We knew the overall feeling we wanted and the various points we wanted to hit gameplay-wise. We had a design document, but it was written after the fact. We’d implement a feature and the designer would write it up to send over to Fox as an update." The inexperienced team found they had taken on more than they could comfortably handle by promising three games in one, forcing them to make technical compromises as they went along. Initially the Die Hard 2 segment of the game was developed with polygonal enemies, but they were later replaced with digitized sprites. For the Die Hard with a Vengeance segment, the team had wanted to use an authentic recreation of New York City, but found that when driving at 200 miles per hour, an accurate model of NYC felt too small and confining. The larger models could not be built completely in RAM, so the team divided it into sections, designed a system to calculate which section to load next, and fixed the resultant errors by hand. The PlayStation was chosen as the lead platform because Pick strongly felt that it was the most powerful format of the time. In particular, he reasoned that the Saturn and PC versions would come out better if the programmers were trying to emulate impressive graphical effects on an extant PlayStation version than if they were designing the game around the hardware limitations of the Saturn. In an interview during development, Pick elaborated on how the team intended to optimize the game for Saturn: Reception Die Hard Trilogy was a commercial hit, with sales above 2 million units by 2000. It became Probe's most successful release in terms of sales in the UK. The PlayStation version was positively reviewed. As of June 2017, it holds an 86% ranking at GameRankings. Most critics considered the high value-for-money of getting three games in one to be Die Hard Trilogys strongest point. A few even stated that none of the three component games were good enough to stand on their own, but the variety offered by the collection as a whole makes it exceptionally entertaining. However, the majority commented that all three component games are outstanding even on their own terms. GamePros Scary Larry presented a dissenting opinion; while he highly praised the game's addictive quality and sound effects, he argued that the three segments are ultimately just rehashes of