The communications director for Remedy Entertainment, the developer behind Control, describes the “painful” experience of developing a game between generations.

It seems that ControlCross-generational development was not easy for its development team, Remedy Entertainment, according to Thomas Puha, the company’s director of communications. Your most recent landmark is Control, the 2019 title from the studio that received a PS5 and Xbox Series X / S release on February 2, 2021 in the form of Control: Definitive Edition. The studio is also working on CrossfireX, a first-person shooter game launching later this year on both Xbox One and Xbox Series X / S. The ability to play yesterday’s games on today’s consoles is a huge problem in the industry, And many older games have made their way to modern hardware through backward compatibility and new editions. Control and Remedy Entertainment joined the generations through the latter.

The industry has been impressed by Controlthe ability to tell an engaging narrative through ambient storytelling while incorporating thoughtful, engaging, and exciting third-person filming mechanics. Control happened to tie Death stranded for the most nominations at the 2020 DICE Awards with eight. It later won four of those awards, making it the most awarded game on the show. It also received more than 50 nominations and awards, including a Game of the Year nomination and an award for Best Art Direction at The Game Awards 2019.

Related: Control Review: Stranger Than Usual

However, a game as critically acclaimed as Control It doesn’t come out of nowhere, and developing such a game for the next generation of consoles isn’t a walk in the park, either. In IGNIn the Next Gen Console Watch, Puha outlined the cross-generation game development struggles and their impracticality. Bringing a next-gen game to the next generation, Puha describes the expectation and importance of having things like 60 FPS and ray tracing, but “before we can get to that … our platform engineering team needs to make sure all functions, that there is parity …Also, it’s very common for the building blocks of a game to break down when moving on to next-gen development. When initially developing a new engine, “Nothing works at first. The content looks bad, the textures look bad, the lighting is broken because we made all these improvements, but then they are incompatible with what we had in 2019.. “

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It’s also important to note that Remedy (just like any other game development studio) is a growing, breathing company. While working on the shift to the next generation is quite difficult, it also draws resources from the new projects Remedy is working on. A team can keep hitting a game with more features, “but then you’re already ruining the next project that you expect these developers to work on that game,” says Puha.

As it stands, Remedy is already planning several future games that are set in the same universe as Control. These are some of the big reasons why “Whenever you’re at this intergenerational point, to be frank, it sucks.” Puha’s statements put into perspective why delivering a next-gen game to a next-gen console can often lead to long delays and unexpected results. Plus, they can relate to the similar struggle of developing for console and PC simultaneously. Fortunately, when given proper care and management, the process can be worth the wait.

More: What Games Are In The Remedy Universe?

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