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23 minuti di gameplay per Crash Bandicoot: N. Sane Trilogy, la trilogia rimasterizzata di Crash Bandicoot.
Trascrizione
00:00Il game è looking fantabulous.
00:03Um, look at that foliage.
00:04Remember when everyone used to talk about foliage
00:07and it was like a big foliage like arms race?
00:10It was all foliage and water.
00:11You guys won that arms race based on what I'm seeing here.
00:17Welcome back to PlayStation Underground.
00:19Today we're going to be taking a look at Crash Bandicoot,
00:21the N. Sane Trilogy.
00:22Specifically we're taking a look at Crash 3 Warped,
00:25the third and final game in this trilogy.
00:27I'm joined by my friend and compatriot Sid Schumann.
00:30Why, hello.
00:31And we're also joined by Dan Tengue from Vicarious Visions.
00:35That's right.
00:35I almost said Vicarious Visions,
00:37like the way that I messed it up earlier.
00:38Got a real problem with that word.
00:40That's a really tough word for me.
00:41So let's dive on into some gameplay here
00:43and we can start talking about all kinds of stuff.
00:46Um, so this is obviously the long-awaited re-remaster,
00:52remake, re-something.
00:54So this is a remaster.
00:55So, you want to go?
00:59And here's a good example of a remastered cinematic.
01:07I got to say though, I mean, I feel like you're selling yourself
01:09slightly shortcut on a remaster because I've never seen anything
01:12kind of to this level.
01:14Right.
01:14So, yeah, we consider it kind of a triple-A remaster.
01:18and, you know, our team has been very experienced making triple-A games
01:23and we've tried to treat this as we would any other title we make, original or not.
01:28So, you know, a lot of love and care has gone into this.
01:33Um, I mean, we just, you know, take a step back real quick and just kind of look at the
01:38scene.
01:38I mean.
01:39Look at those physics.
01:40They didn't have this kind of stuff back on the PS1.
01:42Come on.
01:44Remaster.
01:45Only with the power and precision.
01:46By the way, we are seeing this on...
01:50So, this does, this supports PS4 Pro.
01:53Yes, it does.
01:54And tell me a little bit about what you guys are doing on the PS4 Pro version.
01:57So, for the PS4 Pro, we've enhanced the graphics and upped the resolution to look even sharper and more colorful
02:04than ever.
02:05Nice.
02:06So, we're sticking with 1080 here for YouTube.
02:09But game is looking fantabulous.
02:12Look at that foliage.
02:13Yeah.
02:14Remember when everyone used to talk about foliage and it was like a big foliage like arms race?
02:20It was all foliage and water.
02:20You guys won that arms race based on what I'm seeing here.
02:23Well, thank you.
02:23Yeah.
02:23No, that was a big, big push for us.
02:25I think, you know, you think back when Crash Bandicoot first came out on the PlayStation 1.
02:32And it was, by my eyes, probably the best looking game on the PlayStation 1.
02:37And that's a huge legacy to live up to.
02:39So, you know, when we took this on, we said we've got to make that big of an impression.
02:44And I like to think that, yeah, I mean, we've got beautiful amounts of foliage.
02:49It's just a lush environment.
02:51And obviously, as we've seen, you know, both Crash and his enemies just ooze personality.
02:57Okay.
02:57Which is super important to us.
02:59Careful with that one.
03:00You going to go for it?
03:02Oh!
03:03Almost.
03:04Smooth.
03:05Well, at least he got the one up.
03:07So death.
03:08Death is a large part of the Crash franchise.
03:12And we try to make sure that, you know, each death just needs to be funny.
03:18It needs to be amusing.
03:20And, yeah, I think we have over, like, 100 death animations in the game.
03:24Really?
03:24Yeah.
03:25It's pretty crazy.
03:26Oh, yeah.
03:27So what does that process look like when you're going back to the original games created by Naughty Dog and
03:34kind of redoing all this?
