Crash Bandicoot N. Sane Trilogy is hugely popular among long-time fans and newcomers alike, and was so successful that it even (briefly) revived the long-dormant platformer. But there's one glaring problem that almost everyone has with the remake—the jumping. In a genre where the whole gimmick is jumping, that's hardly ideal.
There's been a lot of debate on why it feels so off, with some even arguing that it felt "broken", but we might finally have an answer. As reported by GamesRadar+, Naughty Dog co-founder Andrew Gavin wrote an extensive breakdown on LinkedIn detailing where Vicarious (now Blizzard Albany) went wrong.
"On the original PlayStation, we only had digital buttons - pressed or not pressed. No analog sticks," Gavin explained. "Players needed different height jumps, but we only had binary input. Most games used the amateur solution: detect button press, trigger fixed-height jump. Terrible for platforming."
Crash Bandicoot was different. "The game would detect when you pressed jump, start the animation, then continuously measure how long you held the button," Gavin continued. "As Crash rose through the air, we'd subtly adjust gravity, duration, and force based on your input. Let go early = smaller hop. Hold...