Development
In an interview, Zoë Mode executive producer Paul Mottram claimed that the game concept was envisioned in 2002, but work did not actually begin until 2006. The initial concept was built on the crushing mechanism between 2D and 3D, and they only had to create appropriate obstacles to prevent players from simply "crushing" across the level. Mottram noted that during the development of Crush, the gameplay of Super Paper Mario had not yet been revealed, and thus the team was surprised to learn that it shared a similar feature.
Mottram stated that the crushing mechanism had been developed and refined for six months before developing the story and characters; the development team wanted to have "a normal person in an impossible situation". The art and level design were inspired by Tim Burton, Mike Mignola, and M.C. Escher. The plot was originally more morbid than in the final product, with Danny dying and the rest of the game told as flashbacks.
The game levels were developed on a level editor on the PlayStation Portable, but Zoë Mode were not able to refine the editor in time for shipping. Mottram said "It would be great to see user generated content and this is something we have been seriously thinking about for the future" and that downloadable content "would work perfectly with the Crush level structure and I am sure that fans of the game would be eager to see more levels." Mottram has stated they would like to market a sequel based on the highly positive feedback they had received; however, with other Zoë Mode projects such as SingStar and Play taking precedence, he does not know when this could be.
Read more about this topic: Crush (video Game)
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