03:36How painstaking is that process of trying to get everything just right but also making it work in this new
03:43version?
03:44It is.
03:45Well, painstaking is a very good way of describing it.
03:48But we had the luck, I guess, of getting a hold of the original level meshes.
03:58Oh.
03:59So that was kind of the cornerstone that we built on.
04:03And that allowed us to basically then remaster the gameplay knowing that if we fit within those level parameters, it
04:11would at least be in the right direction.
04:12But, you know, after that, it just evolves a lot of iteration.
04:16It involves playing the original game.
04:19It involves, you know, just scrubbing back and forth.
04:23It also really involves, I think, just having a team who's really fans of the original and know the original,
04:32like, front and back.
04:34We've got some team members where this was the game of their childhood.
04:38And, you know, I'll give you a good example.
04:42Jump.
04:42You know how critical Jump is for a platformer.
04:45Of course.
04:46And so, you know, we're like, oh, yeah, Jump.
04:49Yeah, we got that.
04:49We had that in our previous games.
04:51And we implemented Jump the first time.
04:53And we go to them and they'll be like, yeah, no, you guys didn't get it.
04:56We're like, all right.
04:58So we go back to the drawing board, work on it again.
05:00And they're like, oh, yeah, it's better.
05:02You guys still didn't get it.
05:04And so we have probably iterated on Jump more than, I think, pretty much anything else in this game.
05:11Yeah.
05:13But the end result, yeah, the end result will hopefully speak for itself.
05:18Yeah, it looks incredible, but it looks like it feels exactly like I remember it.
05:24Yeah.
05:25Well, that was what we were shooting for.
05:26So it's good to hear.
05:27Yeah.
05:28It's always kind of a difficult bridge to gap, I guess, trying to revisit something that people remember in such
05:34a specific way.
05:35But if you go back and play the original Crash games, they're probably not quite exactly as you remember them.
05:40This looks like how I remember the old Crash games.
05:44Oh, that's great.
05:45Yeah.
05:46It's one of those things where we know, like I was saying before about the levels, you know you've got
05:51to have certain things.
05:53That guy's in his underwear.
05:54Yeah.
05:54He blasted his robe off.
05:58You know you have to have certain things that are exactly faithful to the original, but you also want to
06:03create just a little room for the team to kind of innovate and add their own stamp.
06:09Yeah.
06:09And add a few surprises so that, you know.
06:12Are there any specific examples of the team leaving their own mark on this that you can share?
06:16Certainly.
06:17I mean, you know, we can take kind of a large example.
06:20When we looked at the two-headed ogre dude, you know, he was swinging giant turkey clubs instead of, you
06:28know, regular clubs.
06:29And that was just a flourish that the art team thought would be funny.
06:33A little extra flavor to it.
06:34But, you know, taken on a broader level, we also decided to, you know, take some of the, well, I
06:41think it's the benefit of hindsight, I guess.
06:43You know, the game's been out 20 years and, you know, fans have endlessly dissected it.
06:48So, you know, we were able to take, say, a feature that we thought worked really well for the third
06:52game and then apply it to the other two.
06:54The biggest of those would be time trials.
06:57Oh, cool.
06:58Time trials were a fantastic innovation at the time that was added exclusively for the third game and created a
07:04lot of longevity.
07:07But, you know, we had to build it and we're like, well, geez, why don't we just add it to
07:11the first two games as well?
07:12Yeah.
07:13So now all games have time trials.
07:15That's 80-plus levels of time trials for all the fans to just play over again and again.
07:20So I'm pretty excited about that.
07:22Yeah, I don't think anybody will complain about that change.
07:25No, I don't think so.
07:25Are there any, like, forums that you're keeping an eye on where people say they replaced it with a turkey
07:29club?
07:29How dare they?
07:30They're besmirching the legacy of Crash.
07:32Well, I think after they watch this video, I'm sure it will appear on Reddit or Neograft, but I think
07:39people will enjoy the turkey club.
