[LINKED] mobilegamer.biz: Interview with King Games boss on Microsoft’s plans, new launches and what went wrong with Crash


We wanted to innovate on that and introduce better retention and something positive for players to really invest into, rather than repeat runs over and over again. We didn’t get that right, but that doesn’t mean that we will stop.

What we learned from it is that the core loop is, in the end, the most important thing. We spent a lot of time on that game thinking about the meta, but in the end the running part needs to be really good, the obstacles, and the care and attention you need on each level – it needs to be a game that you don’t want to put down because you just want to try the next level, like in our Saga games.

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DestinationMarc: The Bandicast – Rumble: Episode 5 (feat. FezzedPenguin) – Meeting Friends Through “Rumble!”


We’re finally back with another episode of “The Bandicast: Rumble!” In this episode I’ve got with me none other than FezzedPenguin, and we talk about all kinds of things such as the franchises he got into when Crash was on hiatus, how “controversial” his “Crash Bash” hot takes are, meeting friends through “Crash Team Rumble,” and so much more! We hope you enjoy!

[LINKED] Polygon: Phil Spencer on what the hell is happening in the games industry (Interview)


“The math on [making] a game has definitely changed,” said Phil Spencer, CEO of Gaming at Microsoft.

Polygon spoke with Spencer during the annual Game Developers Conference, and though the conversation ranged from the possibility of a handheld console to the trouble with closed platforms, one theme was inescapable: What the hell is going on with the games industry? And how will video game makers and publishers — Xbox included — get out of it?

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Author’s 2 cents (opinion) on this news: Completely tonedeaf response from Phil.

HyperTomoose: N.Sane PodCrash Season 2 Episode #2 – From the depths of the ocean to the far reaches of space! (Ft. JB)


Today’s podcast episode is JB and myself discussing all the different environments Crash bandicoot has explored in his many adventures over the years. We also go over some locations Crash hasn’t been and how we’d love for him to visit them one day in a future installment to the series.
Oh and of course a bunch of tangents.

Square Eyed Jak: The Surreal Story of Crash Bandicoot PC (2001) and Interview


This fan game now has a very special place in my heart!
MASSIVE thanks to Elliott for his contributions to this video and the fan game scene, check out all of his links below!

Moncon Steam Page
Elliott’s Site
Crash PC on Gamejolt
Extended Interview

[LINKED] GamesRadar: Interview from Retro Gamer 256 issue with Dan Arey about the original Crash Bandicoot


Dan Arey spoke in Retro Gamer 256 about his time working on the Crash series at Naughty Dog. In 1996, Arey was at Crystal Dynamics, a studio that was at the time known best for the platformer Gex, where the influence of Mario was still impossible to shake. “When Mario 64 came out it shifted everybody’s thinking,” Arey explained. “We all realized that 3D platforming was amazing, but also that you had to do it in a controlled way.”

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