08/05/2008
As a Crash fan, you might often wonder why so many
interviews with the developers usually consist of the same old boring
questions, never quite revealing what the fans really want to know
(characters, worlds, and other key elements in the series are usually left
out in favour of more technical questions). So what's the best way to fix
this? Simple: by having the fans interviewing the developers! The members
from the Crash Mania forum have interviewed Radical Entertainment, and
everyone's tried their best to make a good dialogue that truly reveals
what the fans want.
CM Community (
)
- Thank you for doing this interview. The fan community is very happy that you're willing to answer our questions about the upcoming game, Mind Over Mutant.
- How did you decide what to improve and what
to keep the same?
Joe McGinn, Lead Designer: We started
this game immediately after Titans, so there were a lot of great ideas
that we just hadn't managed to squeeze into the last game. For example
we were pleased by how much our play testers liked the Titans, and it
was obvious that they didn't like leaving them behind after winning an
epic battle with them. So that concept, of keeping your Titans, became a
priority for Mind over Mutant. Our other source of inspiration is the
fans. We know that you've wanted to play Coco for a while. We've
seen all the requests for free-roaming (I mean free-romping!) level
design. We know you love the old characters like N.Brio. We can't fit
everything in each game, but our job is basically to make you happy.
Pretty sweet, huh?
- In what ways do the Titans differ in this
game? For example, we know Crash can store them in his pocket, and that
they have special abilities for platforming sections. Can you explain
this aspect a bit more in detail?
Joe McGinn, Lead Designer: We really
wanted to expand the non-combat gameplay possibilities. Crash has some
new moves too, but he was already good at platforming. So the obvious
place to look was the enemies. Not only can you take the enemies with
you, but in many cases you require a titan's power to solve a puzzle.
So you might need to freeze an ice-bridge to cross water with Ratcicle.
Use RhinoRoller to spin through a loop-de-loop. Or use Grimly to slow
down time itself in order to get over a spinning bridge. The titans are
your keys to unlocking the secrets of Wumpa Island.
- Any favourite enemies coming back?
Bob Churchill, Lead Combat Designer: Yes
definitely. We have given our old favourites a fresh lick of paint and
some new unique moves. My personal favourite is Magmadon, I love his
slower more powerful wrestling style and something just resonates with
the way he looks.
- How many Titans are there? And how many of
them are completely new?
Bob Churchill, Lead Combat Designer:
Apparently I'm not at liberty to say… something to do with Whumpa
Island's National Security. I can say that there are new and wild
Titans in this game with even more special powers than before like
Telekinesis, Time Control and even Flashlight swallowing.
- Tell us more about Crash's digging.
Des
Hinkson, Lead Level Designer: We
wanted to explore a little more of Crash's bandicoot roots on this
game - and giving him a dig ability did the job nicely. There's a lot
of potential in his more animal qualities – we're just scratching
the surface here with new ways for Crash to explore his world.
- What do the oddly-coloured Mojo spheres do?
Joe McGinn, Lead Designer: The pink mojo
are worth five times the regular ones. There are other bonus mojo colors
to be found in secret areas. Of course, to truly maximize your rewards
you'll have to fight well to ratchet up your mojo multiplier, which
can result in as much as a 40X bonus. Skilled fighters can use this
system to unlock upgrades quickly.
- There's a golden stopwatch in one of the
screenshots. What is its purpose?
Joe McGinn, Lead Designer: The stopwatch
triggers a time-limited nanogame. This is a timed bonus objective that
happens simultaneously with your core mission goals. You might have the
opportunity to collect objects, or break things, within the time limit
to earn bonuses. There's no penalty for failing a nanogame but it's
one of a layer of background objectives that gives you more to do.
- Do you start with all the upgrades from the
previous game, or do you have to regain them along with the new ones?
Joe McGinn, Lead Designer: In most cases
you start with the upgrades from Crash of the Titans, you don't have
to unlock them again. Rare exceptions are moves that are too powerful to
have at the beginning of a game, like Crash's unlimited spin attack.
The enemy upgrades are a new feature to Mind over Mutants.
- What power-ups can we expect?
Joe McGinn, Lead Designer: Crash's
famous red runners can be temporarily powered up into a superkick
(which, strangely enough, you acquire by finding a Red Running Shoe item
in the game). There's also a new Quad Damage super punch powerup which
can be used by Crash and by the Titans. There's the 2X mojo multiplier
from last game, but now it combines with the combat multiplier system,
for a theoretical maximum 40X multiplier bonus. There are powerups to
restore enemy special meters, Crash and enemy health, and last but not
least the mystical Golden Wumpa Fruit.
- Are there any unlockable skins in this game?
If so, do all of them grant Crash special powers?
Joe McGinn, Lead Designer: There are
Crash skins, but we also wanted to expand the reward system in other
areas. So for the first time since the Playstation 1 era – and if
I'm not mistaken, Crash Mania is the first to know this – you can go
inside Crash's house! There you can access all your rewards including
skins, concept art, enemy bios, and you can even watch the game movies
on Crash's TV.
- Coco is fully playable in this game with a
second controller. Is there anything that differentiates her from Crash?