07:41It's fun.
07:42It fits.
07:42It fits perfectly.
07:43I enjoy it a lot.
07:45Just looking great, though, and I noticed the audio seems to be greatly reworked.
07:51It feels very faithful, but you guys totally, like, rerecorded the score, I want to say, right?
07:56Yes.
07:56Yes, we did.
07:57We did get a hold of the original score as they were pressed on the original discs, and we were
08:05able to then take out the rhythm tracks.
08:07So that just pretty much helped us nail the tempo.
08:11And from that, we were able to layer new instrumentation to create a richer track that you're hearing now.
08:18This is awesome.
08:19I love, I think that there's more skill involved in trying to play in such a way that you're showing
08:24off all the depths, but not quite getting to a game over screen.
08:28So kudos on that.
08:29Yeah.
08:30Takes great skill.
08:32So Crash Bandicoot, Crash 3 Warped actually first came out in 1998, I want to say?
08:38Yes, 98.
08:39Oh, my God.
08:39I can't believe it's been that long.
08:41Yeah.
08:42I feel old.
08:43It's been almost 20 years, which is incredible to say.
08:46What do you think that we've all learned as an industry and as game designers in the last 19 years?
08:53What have we learned? Wow.
08:55And how does that apply to your work on this game?
08:59Yeah.
09:01So I think for me what has been interesting, at least I'll speak for myself, I think more so than
09:08the industry as a whole.
09:09I'd be very presumptuous.
09:12But for myself, I think one of the key lessons that we found in kind of modernizing Crash was, you
09:18know, we had really wanted to make sure that it was faithful and true to the challenge.
09:24But that didn't mean we couldn't go in and try to communicate some of those challenges more cleanly.
09:30And try to make it so that, you know, players could better understand what was being asked of them so
09:34that they weren't necessarily always just learning by trial and error.
09:38But in fact could, you know, okay, I see that this similar pattern is coming up and, you know, I
09:45know how to deal with it now.
09:47I mean, these are not easy games.
09:49They are not, no.
09:51So you definitely, it looks like you've kept some of that or a lot of that challenge here.
09:54Oh, absolutely.
09:55Yeah, especially by the time we got to Crash 3, I think that the designers were really starting to stretch
10:01their legs a little bit and have some fun with the designs.
10:03Yep.
10:04Yeah, no, it's actually quite amazing almost from like a historical perspective to see the evolution from Crash 1 to
10:13Crash 3 and see, you know, Naughty Dog was learning each time they put out a game.
10:17And you can see how they changed their design and, you know, evolved kind of their thinking in order to
10:25get to the point that we're seeing right now, which is Crash Warp.
10:29And again, we have the benefit of hindsight, so we were able to apply a lot of those lessons across
10:34the board and just create kind of a more cohesive trilogy overall.
10:39Cool.
10:39Should we take a look at another level?
10:41Sure.
10:44And here we are.
10:45We are checking out Orange Asphalt.
10:47This is another level from Crash 3 Warped in the Crash Bandicoot Insane Trilogy coming out June 30th on PS4,
10:53I want to say.
10:54Is that right?
10:54That is correct.
10:55Look at that.
10:56I know all my marketing.
10:58This is cool.
10:58See, I never played Crash 3 and this is kind of bananas to see this.
11:03I didn't know they were doing stuff like this.
11:04Oh, yeah.
11:05No, there's always been a trend of providing a little gameplay novelty in the Crash games, you know, starting with
11:11the original Crash Bandicoot, you had hog riding.
11:14And then they made that polar bear riding in Crash 2 and then they're like, well, that's a jet pack
11:19and a jet board.
11:20By Crash 3, they went all in.
11:22I mean, motorcycles, jet skis, planes, scuba gear.
11:25It's all there and it's all here in the Insane Trilogy as well.
11:30And looking better than ever, I got to say.
11:32I mean, yeah, this level is gorgeous.
