

And every single land has completely new mechanics and new enemies and bosses. One of the things that I really like about Crash Bandicoot: On The Run is that, besides being a new adventure, you unlock all these lands from the past 20 years of Crash's history. So when I found out that could be a possibility to work with a Crash game, it just fit like a jigsaw piece together. And that was like to have something that wasn't an endless runner, but could have a lot of depth and height in the environments and see how far we could really push it, and to also have a strong sense of progression. Jarrett: Whenever I was first thinking of this game, we had an early prototype, which was a way to elevate the runner. But now you're coming into this established "runner" genre. GameSpot: Crash Bandicoot was always a runner.
