}
Press Start interviewed the devs!
We Spoke To The Crash 4 Developers About Crash's New Look, Retro Mode, Playable Coco/Neo Cortex And The New Power Quantum Masks
We Spoke To The Crash 4 Developers About Crash's New Look, Retro Mode, Playable Coco/Neo Cortex And The New Power Quantum Masks
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We Spoke To The Crash 4 Developers About Crash's New Look, Retro Mode, Playable Coco/Neo Cortex And The New Power Quantum Masks
You're calling this Crash Bandicoot 4 which is a pretty big deal, considering it's obviously a main entry. Why do you see the game as a mainline entry and was this always going be the case?
Paul Yan: Technically, this is the eighth game in the series, but we very deliberately called this Crash 4 to position this as a true sequel to the first three games that were developed by Naughty Dog. We think it's because there was something really special about those first three games and it was certainly a high point in the series, and it was reflected both critically and commercially. Our game is called It's About Time and yes, it's sort of a play on words, in the sense that that It's been so long since we've seen a new original title.
It's been 12 years like you pointed out since Crash Warped, but it's also literally about time it chronologically. It follows the events of Crash 3. Where we picked up off from Crash 3, Neo Cortex, Dr. Entropy and Uka Uka, they've been stranded on this distant planet. They've been trying fruitlessly to escape, but they finally managed to get out and in doing so, they've ripped this giant hole in the fabric of the universe, exposing a multiverse. So it's gonna be up to both Crash and Coco to reunite and reassemble the four Quantum Masks to restore balance to this multiverse. So when we think about time in the context of all these different games, we do want to harken back to those three but other sequels, they did exist and we think about them as existing on alternate timelines that may or may not have some reflection in this adventure.
The game has a retro mode. What does this mean for the gameplay and what's the difference from the standard mode?
Paul Yan: We offer both a retro and a modern, both are which related to how lives are managed. Retro mode is exactly like how the N.Sane Trilogy approached it. There's a limited number of lives, as you earn 100 Wumpa, you pick up a one up and you increment that life and if you all your lives expire, you get presented with a game over screen. If you choose to continue, you get a hard reset at the very beginning of that level. There's a good population of players who want to experience that game in that same nostalgic way and we offer that, but we also want to recognize that that type of friction feels a little bit foreign for some modern players or maybe some new players and so we're also offering what we call a modern mode, which doesn't really count lives. Instead, you've got an unlimited amount of attempts to complete a level, but what we are counting in the modern mode is the number of deaths that you have achieved in completing the game. So you can complete a level in 100 deaths and you still complete it, you can complete it with zero deaths and still complete it.
What about multiplayer? There's more than a few characters here. Will the game be playable in multiplayer?
Paul Yan: At this time, we're just talking about the single-player campaign. We will have more secrets to share at a later date.
More at the link above
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