10 Ways Naughty Dog Could Make Crash Bandicoot Work In 2016

8. Drop The Obviously Linear Level Design

The levels of the original Crash titles were incredibly linear in design, normally leading Crash down a straight corridor either toward or away from the player. It worked well for 1996 but games have come a LONG way since then; Naughty Dog will have to change up the formula for Crash to still work. Super Mario Galaxy and Super Mario 3D World have proven that platforming levels across a defined path can still work if a designer is crafty about how that linearity comes together; the trick is to mask it as subtly as possible with expansive, smartly-designed levels. Naughty Dog should be more than capable of this; The Last of Us and the Uncharted series have linear narratives and lead players down a very specific, laid out path, yet those games never feel like you lack freedom. That's the feeling they need to recreate with Crash.
Contributor
Contributor

Tom, simple country boy, scarily close to his 30th birthday. A juxtaposition of sporty and active alpha male with TV and gaming nerd. Newcastle United fan who lives a LONG way away from Newcastle.