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There's an expressiveness that came with him. There's a lot that those games did right in terms of Crash's design, and so before we jump into "What are the changes?" we wanted to preserve a lot of things about Crash's silhouette.Ĭrash is very angular. We are trying to put a stake in the ground, and set forth a new future for Crash. Paul: Well, one thing that was important to us was to make sure we set apart the aesthetics of the remasters from the aesthetics of the new game. What differences are there from the N.Sane design, and what inspired the changes? So it seems that Crash's design and the art style from the game has changed away from N. ĬGE: That's really cool to think that there's almost like a multiverse in a sense. Tropy and Neo Cortex just recently emerged from the planet they were banished on. They may have happened in other alternate timelines, and those may be reflected in some ways in this, but this is a game that picks up right after Crash 3: Warped. The other events that happened after, they did happen. But, this game is called " Crash 4: It's About Time" - and there are multiple timelines in this multiverse. There's something really special about those original games and it was definitely a high point in the series, both critically and commercially.įor us, chronologically, that's where the events pick up. Paul: I mean, technically this is the eighth game in this line! But we are very deliberately calling this Crash 4. Are the games that came out post Naughty Dog going to be referenced at all, or is this kind of seen as a soft reboot in general? Now this one is called Crash Bandicoot 4 which seems like we're rewinding back a little bit. You got games that came after Naughty Dog, from Wrath of Cortex, Mind over Mutant, and many others. Then figure out exactly what we want to extend on, and blow out and make bigger.ĬGE: Speaking of that, as well, Crash as you know has such a rich history in terms of story and lore. Taking the lead on this project, it was really exciting and we applied some of the same ways to onboard that we did with Spyro, and that's just to dive deep into the original game and play all of it and re-familiarize ourselves with the games. Sane Trilogy and Crash Team Racing: Nitro Fueled, so we're absolutely familiar with Crash himself. So, we had the great pleasure of helping to make Crash Bandicoot N. It demands precision, and has a very specific rhythm in place. Crash is a totally rich universe, but it's focused. Spyro and Crash are such vastly different experiences - you know, one is open and full of exploration, it's calm and it's soft, you go about it at your own pace. One is that it's such an honor to be working on these classic 90s mascots, and it's so exciting to see that its fans are wanting to resurface them in a relevant way. Paul Yan, Co-Studio Head & Chief Creative Officer, Toys for Bob (Paul): Well, first, there are so many emotions that come with that. Transcript edited for print by JumpButtonCBĬanadianGuyEh (CGE): What was it like working on Spyro Reignited, and now shifting over to Crash Bandicoot 4? What was that transition like? Thank you very much to all the parts involved! Paul reveals a lot of new information about the game, and a transcript of the interview can be found below, as provided by Canadian Guy Eh himself, with editing by JumpButton. To better acquaint ourselves with the upcoming Crash Bandicoot 4: It's About Time, Canadian Guy Eh was able to get an exclusive interview with Paul Yan, Toys for Bob's Co-Studio Head and Chief Creative Director.
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