EW: Going back to what Christophe was talking about earlier, about starting from complete scratch, I would say that we didn't have a choice, but it's certainly not something we'd recommend anybody else try to do. We were put in that situation because the platform that made Crash Bandicoot and Jak and Daxter was written in our own proprietary language, called Lisp, and I think we're probably the only team in the game industry that uses that. I'm pretty sure. And 99% of everything out there is on C++ and we knew that we were going to have to make the transition, and that meant flushing every line of code down the toilet and starting over. That meant that even if we wanted to put text on the screen just to get some debug stuff up, we had to write a font routine, you know...just everything from scratch. That really meant the first part of development went very slow.
CB: I think we had to also play catch-up on the shaders. That was one of the big differences from PlayStation 2 and 3. People who were working with PC were already used to it, but we had been doing PlayStation 2 for five years, and we had no idea what was going on with that type of technology, so we had to catch up first. And I think we even went above that, because the lighting and the shaders we have in the game are well...within more than just catching up. So, that went really well.