{"id":933854,"date":"2025-12-29T10:56:15","date_gmt":"2025-12-29T10:56:15","guid":{"rendered":"https:\/\/www.polygon.com\/features\/24196061\/silent-hill-crash-bandicoot-playstation-tech-limitations"},"modified":"2025-12-29T10:56:15","modified_gmt":"2025-12-29T10:56:15","slug":"how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games\/","title":{"rendered":"How tech limitations actually made Silent Hill and Crash Bandicoot better games"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"Graphic: Maddy Myers\/Polygon | Source Images: Naughty Dog\/Sony Computer Entertainment via &lt;a href=&quot;https:\/\/www.youtube.com\/watch?v=hqD6wa4U4lU&quot;&gt;Kawaii Games\/YouTube&lt;\/a&gt;, Team Silent\/Konami via &lt;a href=&quot;https:\/\/www.youtube.com\/watch?v=dqCX_LL7_88&quot;&gt;Shirrako\/YouTube&lt;\/a&gt;\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-drop-cap is-lead\">All video games are captive to the constraints of technology. But sometimes human ingenuity and art can creatively circumvent reality\u2019s would-be limitations, resulting in something unexpected \u2014 except to those who worked tirelessly to make it possible.<\/p>\n<p>It\u2019s difficult to imagine<a href=\"https:\/\/www.polygon.com\/24057311\/silent-hill-2-remake-sony-state-of-play-january-2024\"> <em>Silent Hill<\/em><\/a> without its spooky, ominous fog, or<a href=\"https:\/\/all-things-andy-gavin.com\/2011\/02\/06\/making-crash-bandicoot-part-5\/\"> <em>Crash Bandicoot<\/em> without crates to smash<\/a>, but sometimes developers stumble into iconic aspects of games while simply looking for creative solutions to technical problems keeping them awake at night. In the 1990s, when those two games were in development, both teams had to contend with the limitations of the very first PlayStation console \u2014 no small feat, but audiences were ready to explore and play in 3D spaces.<\/p>\n<p>Andy Gavin, Naughty Dog co-founder and co-creator of <em>Crash Bandicoot<\/em>, articulated how technical constraints in game design can function like a framework, while<a href=\"https:\/\/youtu.be\/pSHj5UKSylk?si=aGsrjaHwDh52kl6W\"> discussing the development of the first <em>Crash Bandicoot<\/em><\/a> with Ars Technica in 2020.<\/p>\n<p>\u201cOne of the great things about designing for consoles \u2026 [was] the consoles&nbsp; had this fixed hardware. It was designed for video games, and you knew what you were getting. Yes, you had very small amounts of memory. Yes, you had this specific GPU and this specific CPU, but that was actually a kind of freedom. It\u2019s like writing a sonnet and knowing that you\u2019re gonna stick to Shakespeare\u2019s sonnet rules.\u201d<\/p>\n<p><em>Crash Bandicoot<\/em> and <em>Silent Hill<\/em> don\u2019t have to be your favorite games, or even games<a href=\"https:\/\/www.youtube.com\/watch?v=1DS9KI7FUPo\"> you\u2019ve<\/a><a href=\"https:\/\/www.youtube.com\/watch?v=9HtPF0ers1w\"> played<\/a>, for you to appreciate what their creators were able to achieve visually and technologically. It was all effectively done by reverse-engineering from the Sony PlayStation\u2019s hardware limitations at a time where everyone was figuring out what it meant to play games in three-dimensional spaces.<\/p>\n<h2 class=\"wp-block-heading\" id=\"9u4znw\"><strong>Cutting rooftops instead of corners<\/strong><\/h2>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games-1.jpg\" alt=\"A screenshot of Silent Hill depicting the protagonist running through a suburban town covered in fog. He has a pistol in his right hand\" title=\"A screenshot of Silent Hill depicting the protagonist running through a suburban town covered in fog. He has a pistol in his right hand\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Team Silent\/Konami via &lt;a href=&quot;https:\/\/www.youtube.com\/watch?v=dqCX_LL7_88&quot;&gt;Shirrako\/YouTube&lt;\/a&gt;\" \/><\/p>\n<p>It\u2019s a lot easier to know the details of how everything came together with <em>Crash Bandicoot<\/em> since Andy Gavin, Jason Rubin, and so many of the other people who worked on it have all been