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He kept warning me ominously that “something big” was coming, and while he didn’t know exactly “what” it was, but it was being referred to by people who’d seen as a “Sonic Killer”, “Sony’s Mario”, and “the next mascot game”.Īs soon as people got a glimpse of the game at E3 1996, the conspiracy mongering began and the volume on the Fear, Uncertainty and Doubt meter went to 11.
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Jeff was based in Silicon Valley, and a lot of the former Naughty Dogs (and also Mark Cerny) had formerly worked at Crystal, so his intel was excellent. Jeffrey was the first person I knew to hear about Crash, and he tipped me off that something big was afoot right before E3 in 1996. Jeffrey Zwelling, a friend of a friend who had started in the game business around the same I did, worked at Crystal Dynamics as a producer on Gex.
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To put in perspective how small Activision was at that time, full year revenues were $86.6 Million in 1996, versus over $4.45 Billion in 2010, a jump of nearly 50x.
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When Crash first released, I was a producer at then-upstart publisher Activision – now one of the incumbent powerhouses in the game business that everyone loves to hate – but at that time, Activision was a tiny company that had recently avoided imminent demise with the success of MechWarrior 2, which was enjoying some success as one of the first true-3D based simulations for the hardcore PC game market. So most games (including the games we had in development at Activision and were evaluating from third parties) all looked and played in a somewhat uninspiring fashion. The PlayStation had shipped in Fall of 1995, but the initial onslaught of games all looked vaguely similar to Wipeout – since no one believed that it was possible to stream data directly from the PS1 CD-Drive, games were laboriously unpacking single levels into the PS1’s paltry 2 MB of ram (+ 1 meg vram and 0.5 meg sound ram), and then playing regular CD (“redbook”) audio back in a loop while the level played. Wipeout – at the time it looked (and sounded) good