As a reflection on the Playstation 4′s launch, I wrote an article for GamesBeat about the relevance of the original Crash Bandicoot trilogy in 2013. In essence, it’s about how what worked for Crash in the late 90′s might also be what the series needs today, should it ever finally return.
GamesBeat has since promoted and republished the article, which I thought I’d forward and share an excerpt from here:
In some ways, Crash Bandicoot 2 shares a philosophy with the puzzle-platforming series Portal. You’re given what moves you absolutely need near the very beginning and nothing more for the rest of the adventure. From there, it’s up to the level design and the game mechanics to play off each other to keep things interesting. Jumping, spinning, belly-flopping, crouching, and sliding are all you have to get from point A to point B. Granted, there are a few exceptions (like transports of some manner), but Crash himself never fundamentally changes.
Instead, the levels subvert your expectations by presenting you with interesting challenges based on what you already know. Suddenly, there are more dangerous crates to break open, so how do you move around them in a 3D space? A few levels flip your sense of direction, either having you running toward the screen and away from an agitated bear or moving along it like a traditional side-scroller. When moving forward starts to feel boring, you find yourself riding atop an untamable polar bear cub at top speeds or following fireflies down dark paths, making the game feel like an endless runner or a relay race at night.
But at no point in any of the above scenarios are the game mechanics altered beyond recognition. At its most abstract and arguably its best, Crash Bandicoot is purely about playing with familiarities in the platforming genre.
(Thanks to Stephanie Carmichael from GamesBeat for promoting and editing the article.)