SirArthur
Bounty Hunter
- Pronouns
- He/Him
https://www.famitsu.com/article/202406/7945
These quotes are translated using deepL.
The reason for bringing the game to switch.
On developing for switch hardware.
The interview goes deeper into difficulty levels, co-op play, among other topics, give it a look.
Additional information:
https://tweakers.net/reviews/12200/...mende-najaar-raytracing-in-een-lego-game.html
The game is using Unreal 5
These quotes are translated using deepL.
The reason for bringing the game to switch.
Katada - I was even more surprised to hear that "Horizon," which has a strong impression of being a SIE first-party title, is also being developed for the Switch. Did you encounter any resistance to supplying software to a hardware rival? What kind of discussions took place?
James- This is a very exciting and unique opportunity to tag team Nintendo. We are humbled and humbled by Nintendo's acceptance of this project.
Our main goal and objective in developing this game is to bring Hrizon to a wider audience of game fans. We want to make the game accessible to a wider audience.
For example, my wife and I can sit on the couch and play together, or I can go online and play co-op with a hardcore Horizon fan on the other side of the world, or I have an 11-year-old niece and an 8-year-old niece, and a lot of the games I've made have been for older people. I have an 11-year-old niece and an 8-year-old niece.
When I thought about making a family-friendly title that these children could play together, I decided that the Nintendo Switch hardware would be a great choice.
On developing for switch hardware.
Katada: Wasn't this the first time for you to make a game for the Switch? Were there any difficulties in development?
James: Personally, it was my first time, but there were many staff members on the team who had experience developing for the Switch, so there were no special difficulties.
Regardless of the hardware, we wanted to bring "Horizon" to as many people as possible, so we tried to keep the controls as simple as possible. In that sense, it may have been a first for us, but rather than calling it difficult, we took it as a positive opportunity and proceeded with development.
Nintendo has been very supportive of our development on the Nintendo Switch.
The interview goes deeper into difficulty levels, co-op play, among other topics, give it a look.
Additional information:
https://tweakers.net/reviews/12200/...mende-najaar-raytracing-in-een-lego-game.html
The game is using Unreal 5
About Ray TracingOn PlayStation 5 you have to choose between Performance Mode and Fidelity Mode. You can play at the first mode in 60fps, but then you can return some quality. In the second mode you have a better image, but you play in 30fps. I noticed that while playing, because LEGO Horizon Adventures just didn't feel completely fluent.
James Windeler couldn't go into the details of that, but it does explain that there are visual similarities between Builder's Journey and LEGO Horizon Adventures
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