Watch as four key members of the Crash N. Sane Trilogy dev team react to speedrunner DepCow's incredible playthrough of Crash Bandicoot. Check out more from DepCow here: / depcow / depcow / thedepcow #ign
Was it really you? That's seriously impressive. How long did it take you to get to the final run? I spent my whole childhood trying to beat the first game and never actually beat Cortex at the end.
@@dylantuf6228 I started speedrunning it a couple weeks after the game released on PS4 in July 2017. And that run was done just a few months ago. I didn't speedrun it that entire time, but most of the time I was.
@@fernandovillanuevarivera5358 I dont think they said anything unappreciative or rude or anything. To me it just seemed like they were innocently kind of clueless about the process that goes into speedrunning and maybe some stuff they said could be interpreted as unappreciative but I dont think they meant it that way. It seems to me they really enjoyed it and were impressed.
If it makes the devs feel better, these speed runners outside the speedruns spend sooo much time slowly learning every bit of the game design. So They might be the most appreciative players of every detail! Who knows!
That is true. When you hear people going off about how a player doesn't "appreciate" the game because they're just speedrunning through it, majority of the chances are, the speedrunner probably played the game way more than your average player to memorize all the moves and timings just to go through a level without skipping a beat.
hey IGN could if possible to also have the speed runner present during these so if devs have questions on why something was done a certain way we can all hear the feedback
Check out romscout speedrunning SotN with Igarashi ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-FxJZtm-MVEI.html and psychonauts ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-lsDc1YVxHA0.html
I love that they intentionally coded some of the old exploits into the game, mostly for the speedrun community. It's a very subtle nod to how much they care about the game AND the players.
Amir Palamar probably because devs don’t often remake old titles and you wouldn’t build exploits into a game unless you were trying to recreate something
I don’t know if IGN reads these comments or takes recommendations, but the devs for Doom (2016) watching the ridiculous speed runs would be great commentary. They’d probably be all for it since it’d play into their marketing for Doom: Eternal
I worked on CTR remake and we did the same thing. Many of the original game's shortcuts used by speedrunners were glitches as well as sacred fire, so instead of fixing those glitches we made it so those things were integrated into the game without being glitches.
So the ability to 3-cycle the boss requires a glitch? I mean based on the number of blobs it does sound like they'd have needed a double-tap to get that last bit of HP.
The fact that Devs actually acknowledge their own mistakes and actually appreciate how much effort runners put into these runs is amazing! Quality content we need more of! They had Speedrunners in mind, it’s a key thing to go off and they are amazing for doing so! 💖🔥
It's actually even hard to stay on the ropes in the High Road like this, but this makes it look easy. If you watch closely Crash briefly starts to slide off the ropes many of the times he lands from the jump.
I thought at least one of the devs must know, because it used to be way easier to walk on the ropes in the original game such that it seemed like they explicitly intended for it to be harder.
@@IronicHavoc It has to do with the fact that Crash uses the jump physics from Crash 3 in all three games in the remake, and the fact that Crash has a pill-shaped hitbox which makes it easier to slip off platforms. Crash 1 in the original was a little more lenient with its jumping mechanics (although I personally hated how you kept momentum when bouncing off a box or enemy, so to land straight you have to give the opposite input, so I'm glad they got rid of that).
Dude this is so accurate. I think I spent about 70% of my time playing Morrowind in midair while moving diagonally to get *slightly* more speed. You could go so fast around the map once your stats were high enough.
i feel like the only time being in the air is slower than the ground is racing games. In CTR/MK you always want to be on the ground, much quicker than the air
5:33 "My hands are sweaty speed freak, Crash is ready He's made it to Upstream already Mom's spaghetti He's nervous but on the livestream he looks calm and ready to save frames, but he keeps on resetting start the clock now, the whole crowd goes so hype he pushes the button, but the inputs won't come out he's chokin' now, everybody's kappa now the dono's run out, time's up, empty couch"
The devs watching jumps into the background and frame perfect obstacle leaps: wait thats illegal Also the devs: please take my wallet and car keys sir 👉👈
This is why I want to be a game dev, so I can spend years on a game only to have a speedrunner utterly crush it in minutes, bless that speedrunner honestly, it's amazing to watch
@@user-gl1ls1jx3h This depends on the level of difficulty and the possible bugs/interactions between things. But yeah, some speedruns were developed after multiple years of data gathering, which is pretty awesome.
Speed runners appreciate the game as much as the Devs. They spend months perfecting each jump,slide,shot,spin, strafe, roll. Some might say they appreciate the game even more.
i remember i played crash when i was in the hospital for weeks,maybe months even. i had another kid in my hospital room because they wher large ones. there was only one console per floor. so me and the kid wher playing on it everyday haha.. funny how a video games can help you thru such a rough time in your childhood.
