The release of a cross-gen game has many technical constraints, according to Compulsion Games

Montreal studio Compulsion Games joined Xbox Game Studios in 2018, as you may remember, alongside Ninja Theory, Undead Labs, The Initiative, and Playground Games. Shortly after, the studio released We Happy Few in Early Access, and the game eventually appeared on Game Pass as well.

In a new interview with French website Xbox Squad, PR manager Naila Hadjas spoke of joining Game Pass as something with virtually no downside.

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However, she pointed out that having to release games on intergenerational platforms such as Xbox One and Xbox Series S | X would indeed have serious technical constraints.

No, no negative impact. Positive, yes. We want as many people as possible to access our games.

On We Happy Few for example, at first we were only going to release it on Steam. And little by little, it was added to ID @ Xbox then Playstation at the time. What we really want is for people to be able to play our game. And the fact that it’s on Game Pass means more people will be able to play it.

There is not really a negative side.

The only thing that can have a negative impact is the release of studios on multiple consoles. For example Xbox One and Series. There are a lot of technical constraints. It’s a version of the game that should work on both even though they don’t have the same power.

This is not surprising to anyone who is tech-savvy enough to figure this out, but generally game developers tend to downplay this argument and state that nothing at all is lost in creating a cross-country game. gen. This is blatantly wrong, however, and with so many cross-gen games to come (including great proprietary exclusives like Halo Infinite, Horizon Forbidden West, God of War Ragnarok, and Gran Turismo 7 to name a few. ), it’s refreshing to see at least one developer speaking clearly.

Compulsion Games public relations manager Naila Hadjas also discussed the increase in resources available to the studio now that it is part of the Xbox family.

It changes that we have the means to hire people, we can afford to move into more comfortable studios. It also gives us a lot of resources, for example research.

We’re going to write, do research, and there are (at Microsoft) a lot of departments that are going to help us deepen our studies, our research on people, various things.

They have departments that will tell us if the direction we are taking is the right one or put us in touch with people who can polish the project and make sure that what we are doing is consistent.

It’s also because there are other Microsoft studios that we talk to often. We can exchange ideas, ask for advice. There is a whole support system at Microsoft that helps us improve our game. This is something we would not have had as a freelance.

According to Hadjas, Compulsion Games started the development of its next project in early 2019 and is now in full swing. It’ll be a storytelling-driven third-person game that stays true to the “wacky” game studio’s legacy after Contrast and We Happy Few.


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