Activision says that if Crash Bandicoot N. Sane Trilogy is a success, other stuff will happen.

What other stuff? The smart money is on a new Crash game, on remakes of other classic games, or on a Crash-themed Call of Duty. (Mario is in XCOM now, so why not?) After all, Activision has never been accused of being too shy about following the money – quite the opposite.

Speaking with GamesIndustry, Activision CEO Eric Hirshberg said his company was "experimenting" with the Crash remake.

"We know there's a vocal fanbase that wanted that to come back, but you never know if that is emblematic of a larger audience or just this niche, nostalgia-based community," he said.

"So far, we are seeing some real passion for it, so that could lead to other things.

"Of course, we are always trying to find the next big thing," he continued.

"But our first priority is to make sure we are servicing the communities that we are already lucky enough to have."

N. Sane Trilogy appears to have done extremely well so far – in the UK, at least.

There, it is already biggest single-format boxed release of the year, beating out the likes of Horizon Zero Dawn.

It is currently the 24th best-selling video game franchise at UK boxed retail according to market researchers GfK, and it's number one on Amazon Britain's 2017 video game bestseller list (although it's not even in the top 100 in the US).

It has had the biggest opening week of any game (including multiplatform titles) except Ghost Recon: Wildlands, and this is the first time a Crash title has topped the UK sales charts in the series history.

So, perhaps Spyro or Crash Team Racing remakes could be next, as Activision owns the licences for both. Or maybe we will just get Beefeater DLC.

Gameplanet's Baz Macdonald gave N. Sane Trilogy a positive review, despite the game's aging mechanics.

"Vicarious Visions should be applauded for how faithfully it managed to recreate the exact look and feel of these games," he wrote.

"The studio meticulously buffed and polished every pixel, and then placed them right back in their original spots. My question is… why? Why ignore 20 years of game design, in which generations of developers have continued to develop the principles of great platforming?"