so vocal about their contributions. It isn\u2019t always possible to verify information on a game\u2019s development when creators aren\u2019t forthcoming about the process, and this is especially true for <em>Silent Hill<\/em>. Some of the information we have learned about the Silent Hill franchise comes from the few interviews with some members of Team Silent over the years, but much has also been learned about the game from dedicated fans accessing <em>Silent Hill<\/em>\u2019s files and digging through unused assets. Fans\u2019 efforts have confirmed that many of the game\u2019s assets \u2014 including the rooftops of houses and businesses \u2014 are completely unfinished and missing entirely, but they\u2019re hidden under the town\u2019s trademark fog.<\/p>\n<p>Compromises are an inevitable part of wrestling with technology for a means to an end, and this was especially true during the first PlayStation generation, when 3D development brought new problems and creative solutions.&nbsp;<\/p>\n<p>Sometimes the solutions to these problems were elegant and creative, leading to programmers accidentally stumbling into integral parts of a game\u2019s identity: Crash Bandicoot smashing through crates; or <em>Silent Hill<\/em> developers covering the world in a scary fog, <a href=\"https:\/\/www.polygon.com\/gaming\/24081234\/silent-hill-kindergarten-cop\">reusing the locations from <em>Kindergarten Cop<\/em><\/a> as a template for what a typical American small town could look like, and using virtually unchanged logos for iconic American brands like Pepsi and 7-Eleven. Because what might look like missing rooftops and recycled malls from Hollywood movies could actually be a small, <a href=\"https:\/\/www.polygon.com\/2020\/1\/16\/21065593\/full-motion-video-horror\">Lynchian<\/a> American town lost in itself, like a collapsing fever dream melting around the player trying to find a way out.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games-2.jpg\" alt=\"The protagonist of Silent Hill runs through a darkened public school classroom, his pistol in his right hand\" title=\"The protagonist of Silent Hill runs through a darkened public school classroom, his pistol in his right hand\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Team Silent\/Konami via &lt;a href=&quot;https:\/\/www.youtube.com\/watch?v=dqCX_LL7_88&quot;&gt;Shirrako\/YouTube&lt;\/a&gt;\" \/><\/p>\n<p><em>Silent Hill<\/em> had an elegant and simple system for managing the game\u2019s visible, on-screen polygons, with developer Team Silent embracing the limited draw distance of the Sony PlayStation console by burying it all in a mysterious fog. This allowed the developer to buy style and atmosphere with what they couldn\u2019t \u2014 or simply didn\u2019t need to \u2014 actually build.&nbsp;<\/p>\n<p>In <a href=\"https:\/\/www.silenthillmemories.net\/creators\/interviews\/1999.03_toyama_sato_opm_en.htm\">a 1999 interview<\/a> with Official U.S. PlayStation Magazine, Keiichiro Toyama, <em>Silent Hill<\/em>\u2019s producer and director, talked about the team\u2019s goal with atmosphere, storytelling, and the use of the technology of the time. \u201cThere were two main concepts we wanted to put into this game. One is that we wanted to make the player feel that the world exists. We took influences from Stephen King for the modern horror atmosphere, so you have all these indications that this is taking place in our modern world. We wanted to have the horror feeling, but we also wanted to make it feel real to the player. The second concept we wanted to focus on was the technology, to create this world in full polygons with a free-floating camera that changes a lot to keep the player really unbalanced, and to use a lot of fog effects and lighting effects.\u201d&nbsp;<\/p>\n<h2 class=\"wp-block-heading\" id=\"EBLTID\"><strong>Unboxing the Bandicoot<\/strong><\/h2>\n<p><em>Crash Bandicoot<\/em> had its own twist on polygon occlusion, with developer Naughty Dog effectively gamifying the polygonal occlusion of <em>Doom<\/em>\u2019s \u201c<a href=\"https:\/\/doomwiki.org\/wiki\/Monster_closet\">monster closets<\/a>,\u201d which ended up being a game-changer for <em>Crash Bandicoot<\/em> and 3D gaming as a whole.