Crash Bandicoot in 2012

And here’s a fan’s tech demo of a modern Crash Bandicoot. It looks great, but that’s to be expected when all they needed to do was focus on graphics; after all, any real attempt at a Crash Bandicoot remake would be hit with a quick cease-and-desist order.

Crash Bandicoot is looked back at nostalgically as part of the first generation of 3D platformers – the Playstation’s Super Mario 64, if you will – but what’s interesting is how, besides graphics, the series was distinctly 2D. Movement alternated between side-scrolling areas where you could occasionally move further or closer to the camera and top-down platforming sections that still didn’t have much free movement; often, levels would switch between the two styles. Only the third game – also the best in the series – had open levels, in the form of jet ski and biplane minigames:

This hybrid between 2D gameplay and 3D graphics was pioneered by Bug! and Clockwork Knight on the Saturn, and was furthered on the Playstation with games like Crash, Tomba! and Klonoa. These types of games came along during a time where 2D games were on their way out; Sony discouraged their release, and in the United States they were eventually banned from being released at all on the Saturn.

These “2.5D games” fell out of favor on the Playstation 2, and now it exists mainly in the form of franchise throwbacks. Truly 2D games have made a minor comeback – in the form of an endless stream of “retro” indie games and occasional big releases like the brilliant Rayman Origins. Crash Bandicoot was innovative technically (it was among the best looking games on the Playstation and doesn’t look bad today), but in many ways it was just as old-fashioned as the 2D platformers it helped push to the fringes of gaming.