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the end of 1998, Naughty Dog had finished the third game in the extremely
successful Crash Bandicoot series, and the fourth game, Crash
Team Racing, was in development for a 1999 year-end holiday release.
And though Sony was closely guarding the details of the eagerly awaited
Playstation 2, rumors - and our own speculations - convinced us that the
system would have powerful processing and polygonal capabilities, and
we knew that we'd have to think on a very grand scale.
Because of the success of our Crash Bandicoot games (over 22 million copies sold), there was a strong temptation to follow the same tried-and-true formula of the past: create a linear adventure with individually loaded levels, minimal story, and not much in the way of character development. With more than a little trepidation, we decided instead to say good-bye to the bandicoot and embark on developing an epic adventure we hoped would be worthy of the expectations of the next generation of hardware.