&nbsp;<\/p>\n<p>Managing the amount of visible polygons on screen became a top priority early in the development of <em>Crash Bandicoot<\/em> because it was clear to Naughty Dog that it was the best way to squeeze the most out of the PlayStation\u2019s hardware.<\/p>\n<p>Crates are one of the first things that come to mind for most people when they think of <em>Crash Bandicoot<\/em>, but this particular piece of the game\u2019s formula didn\u2019t come to Rubin and Gavin until after it was in a \u201cfinished\u201d alpha state with fully playable levels.&nbsp;<\/p>\n<p>Gavin and Rubin had a game that was playable, a game that worked, and a game that <em>looked great<\/em> \u2014 but, in Gavin\u2019s words, \u201cthese cool levels were missing something.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games-3.jpg\" alt=\"Crash Bandicoot jumps high in the air above a grouping of four crates, ready to smash down on top of them\" title=\"Crash Bandicoot jumps high in the air above a grouping of four crates, ready to smash down on top of them\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Naughty Dog\/Sony Computer Entertainment via &lt;a href=&quot;https:\/\/www.youtube.com\/watch?v=hqD6wa4U4lU&quot;&gt;Kawaii Games\/YouTube&lt;\/a&gt;\" \/><\/p>\n<p>\u201cWe\u2019d spent so many polygons on our detailed backgrounds and \u2018realistic\u2019 cartoon characters that the enemies weren\u2019t that dense, so everything felt a bit empty. We\u2019d created the wumpa fruit pickup (carefully rendered in 3D into a series of textures \u2014 burning a big chunk of our VRAM \u2014 but allowing us to have lots of them on screen), and they were okay, but not super exciting.<\/p>\n<p>\u201cWe knew we needed something else, and we knew it had to be low polygon, and ideally, multiple types of them could be combined to interesting effect. We\u2019d been thinking about the objects in various puzzle games.<\/p>\n<p>\u201cSo crates. How much lower poly could you get? Crates could hold stuff. They could explode, they could bounce or drop, they could stack, they could be used as switches to trigger other things. Perfect. So that Saturday we scrapped whatever else we had planned to do and I coded the crates while Jason modeled a few, an explosion, and drew some quick textures.<\/p>\n<p>\u201cAbout six hours later we had the basic palate of [<em>Crash Bandicoot<\/em>\u2019s]\u2019s crates going. Normal [crate], [extra] life crate, random [question mark] crate, continue crate, bouncy crate, TNT crate, invisible crate, switch crate [for puzzles]. [We even had] the stacking logic that let them fall down on each other, or even bounce on each other. They were&nbsp; awesome. And smashing them was so much fun,\u201d Gavin explains in a<a href=\"https:\/\/all-things-andy-gavin.com\/2011\/02\/06\/making-crash-bandicoot-part-5\/\"> February 2011 post<\/a> on his blog about <em>Crash Bandicoot<\/em>\u2019s development.&nbsp;<\/p>\n<p>That\u2019s when Naughty Dog knew it had a video game. It worked. It was beautiful. And it was fun to play.<\/p>\n<p>\u201cOver the next few days [Jason and I] threw crates into the levels with abandon, and formally dull spots with nothing to do became great fun. Plus, in typical game fashion tempting crates could be combined with in game menaces for added gameplay advantage. We even used them as the basis for our bonus levels,\u201d Gavin explains in the February 2011 blog post.&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games-4.jpg\" alt=\"Crash Bandicoot somersaults towards a crate on a platform\" title=\"Crash Bandicoot somersaults towards a crate on a platform\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Naughty Dog\/Sony Computer Entertainment via &lt;a href=&quot;https:\/\/www.youtube.com\/watch?v=hqD6wa4U4lU&quot;&gt;Kawaii Games\/YouTube&lt;\/a&gt;\" \/><\/p>\n<h2 class=\"wp-block-heading\" id=\"IXSQtj\"><strong>Old cartoons and polygons<\/strong><\/h2>\n<p>Crash Bandicoot\u2019s physical appearance might be the second-most iconic part of the game, after the crates \u2014 and yet it also was a product of technical limitations.