguyen and Kara (QA Tester), where he answered questions from people chiming in with a Developer Commentary playing Video Games with donations of Extra Life’s proceeds going to Children’s Miracle Network Hospital (Donate from this link). We’ve also got a couple of interesting bullet points that have been noted over the course of the livestream, listed below:

  • Some information that was asked by several people on the livestream chatroom were not answered due to contractual and confidential reasons.
    • There was no higher-ups in the livestream.
    • Some things were “Above our pay-grade” as well
  • Rilla Roo was acknowledged as an unmutated character from the Crash Bandicoot 1 cinematic cutscene as one of the two “Kangaroo” caged animals
  • Pre-production did not start early of 2015 as Activision wasn’t keen yet on the idea of bringing back Crash Bandicoot in something other than the Thumpin Wumpa Islands Pack and as playable characters in Skylanders Imaginators
    • The T-shirt tease by Shawn Layden wasn’t signaling for N. Sane, was rather for Thumpin Wumpa Islands Pack/Playable Crash/Cortex characters in Skylanders Imaginators as the form of Crash Bandicoot’s comeback
    • They talked about how at first it was a “lie”
  • Wrath of Cortex was not much liked according to Tuan/Kara
  • They liked the BetaM Glitches Compilation as they have stated that they wanted some things to remain the same way as the originals
  • Fake Crash’s new cameos was something everyone helped with at VV, making ideas of where to put him and choosing the best ones
  • The Orange Gem in Crash 2 100% ending was an accident
  • They considered some skin ideas, like Low Poly Crash and playable Tawna
  • VV made their own reaction compilations for employees to see
  • They’re also aware of the recent memes
  • They are well aware of the criticism regarding the choice of font in N. Sane by responding to that inquiry with “Yeah, we can imagine”
  • Tuan and Kara have not played the Spyro games
  • They kept the Skylanders Crash dance in N. Sane Trilogy because it was something VV liked since it’s their own version and all
  • There was some changes in the developer times of the Time Trials due to several adjustments done to the levels in N. Sane
  • The unified Game Over screen was part of the decision made at VV to make the games consistent and connected
  • VV hated the trailers and previews because they feared people would take them the wrong way. Like, how the different angles made certain things look jank and the slow gameplay from the PSX Trailer, as well as some things being way too early to show
  • Tuan said that they wanted to add animated aftermaths for each character in the secret ending of the first game but didn’t due to lack of time

You can also watch several of the saved clips from the livestream by other people…

Some of the bullet points were contributed by several other people and is not our own list, thanks to all of those who have helped us make the summary list of the livestream. If this list is missing anything or in need for some changes, inform us and finally, If you would like to be directly credited, please do not hesitate to let us know.

This is all the new information that Tuan Nguyen and Kara of VV provided us in regards for the questions regarding Crash Bandicoot N. Sane Trilogy development.


3 thoughts on “Summary of Vicarious Visions Crash Bandicoot Dev Livestream (N. Sane)

  1. Wow, so they really had such a rushed development schedule. To me, it’s absolutely incredible what they were able to ship – even without a day one patch. It’s not completely perfect but the version I have on my PS4 disc is perfectly playable without the patch.

    As a side note, it’s sad to see they didn’t like CWoC as that’s one of my favourites. Actually next to CNK, the last Crash game I enjoyed.

  2. So did they care about the original Crash font or not? That “Yeah, we can imagine” sounds so questionable. I still prefer PS1 versions and rather deny PS4 remake’s existance, unless they’re willing to update and fix all the goofs they made.

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