Say goodbye to anti-gravity.
Fresh off the news that Crash Nitro Kart‘s tracks will be added into Crash Team Racing Nitro-Fueled, Beenox has explained to Stevivor how that content will be reworked to fit with the remaster.
“Crash Nitro Kart was a different racing game, so we felt that if we were to bring in the tracks from CNK we needed to adapt them to the CTR experience,” Beenox’s Thomas Wilson told Stevivor.
“It’s meant in some cases, cutting sections of the track to make them shorter or match the length of some of the tracks that were created in Crash Team Racing. It also meant removing the anti-gravity sections of the tracks because we wanted to really have it just like CTR; [the original] did not have anti-gravity.”
It wasn’t just a matter of cutting content, however.
“It also meant adapting the scale and size of some sections to match the width of the track layouts or the overall track layouts of Crash Team Racing.”
Wilson said he was confident that despite the amendments, fans “will notice how close it still feels to some of the original Crash Nitro Kart tracks.”
Moving onto the original tracks from Crash Team Racing itself, Wilson was happy to provide some insight as to how Beenox HD-ified those classic locales.
“We had a very strict development process because it was obvious to us that when remastering Crash Team Racing, we needed to make sure that the tracks were exactly the same,” he said.
“The goal here was we managed to extract the data from the disc, so we had the exact track layouts. Then with a matter of recreating the great car controls that existed in the original game, but that was built from scratch. Our goal was to pay attention and really have the true side by side, the original one and our game, and so engineers and designers would work closely together at recreating the controls by just playing the original game and then playing our game.
“This went under a lot of revisions of course because this takes time; it was our number one priority. We took this through internal play testing, external user testing. Once we got to the point where we felt it was great — once we knew we would not modify the track layout — we would then dress up the environment and increase the visual fidelity because this was outside of the gameplay space.”