We had the benefit of being able to take a step back from the original and ask ourselves what we could improve while maintaining the spirit of the game. Tell us about the improvements and enhancements present in the Switch port – how have you enhanced Hob for the Switch audience? There are also some rather massive vistas in the game where you can see almost the entire game world all at once, which was challenging.įor us, one of the most interesting things about the type of work we do is that no matter how many games we’ve worked on, each one presents a unique challenge – we’ve never seen it all. A player could run between all the different areas of the world without ever seeing a loading screen, which was a big challenge. Hob is unique among the games we’ve ported to the Switch in that it has a big open world. You've become experts when it comes to porting games to Switch has Hob posed any technical issues that you've not encountered so far?Ībsolutely. Since then it’s been a great partnership and we’re looking forward to doing more together. As we got more and more experience with the Switch, we kept coming back to that idea, and when we talked to Perfect World about it, they were totally on board. The art style, the gameplay, the world that they built – it all just felt like a Nintendo game. Throughout the project, we just kept thinking about how well the game would fit on the Switch. We’d done some rendering and optimization work on the PS4 release, and we really loved the game and working with the original team at Runic Games. Nintendo Life: How did the partnership with Perfect World begin?Īndy Boggs: We were introduced to Perfect World through our work on the original release of Hob on PC and PlayStation 4.
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