11:33So here's a good example of a place where I'm sure you guys had to make a decision whether you
11:39were going to tinker with the original kind of gameplay feeling of this level.
11:44If you were going to put your own spin on it, where did you guys land on that?
11:47Yeah. So the level itself is exactly the same as it was in the original games.
11:56The handling, we tried to get as close as we could.
12:00But in certain cases, we found there were times that we could improve the handling in the vehicle mode specifically
12:06because modern case, especially the vehicles and controls for those vehicles has changed a little bit.
12:13So whenever we thought it was a good idea, we did that.
12:17You know, I think that's most notable probably in like the plane and the jet pack handling.
12:23You know, we spent some time on that.
12:24They certainly benefited from, you know, having analog controls and things of that nature.
12:31This police force is not particularly efficient, I've noticed.
12:34No, no, they're...
12:36Yeah, they're...
12:37They got room for improvement.
12:39I'd say. That's a very polite way of putting it.
12:43So did you guys go back and rerecord Aku Aku's famous voice line?
12:49Or is that pulled straight from the original game?
12:50We did, in fact.
12:51Oh, really?
12:53Did you track down the original guy?
12:57Overall, we found that the voice acting as pulled from just the disc really just wasn't of the quality that
13:06it needed to be for, you know, the PS4.
13:08I mean, it's been 20 years, right?
13:10And so, you know, we tracked down the original voice actors when we could.
13:15And when we couldn't, we found voice actors who had still worked with the franchise.
13:20We wanted to make sure they were familiar with it.
13:22Mm-hmm.
13:23I don't recall.
13:24I think it might be a new Aku Aku actor, but please.
13:28Sounds indistinguishable.
13:29Yeah.
13:30Sid, can you do the impression of the Aku Aku sound?
13:34I've never tried it.
13:35I've never tried it.
13:36Ooga booga.
13:37There you go.
13:37That's good.
13:39All right.
13:39I just pulled that out of nowhere.
13:41We'll hire you next time.
13:44All right.
13:45Taking a look at another level here?
13:46Yep.
13:46So this is the last level we have to share with everyone today.
13:49Awesome.
13:49Gone Tomorrow.
13:51Again, another beautiful level, which is why we wanted to show it off.
13:54But the other reason is that Crashly Warped especially has a huge variety of environments.
14:01And so we really wanted to illustrate that, that Crash has gone beyond the jungle and the ancient ruins.
14:07And now he's in the future, a dystopian future ruled by Neo Cortex.
14:12Now, there's a huge variety of environments, but there's also a huge variety of idle animations.
14:17And I'm hoping we can maybe get a look at one of those right now.
14:20Oh, sure.
14:21Yeah.
14:22So do nothing.
14:22Do nothing.
14:23Do nothing.
14:23And we will watch and wait.
14:25Something funny is going to happen.
14:26This is where the real skill comes in.
14:27Oh, he looked.
14:29That was a subtle one.
14:31Yeah.
14:32Just took a peek.
14:33While we're waiting for Crash to do some awesome idle animations, we briefly touched on this before we started recording.
14:38But I wanted to ask if you guys have any, like, favorite idle animations.
14:43I think Crash was one of the originators and really having fun with it.
14:46But there have been so many good ones over the years.
14:48Yes.
14:49Yes.
14:50I mean, certainly the Crash dance is a classic.
14:52I mean, everyone loves that one.
14:56Did you guys get mocap actors to come in?
14:59No.
15:00These are all hand animated.
15:02I think actually one of our more recent favorites is we had a idle competition.
15:08Oh.
15:08And, you know, we asked all our fans to submit ideas and they went and, jeez, I don't know how
15:18many submissions we got.
15:19It was hundreds and hundreds of submissions.
15:20But, yeah, we picked one and it's Aku and Crash playing volleyball with one another.
15:28Oh, nice.
15:28Oh, that's funny.
15:29It's very charming.
15:31So we're really happy with how that one turned out.
