E.2 – Crash Bandicoot N. Sane Trilogy

It’s another deep-dive into another remake…of another classic Playstation series from the mid-to-late 90’s – and it’s on the anniversary of Crash Bandicoot N. Sane Trilogy. We might be a year late to the conversation, but we’re just too fond of the orange marsupial to let that stop us.

Originally created by Naughty Dog, the Saturday-cartoon-style platformer made waves in 1996, just as the industry was discovering the 3rd dimension. With its lush art direction, innovative gameplay, expressive characters and irreverent attitude, Crash Bandicoot cemented Naughty Dog as the world-class studio we still know it to be. But it’s Vicarious Visions’ remake that brought Crash to an entirely new generation last June — and to the center of our discussion today.

Not only is Crash’s makeover a piece of modern entertainment, but an important entry into the efforts of game preservation. By adapting & rebuilding the trilogy for modern consoles and players, Vicarious Visions brought a renewed clarity to a notable slice of gaming history. We look at what choices they had to consider, what they refined, what they changed, and what they preserved with an unwavering loyalty.

Being a year removed from the N. Sane Trilogy has its benefits, though. As three-games-in-one, this was no easy topic to digest nor keep to an hour. But our mutual hindsight keeps things sprightly and candid. My partner and guest, Hilary Bovay, is the only other person I know who grew up with a love for this trilogy to match my own. Join us for a myriad of perspectives as we breakdown the classic Crash Bandicoot trilogy and its gorgeously challenging remake.

Additional Credits & Notes:

  • Hilary Bovay is an incredibly talented photographer from Aquidneck Island, RI, now based out of Cleveland, OH. She has a keen eye for aesthetics & visual storytelling, and her love for the original Crash Bandicoot is all you’ll ever need to know about her taste in video games.
  • Read Andrew’s feature story on Engadget to learn more about Vicarious Visions’ process and determination behind their Crash Bandicoot N. Sane Trilogy, view exclusive concept art, and more.
  • Music in this episode is from the OST’s to Crash Bandicoot and Crash Bandicoot N. Sane Trilogy, composed by Josh Mancell. The title theme featured at the top of the episode was reproduced by Justin Joyner (Audio Lead at Vicarious Visions).

Engadget Feature: The (re)making of ‘Crash Bandicoot’

If we were to chat about video games, it wouldn’t take long to deduce that the original three Crash Bandicoot games were essential to my childhood.

With that in mind, I am proud to share my latest piece of professional video game writing: a full-length feature on the process behind remastering the Crash Bandicoot trilogy. The feature was published and laid out by Engadget in early July, featuring in-depth interviews with art & design leads on the team at Vicarious Visions (VV), in addition to exclusive process-artwork that outlines their creative workflow.

Continue reading Engadget Feature: The (re)making of ‘Crash Bandicoot’

Tiny Apocalypses: An Interview with Dan Pinchbeck, Creative Director of ‘Everybody’s Gone to the Rapture’

Everybody may have vanished from the slumbering town of Yaughton, but not without a trace.

Across a blindingly bright English countryside, with radios left on, research abandoned, doors unshut and phone booths ringing, Everybody’s Gone to the Rapture explores what life there was like as you piece together a hauntingly calm apocalypse in a most unfamiliar setting: home sweet home.

Previously known for their surreal Dear Esther and Amnesia: A Machine for Pigs, Everybody’s Gone to the Rapture is the latest game from studio The Chinese Room. In my curiosity to learn more about what fueled Rapture’s story, its big questions and the creative drive behind them, I discovered what inspires and compels the team that created it. Dan Pinchbeck, Creative Director at The Chinese Room, graciously took me through their process, the artistic decisions they made, his thoughts on science fiction and the potential for storytelling within video games today.

Read an excerpt from our discussion after the jump, and/or read the full interview here.

Continue reading Tiny Apocalypses: An Interview with Dan Pinchbeck, Creative Director of ‘Everybody’s Gone to the Rapture’