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The PlayStation 2 edition sold 1.56 million copies in North America, and the game qualified for various best-seller ranges, including the Platinum Range for PlayStation 2, Xbox Classics, and Player's Choice on GameCube. Crash Bandicoot and his sister Coco must travel the world and gather special Crystals that will return the Elementals to a hibernated state, and thwart Cortex's plans to use Crunch as a weapon for world domination.Ĭritical reception of the game was mixed, with many reviewers opining that the game recycled elements from its PlayStation predecessors with minimal innovation.
The plot centers on the appearance of Crunch Bandicoot, a genetically advanced bandicoot created by the main antagonist of the series, Doctor Neo Cortex, who has harnessed the power of a group of destructive mask spirits known as the Elementals.
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It is the first of the entire series to not be released exclusively for a PlayStation console. The game is the fourth main installment and the sixth overall in the Crash Bandicoot video game series.
The game was originally a sequel to Crash Bandicoot: Warped before being retconned by Crash Bandicoot 4: It's About Time in 2020. It was first released for the PlayStation 2 and later ported to the Xbox, and GameCube, with Eurocom developing the GameCube version. Much of the video is fairly technical as Cerny breaks down the PS5 hardware part by part, but it’s a fascinating look into how the console design team actually went about building the latest generation of PlayStation consoles and its DualSense controllers.Crash Bandicoot: The Wrath of Cortex is a 2001 platform game developed by Traveller's Tales and published by Universal Interactive Studios and Konami. “Those are just brutal meetings to be in, but they’re good to have, because at the end of the day, you’re making a stronger console.” “I’m looking for the developers that give me the hardest time, and the ones who really have strong opinions about what it is that they need to make the game that they’ve been dreaming of,” Cerny says. But he says he personally wanted to have conversations with developers because he has worked on games himself.
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It’s a “pretty recent” phenomenon for hardware developers to bring software developers into the design process, according to Cerny. Sony decided to go for a much faster drive to give developers some headroom - the SSD in the final console is capable of reading raw data at 5.5 GB/s. In addition, there was a longer list of “all of the things that the game development community would like to see,” according to Cerny.įor example, one of the top requests was an NVMe SSD with a read speed of at least 1 GB per second Cerny cites Epic Games founder Tim Sweeney, among others, as saying that the slow hard drive technology in previous consoles was holding developers back.
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In its initial brainstorming session, Cerny’s team made a list of desired features for the PS5: all the features that didn’t make it into the PlayStation 4, plus a bunch of new ideas. “It’s great to have worked with a lot of teams over the years, and understand a bit about what helps them and what just gets in their way,” Cerny says. Beyond all the technical talk of graphics processing units (GPUs), solid-state drives (SSDs), and the computation behind real-time ray tracing, Cerny shines a light on the kinds of people who helped Sony prioritize what should (and shouldn’t) be included in the console.Ĭerny begins by talking about his own four-decade career as a game developer on titles like Marble Madness and Crash Bandicoot, before shifting to a discussion of how Sony considered input from developers in designing the PS5’s hardware and software. In a new video from Wired, Cerny explains how Sony built the PS5 was built, and goes into detail on why each component was chosen and how they all help power the system. Or at least, that's how Mark Cerny, the console’s lead system architect, puts it. The PlayStation 5 started with a simple brainstorm.