Vanquish Engine Designer: PS3, 360 Versions Almost Identical
PlayStation 3 fans well remember what happened with their version of Bayonetta. Platinum Games made it on the Xbox 360, then let Sega handle the porting-to-PS3 process. Blech.
But the developer learned their lesson and flipped the tables for their latest project, Vanquish. They've said in the past that Sony's machine would be the lead platform for the game, and they've also learned that both versions need to be great so as not to leave a bad taste in people's mouths. For more information check out the latest entry over at the Platinum Games blog; Hideaki Nakata, the guy in charge of the game's engine and overall engine tuning, has a few interesting comments. Firstly, he says director Shinji Mikami wanted the game to "look unlike anything else out there" and he also wanted the "battlefields to have the overwhelming feeling of a real battle." