A remaster with no old code: Crash Bandicoot was rebuilt nearly from scratch
The games industry is so stinking bad at archival that it hurts. Very little consideration is paid to using architectures and build tools that can be replicated later. Source code becomes unavailable (as was the case here). Game logic is written using highly platform-specific code that&#x27;s difficult to emulate. Source textures and other raw resources get thrown out.<p>And not to diminish from the accomplishment of the team here, because it must have been a <i>huge</i> amount of work, but even with that amount of work this recreation ended up having problems with collision detection that changed the entire feel of the game. I don&#x27;t think that&#x27;s because the devs are bad, but just because the task they were trying to undertake was so unbelievably impossible -- of course they missed stuff.<p>If you&#x27;re in the games industry, please put some effort into preserving your work for history. It does actually matter.