15:34Awesome.
15:34I don't want to totally grind this to a halt, so feel free to keep playing.
15:37We got the good one.
15:38We got the dancing.
15:38Yeah.
15:40I love idle animations.
15:41They're such an art form.
15:43They are.
15:43I think, like, Sonic 1 and 2 had really good idle animations.
15:47They did.
15:48It's kind of a lost art, too.
15:50Yeah.
15:50It's not something you see a whole lot anymore.
15:52Yeah.
15:52Well, I think at this point a lot of games have just gotten so realistic that it's part of the
15:56general character's kind of date, you know?
15:58Yeah.
15:58It used to be a primary way of, you know, sort of communicating the personality of the character.
16:04Yeah.
16:04I think a lot of that's also evolved into emotes and dances and things like that, too.
16:09That's true.
16:09That's true.
16:10Good analysis there.
16:13This is a little daunting.
16:17This looks like maybe one of the more difficult levels.
16:19Yes.
16:19Yes.
16:20This is taken from toward the end of the game.
16:22So, you know, actually, it's a good point to illustrate here is that Crash 3 was also the first game
16:30to introduce Crash's power moves.
16:33Oh.
16:33And so he's got his, you know, supercharged body slam, but actually we're seeing good use of the fruit bazooka
16:39at this point.
16:40Bam.
16:41And that certainly helps make sure that Crash can take out some of the more difficult enemies at distance.
16:49That's huge.
16:51So did you guys go back and work with Naughty Dog at all when you were putting this all together
16:56just for guidance, or did they generally trust you to get it right?
17:01Sony, we certainly have worked with you guys quite a bit, but Naughty Dog actually said that they would give
17:07us our space to make this remaster.
17:11And what we did as a courtesy before we showed it off at PSX last year was we brought that
17:18demo to them.
17:19Oh, great.
17:20And they sat down and said they loved it.
17:22And right before we actually are now showing this to the public, we sat down with Naughty Dog again.
17:28And, yeah, they had a great time with it.
17:31So I guess it gets a big orange thumbs up from Naughty Dog, which is awesome.
17:38And we're thrilled because, I mean, we really wanted to make sure we were doing right by Naughty Dog's creation
17:44here.
17:45This is where it all began.
17:46Yep.
17:47Well, actually it didn't.
17:48They were around before that too.
17:49They did a lot of other games.
17:50But this is what I think really got them on the map.
17:52I think Crash really kind of put them on the map.
17:53Yeah.
17:56It looks great.
17:56Like the first mascot I remember PlayStation ever really having.
18:01I mean, it was central to PlayStation's identity, at least in the United States, for the first several years.
18:07Yeah.
18:08Do you guys have that big orange bodysuit around the office somewhere?
18:12It is sitting in somebody's office right now, yeah.
18:14We have it.
18:16People have asked me to wear it, but from what I've heard, it's a little uncomfortable to wear.
18:21I mean, that thing is, like, it's priceless.
18:23Yeah.
18:24No, it's, when I saw that in person, it did tug my heartstrings a little bit.
18:31Yeah.
18:31It's like George Washington's wooden teeth or Betsy Ross's, like, original flag or something.
18:37You know?
18:38You got to put that in a museum.
18:40Look at all the nice reflections and stuff.
18:42Ooh.
18:43That was something actually that the original game did that our engine did not do.
18:48Interesting.
18:48And we were like, geez, I guess we've got to put reflections in our game.
18:52Really?
18:53Yeah.
18:54It was just like that.
18:55You were like, well, we've got to have these reflections.
18:57That's the level of detail that, you know, this has to be as people remember it.
19:02Wow.
19:02People remember reflections.
19:04I feel like reflections are really hard to get right, too.
19:06Even a lot of modern games have a hard time with it.
19:08They do, yeah.
19:10No expense spared.
19:11Yep.
19:13Now, one thing that the original game didn't have that we decided to put in, which, you
19:19know, we've touched on in the past, is fur.
