
The only sane response to exiting crunch time and releasing is to sleep for at least 24 hours straight, and then go out and get as drunk as humanly possible. And then return to work to get ready to do it all over again at the end of the next project.
Heck, a lot of independent developers sprung up and are populated specifically because so many coders and such are sick of crunch times, which indie studios don't tend to have in the same extremes because of the more relaxed "it'll be released when it's ready" approach.
That the game had as fews bug on most builds as it had is rather surprising. And some like the PS3 save bug I doubt any game's testing would catch, testers blaze through content, restart, blaze through again and restart. It's in a very strict, controlled environment and some bugs will always be undetectable in that environment which readily present themselves to the chaotic public. I'm reminded of the infamous "server count" bug a couple of old games had were it'd crash after so many servers were displayed in the multiplayer server list. In testing, the server count as always a specific number. Such bugs are very easy to miss.
And, when crunch time hits, you have to decide that some bugs just aren't worth the time fixing compared to the more severe bugs, they're just too rare or too deeply embedded in the code.