<\/p>\n<p>Inspired by Looney Tunes and other classic animation, Gavin and Rubin enlisted <a href=\"https:\/\/www.imdb.com\/name\/nm0669298\/\">Joe Pearson<\/a> and<a href=\"https:\/\/www.imdb.com\/name\/nm1101223\/\"> Charles Zembillas<\/a>, two Hollywood animators, to help design the concepts for characters and level locations. But once that was done, Jason Rubin and art director Bob Rafei had to make the designs work on the actual PlayStation console hardware.<\/p>\n<p>\u201cWe were wrestling with these design constraints the entire process. Joe and Charles \u2026 were free to do anything that they could imagine on paper. But Bob and I were the artists that eventually had to ground that back in the reality of [a] calculator strapped to a TV that was the PlayStation 1,\u201d wrote Jason Rubin in the <a href=\"https:\/\/all-things-andy-gavin.com\/2011\/02\/03\/making-crash-bandicoot-part-2\/\">February 2011 blog post<\/a>.<\/p>\n<p>Every polygon for Crash Bandicoot was heavily scrutinized and held up to a microscope, for more than one reason: Crash had to look right <em>and<\/em> play right, through every second of gameplay. And that\u2019s why Crash Bandicoot ended up being orange.<\/p>\n<p>\u201cWhy is Crash Orange? Not because we liked it, but because it made the most sense,\u201d wrote Rubin. \u201cFirst I created a list of popular characters and their colors. Next I made a list of earthly background possibilities (forest, desert, beach, etc.) and then we strictly outlawed colors that didn\u2019t look good on the screen. Red, for example, tends to bleed horribly on old televisions. At the time, everyone had old televisions, even if they were new!<\/p>\n<p>\u201cCrash was orange because that was available. There are no lava levels, a staple in character action games, because Crash is orange. We made one in Demo [the working build the team plays during early testing], and that ended the lava debate. It was not terribly dissimilar to trying to watch a black dog run in the yard on a moonless night.\u201d&nbsp;<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games-5.jpg\" alt=\"Crash Bandicoot runs across metal platforms past a culvert leaking green sludge, towards huge some orange pipes\" title=\"Crash Bandicoot runs across metal platforms past a culvert leaking green sludge, towards huge some orange pipes\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Naughty Dog\/Sony Computer Entertainment via &lt;a href=&quot;https:\/\/www.youtube.com\/watch?v=hqD6wa4U4lU&quot;&gt;Kawaii Games\/YouTube&lt;\/a&gt;\" \/><\/p>\n<p>Similarly, Crash\u2019s head is giant because of how limited TV resolution was in the \u201990s, and because it was important to Naughty Dog that the player be able make out Crash\u2019s facial expressions during gameplay.&nbsp;<\/p>\n<p>\u201cWhy does Crash have gloves, spots on his back, and a light colored chest? Resolution, bad lighting models, and low polygon counts. Those small additions let you quickly determine what part and rotation of Crash you were looking at based on color. If you saw spots, it was his back. Yellowish orange was the front. As the hands and arms crossed the body during a run the orange tended to blend into muck. But your eyes tracked the black gloves as they crossed Crash\u2019s body and your mind filled in the rest,\u201d wrote Rubin in the blog post.<\/p>\n<p>Early Crash Bandicoot character sketches had him wearing a striped hat, and another featured Crash Bandicoot with a tail, but both options were immediately shot down by Rubin because they wouldn\u2019t consistently work well in the game.<\/p>\n<p>\u201cI can tell you immediately that the tail and any kind of flappy strap was immediately shot down because it would have flickered on and off as the PlayStation failed to have pixels to show it,\u201d Rubin wrote. \u201c[We gave Crash] shorter pants [to avoid what] would have been an annoying orange flicker every few frames around the bottom of his pants and shoes.