19:22Oh.
19:22And that was something where basically, I don't know, we were probably on our maybe fourth
19:30or fifth version of the crash model, and we knew something just wasn't right about him.
19:36It just didn't seem right.
19:37Mm-hmm.
19:38And we eventually said, yeah, no, we've got to write a fur shader for Crash.
19:43And really, it's just because, you know, the rest of the environment, you know, we had planned
19:47to be so detailed, but, you know, Crash just didn't feel detailed enough.
19:51And so we implemented the fur shader, and I think it's turned out fantastic.
19:56Yeah.
19:56He actually looks really good.
19:59And, you know, the artists, you know, once you give them a tool, they're like, oh, so who
20:03else can we put fur on?
20:04Oh, you could do bosses, you know, maybe some of Crash's friends, you know, polar.
20:09I'm like, okay, cool.
20:11How about the goat?
20:12Can we put fur on the goat?
20:14Oh.
20:14Okay.
20:14Yeah.
20:16And so pretty much soon enough, yeah, fur's everywhere in the game.
20:21This is by far probably.
20:23Covered in fur.
20:23Furriest game ever.
20:24This is the furriest game ever.
20:26It is.
20:27In the truest sense.
20:30Well, I mean, Dan, I got to say, it just looks tremendous.
20:33I really love to see just a classic series like this treated with such love and care.
20:40Well, thank you.
20:41And, you know, I think we can all only hope that other developers take, you know, some inspiration here from
20:48the leadership you've provided on this and kind of up their game a little on the remaster front.
20:53This is a whole new experience, yet strangely faithful to the original game.
20:57Well, thank you.
20:59That means that we've done our job.
21:01You sure have.
21:01You guys really struck an incredible balance here.
21:05Are there any other just general, like, quality of life enhancements you guys are making either when you're talking about
21:11the menus or just that?
21:12Oh, absolutely.
21:13Absolutely.
21:14I think, you know, while the core gameplay, you know, we've really tried to make sure we've, you know, struck
21:21that balance.
21:22I think there were certainly rooms to make improvements in quality of life areas.
21:27I mean, to give you an example, the first game's safe game system was fairly non-existent, so we knew
21:33we had to overhaul that.
21:34And even within kind of the manual system, safe game system that I had in the original game, we decided
21:40that, you know, a lot of players just use automatic saving these days.
21:45Yeah.
21:45So we've added some conveniences like that.
21:48You know, we've unified the user interface and the pause menu to just be a lot more accessible so that
21:54players can easily just pick up and play and get into the game.
22:00So nice.
22:02I mean, it just exceeds my expectations.
22:04I like those little beauty shots you do when you have the god rays streaming through.
22:08I mean, not what I think of when I think about Crash Bandicoot, but I'm loving it.
22:12Cool.
22:17All right.
22:18We are almost at the end.
22:21Time for the big finish.
22:24Come on.
22:24You got it.
22:27And there we are.
22:29Nice.
22:30So that is Crash 3 Warped as part of Crash Bandicoot the Insane Trilogy.
22:37Anything we missed? Anything else you want to make sure we talk about here?
22:41I want to say to the PlayStation fans, you know, thank you, I guess.
22:45I mean, basically it was their desire to, you know, really see a Crash remaster that kind of gave us
22:52this opportunity to make it.
22:54So we're excited to get it into their hands come June 30th.
22:59Fantastic.
23:00Dan, thank you very much.
23:01That's Crash Bandicoot the Insane Trilogy out June 30th on PS4.
23:04Sid, thanks for joining us.
23:06And Dan, thank you for joining us.
23:07Stay tuned.
23:08We'll have more on Crash soon.
23:09If you liked this, we'll watch back and learn too.
23:13See you next week.
23:13We'll see you next week.
23:13Bye.
23:15Bye.
23:15We'll see you next week.
23:16I'm gonna see you next week.
23:21Bye.
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