"When I started work on the game we had a cut scene heavy, convoluted storyline that was weighed down by its perceived obligations to the past. [...] Every change they wanted to make had to be triple-checked with the story to make sure they didn't break it, and even then things would slip through".Brunner, Matt (2003-09-24). "Dev Diaries, Crimson Skies: High Road to Revenge - Volume 4". GameSpy. Archived from the original on 2008-07-06. Retrieved 2008-07-28.
"When I started work on the game we had a cut scene heavy, convoluted storyline that was weighed down by its perceived obligations to the past. [...] Every change they wanted to make had to be triple-checked with the story to make sure they didn't break it, and even then things would slip through".Brunner, Matt (2003-09-24). "Dev Diaries, Crimson Skies: High Road to Revenge - Volume 4". GameSpy. Archived from the original on 2008-07-06. Retrieved 2008-07-28.