@@ExcludedLayman omg why havent i know this! Everytime I see youtubers hide messages that are 1 frame long , i get frustrated because I need to see what the message was xd
Don't worry devs. If there's one group of people that had invested more time than you can imagine learning your game, it's them speedrunners. So don't feel bad as if they had just plow through your game without appreciating all those years of hard work. They know your game inside out.
This is one of the best series I've ever seen on RU-vid. It's something only bigger publications can pull repeatedly and it's an awesome idea. I found this one on my own somehow, and I just realized it was released today lol.
This was pretty cool. I need to see an interview with the music team. Their work in Crash Bandicoot 2 in particular was amazing and the final fight in Warped against Cortex was epic.
i love hearing the developers talk about the game they put so much time and effort into. Really makes you appreciate them and make game companies seem more like people instead of money grubbers.
I always wondered if the developers saw speedruns from the games they created and thought things like: I hadn’t even thought about it ... or .... I didn’t even notice it ... or .... this glitch went unnoticed ... etc ... Please bring more videos like this
I like how these guys are clearly not in the marketing department. It really shows. So quiet and reserved/shy. They warm up a lot towards the mid parts of the run but you can always tell who are the guys up on stage/doing interviews.
Boss Exploit explained. - hes on a pc. Changed his graphics options to 30 fps You said earlier to recreate your spin attack it smany animations layered. He jumps forward towards the thrown rock takes the hit spin attacks and jumps to the far side all from the action contianing more than 30 frames of actions. Making a reset of the frames happen with the knock back of being hit he spins and jumps.
In all my years, it never occurred to me to go on top of the slamming walls in the Lost City. Almost makes me want to load up my save and try that. Almost.
The craziness of it isn't just the the ability to remember all patterns of the hazards and enemies but it's the constant timing of the jumps. One slip up and it's over.
Crash Bandicoot are meant for speedrun plus speedgaming requires “a lot” of invested gaming time to study the game design and to properly execute the commands and controls. Developers are there to put the obstacles for starters and gamers are there as finishers. Speedgamers are just one of the type of hardcore gamers out there. Overall, it’s pretty impressive in part of the speedrunner and a well executed game in part of the developers.
I've always been happy to see IGN highlight speedruns, but seeing devs get involved as well is an awesome step-up. Hope to see this continue - and get the speedrunner (or someone familiar with the speedrun's tricks) on mic as well!
@@MrShazaamable They don't have a profile picture and their name has numbers in it. I'm not one to judge a book by its cover, but when its contents are a comment like that... I think the cover matches the pages :) Imagine thinking remastering takes no thought or talent. What a brainlet.
this is actually really amusing to listen to. I cant imagine any of the devs that worked on Super Metroid have any real solid memories on coding the game to comment about the game while watching a speedrunner utterly break it in two. And most modern games arent really speedrunnable due to the open-world mentality. So hearing the devs on a pretty recent game comment about it is a treat
I’m so glad the devs got to see crash fly up through a level via a collision error. I wanted their reactions on that more than anything else and I wasn’t disappointed. I love this game sooo much and everything they did made me so happy.
They're talking about the speedrunners blazing through the things they worked so hard on like the bosses and stuff but the speedrunners are the ones that spend the MOST time with their work and have appreciation for the little details and share these little things with their own viewers
Yea expert insight to specific mechanics give a level of depth to watching a speedrun that helps you appreciate both the run and all of the work the devs did
I said it before and I will say it again: Speedrunners make the best QA testers. If you are ever making a game then hire some runners to do testing. Make sure they love the game tho cuz if they do and decide that they want to speedrun the game, then they will take the time to learn the in's and out's of the game.
I could not get past the second rope bridge level in the original Play Station version. Must have tried it 50 times. So frustrating. Gave up. Sometimes a game can be just a bit too hard and it's depressing.
It's so amazing to see these vids of Devs watching. Getting to learn more about the gaming development also which is cool. Glad to hear the comments especially when they talk about fixing the bugs that are found lol
Regardless of how the speedrunners break the game, I think its really cool that IGN does these vids and acknowledges the devs who pump so much effort into these games and often go unnoticed for their incredible work.
on the slipperly level if you look at the controler, he was litterally finishing the level off screen. and gold simply means it's the best time he's gotten on that split
This was cool but I think in the future you should try to also have a speedrunner with the devs. That way there would be someone more accustomed to talking to a mic to fill the empty gaps and also explain some of the skips that are happening if the devs have no idea what's going on. Thanks.