Dr cortex crash bandicoot

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What were some of the thoughts you had while developing the mobile version?Ĭrash has a rich history of 25 years, so we decided very early to create a game to celebrate that by pulling lands, gameplay and bosses from Crash’s history, and for the first time have them work together under Neo Cortex to try and defeat Crash and Coco. Crash is famous for its responsive controls and humour, so we needed to not only make sure that you could chain moves together with a fluidity by tapping and swiping at the screen but have Crash and Coco react to the world around them and when you do a great move, they let you know.Ĭrash is a beloved franchise from Activision. We also needed Crash and Coco to feel alive when you play them in terms of controls and how they react to the players moves and the world around them. We always wanted to make a mobile game that looked and felt like a console game in visuals, gameplay and variety.Every land in the game brings a new exciting location to play in, new bosses, mechanics, music and gameplay. How did you zero in on the gameplay for Crash Bandicoot: On the Run! while keeping the aesthetics of the franchise in mind?