Nick Unden, Lead Animator: Definitely,
because Coco has a really capable and confident personality, we wanted
to set her apart from Crash and compliment him at the same time. In
particular we wanted Coco to have a unique fighting style. Crash's
fight style is very fluid and whole-body. Coco is a little more
controlled so we gave her sharper moves with a bit of a Kung Fu
influence. We also added some fun new idles that are totally her style.
- Are there bosses again? If so, are they
fought the same way as the previous game? (Jacking mutants, stunning the
boss, Jacking the boss.)
Joe McGinn, Lead Designer: There are
still jackable bosses, but the design philosophy behind boss battles in
Mind over Mutant is quite different. Each boss is a kind of puzzle for a
Titan's power that you have acquired and used by that point in the
game. The challenge is to figure out how to use that power to your
advantage. So the boss challenges are more intelligent this year, rather
than the peak combat skills they required in Titans.
- "Free-romping" is one of the most
awaited features in the game. In what significant ways do you think it
will affect the overall gameplay?
Des
Hinkson, Lead Level Designer:
"Free-romping"? Oh that! Yes, that will change things quite a bit.
Basically we've thrown away the restrictions of past games where you
could only play with Crash through areas from start to finish. Instead
we've opened up the world for you to explore. It works like this –
as you play you'll come across forks in your path, and hub areas all
over where you can decide where you want go. You might even decide to go
back and find a mutant that you wanted to pocket for a fight or a puzzle
you noticed - sometimes you'll come across a dead end that requires
you to solve a problem elsewhere before you can get past it. You can
choose to follow the story and see where it leads you or ignore the
story for a while and explore the way you want.
Crash's world has become a living breathing
world with events happening in different parts of the world whether you
are there or not. That means that your experience in each part of the
game will be a little different when you explore them at different
times. Crash will be romping like he's never romped before and I think
you'll be pleased about how freely things change from romp to romp.
- Crash of the Titans had a large predominance
of combat over platforming, as it was one of the game's showcase
features. Does one aspect win over the other in this game? If so, which
one?
Joe McGinn, Lead Designer: The combat is
refined and improved and still plays a role, but we've made a
conscious effort to expand non-combat gameplay opportunities. This means
things like using enemy powers to solve puzzles, and Crash's new
platforming moves. Crash of the Titans had about a 70/30 combat to
platforming split. In Mind over Mutant we've achieved closer to 50/50,
which we hope will please all our fans.
- Do we have control over the camera and a
first person view option (like in Tag Team Racing)?
Joe McGinn, Lead Designer: We considered
full camera control for this game but decided against it for three
reasons. For one, the graphics can look a lot better because we can
build more detail into the things we know you can see. On the gameplay
side the combat works well with a fixed camera because you can
concentrate on the characters and what they're doing without having to
baby-sit the camera. Last but not least, a fixed camera means we can
stay in fullscreen graphics in coop mode. If you have manual camera
control you are pretty much forced to go to split-screen.
- Are any locations from the past games
returning?
Des
Hinkson, Lead Level Designer:
You'll get to explore more of the lesser know areas that surround
Whumpa island and see what's happened now the mutants have spread
throughout the lands and cultivated their own societies. You'll also
be able to explore some new paths through some more familiar territory.
I can't say any more than that for now.
- How was the decision of bringing back Nitrus
Brio?
Chris Mitchell, Game Designer and Writer: I'd
had a voice actor in mind for N.Brio for a long time now and always
liked his little personality issues so it was fun to put the two
together. I was very pleasantly surprised by how excited Crash fans are
about running into N.Brio again. I think he's really funny and
it's great having him in the series again.
- Can you tell us if there are there any other
returning characters? (Crunch, Nina, N. Gin, etc.?)
Chris Mitchell, Game Designer and Writer:
I wish I could answer this question! I really really
wish I could say that we maybe almost certainly might or might not have
some of the aforementioned characters in this game we may or may not be
working on in the future and/or past. But I can't say that so
there.
- Radical is known for giving even the most
common of enemies a lot of humourous lines. Will we see more of that in
this game?
Chris Mitchell, Game Designer and Writer:
Oh
definitely, more than last time. If had to put a guesstimate on
size I'd say Last Time < This Time.
- Any new voice actors?
Chris Mitchell, Game Designer and Writer:
Oh
my word yes! Very very funny people too, the absolute tops in
voice acting today. When people see our cast list they say things like 'really?' and
'wow!' and 'That must have been expensive!'.
I then agree with all three statements.
- Who is developing the DS version? What key
differences does that version have?
Glenn
Dphrepaulezz, Associate Producer:
Tose is developing the DS version of
Mind Over Mutant out of their offices in Kyoto. They have enormous DS
experience and that legacy helped us decide on the key differentiating
feature: 2D-Platforming. We chose to venture away from using the
gameplay style of the console skus to make a great game
focusing on the strengths of the DS itself. In addition to the focus on
the 2D-Platforming gameplay style, Mind over Mutant for the DS uses
Titans found throughout the game to solve puzzles as well as battle.
Each of the Titans the player finds will begin as low-level, young
Titans that the player can level up as he/she progresses through the
game. As the Titans level up, they become stronger, change in
appearance, and gain new abilities to provide a different twist to
Titans within Mind Over Mutant.
Questions by:
HPZr
JumpButton
Smaz
Venusy
Lijik
Keiji Dragon
Mecha
CBFan
InsaneStar
Kobb