[LINKED] Inverse: Why ‘Crash Bandicoot 4: It’s About Time’ is N. Sanely faithful to Naughty Dog’s trilogy


Here’s how developer Toys For Bob did it.

The title “Crash Bandicoot 4: It’s About Time” doesn’t just refer to the game’s time-traveling premise.

Crash Bandicoot 4 is getting billed as a direct sequel with Crash 3: Warped in both story and level design almost 22 years after Warped was released on the original PlayStation. Living up to the formula that The Last of Us Part II developer Naughty Dog established with Crash Bandicoot back in the ‘90s while enhancing the mechanics for current-gen consoles is a tall task, but it’s a challenge that producer Louis Studdert and developer Toys For Bob were enthusiastic to take on.

“When we saw the tremendous success of the Crash Bandicoot N. Sane Trilogy, we knew that there was actually a really clear hunger for that authentic gameplay from the original trilogy,” Studdert tells Inverse.

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Terra (Brasil): Interview with Lou Studdert on Crash Bandicoot 4: It’s About Time


Crash Bandicoot 4: It’s About Time continues the classic PlayStation 1 mascot trilogy – now with new visuals, characters and game modes. Terra interviewed Toys for Bob art producer Lou Studdert about artistic decisions and the redesign of the Crash universe.

Electric Playground: Making “Crash Bandicoot 4: It’s About Time” with Dan Neil & Josh Nadelberg! – Vic’s Basement


Victor Lucas invites Toys For Bob’s creative director, Daniel Neil, and art director, Josh Nadelberg, into the Basement for a chat about the creation of the wonderful Crash Bandicoot 4: It’s About Time!

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[LINKED] IGN: Why ‘Crash Bandicoot 4: It’s About Time’ Uses Crash 1’s World Map Design


Crash Bandicoot 4 makes the choice to return to a world map format closer to Crash Bandicoot 1 than the warp room setup of Crash 2 and 3. And while the team at Toys for Bob didn’t initially plan for it, the map actually provided the developers with a structure for how it wanted to introduce players to Crash 4’s story and difficulty.

Speaking to IGN ahead of Crash 4’s launch, Toys for Bob studio co-head Paul Yan discussed the approach, as well as how the team set out to make the biggest Crash game ever. And initially, the team thought it would just continue the trend of Crash 3’s warp room map, but realized how the style of Crash 1’s world map better suited their designs.

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[LINKED] Beyond Twinsanity: Interview with Keith Webb by Cameron Sawaya


A new interview with Crash Twinsanity developer Keith Webb has been added, you can check it out in the link below, it contains: Information about a sequel pitch from mid 2010s, Go! Go! Kokopolo being considered for Nintendo Switch, as well as being open about Crash Twinsanity projects.

Keith Webb (SpaceCat) was a Crash Twinsanity developer (Concept Artist). Big thanks to them!

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[LINKED] IGN: “Crash Bandicoot 4: It’s About Time” Dev on Making the Biggest Crash Game Ever (Paul Yan of Toys for Bob Interview)


Crash Bandicoot 4: It’s About Time is a direct follow-up to the original, Naughty Dog-developed trilogy that was released on the original PlayStation. But with decades having gone by since their release, Crash 4 developer Toys for Bob had the chance to make something ambitious in size and scope that just couldn’t be done back then.

Speaking to IGN ahead of Crash 4’s launch, Toys for Bob studio head Paul Yan elaborated on the scope and ambitions of Crash 4 from the team behind the Spyro Reignited Trilogy.

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