\u201d<\/p>\n<p>Through an assortment of programming tricks, co-developer Dave Baggett and Gavin were able to squeeze the PlayStation for 800 visible polygons on screen at once \u2014 but the PlayStation hardware wasn\u2019t able to do the calculations, which meant that Naughty Dog had to do it in advance.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2024\/08\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games-6.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p>\u201cThe idea was that the camera would follow along next to, behind, or in front of [Crash Bandicoot], generally looking at him, moving on a \u2018track\u2019 through the world &#8230; [and] from any given position we could have perfect occlusion and sort, with no runtime cost. We conceived of using trees, cliffs, walls, and twists and turns in the environment to hide a lot of the landscape from view \u2014 but it would be there, just around the corner,\u201d wrote Gavin in <a href=\"https:\/\/all-things-andy-gavin.com\/2011\/02\/04\/making-crash-bandicoot-part-3\/\">another 2011 blog post<\/a>.<\/p>\n<p>\u201cWe also wanted vast and detailed worlds \u2026 Dave and I were convinced that extensive pre-calculation of visibility could allow the renderer to handle A LOT more polygons. So we did experiments in free roaming camera control and settled on branching rail camera [plus] pre-calculation [polygon visibility],\u201d which would allow for \u201cgorgeous visuals,\u201d Gavin continued.&nbsp;<\/p>\n<p>In the end, everything about <em>Crash Bandicoot<\/em>\u2019s character design and gameplay was a response to what worked within the technical constraints at the time, with creative solutions also helping to shape the game itself. This was true for <em>Silent Hill<\/em> as well, with Team Silent\u2019s method of polygonal occlusion working equally well as window set dressing.<\/p>\n<p class=\"has-end-mark\">Compromises are an inevitable part of wrestling with technology for a means to an end. These sorts of compromises have happened across many hardware generations: <em>Mass Effect<\/em> has<a href=\"https:\/\/kotaku.com\/an-oddly-long-banter-filled-history-of-mass-effect-ele-472630862\"> three-minute elevator rides in a world with interstellar space travel<\/a>. But <em>Silent Hill<\/em>\u2019s and <em>Crash Bandicoot<\/em>\u2019s developers have shown that these limitations can end up accidentally creating some of the most iconic moments in their respective games.<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/playstation\/24196061\/silent-hill-crash-bandicoot-tech-limitations\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>All video games are captive to the constraints of technology. But sometimes human ingenuity and art can creatively circumvent reality\u2019s would-be limitations, resulting in something unexpected \u2014 except to those who worked tirelessly to make it possible. It\u2019s difficult to imagine Silent Hill without its spooky, ominous fog, or Crash Bandicoot without crates to smash, but sometimes developers stumble into iconic aspects of games while simply looking for creative solutions to technical problems keeping them awake at night. In the 1990s, when those two games were in development, both teams had to contend with the limitations of the very first PlayStation console \u2014 no small feat, but audiences were ready to explore and play in 3D spaces. Andy Gavin, Naughty Dog co-founder and co-creator of&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/how-tech-limitations-actually-made-silent-hill-and-crash-bandicoot-better-games\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":933855,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-933854","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>How tech limitations actually made Silent Hill and Crash Bandicoot better games | Arcader News<\/title>\n<meta name=\"description\" content=\"All video games are captive to the constraints of technology. 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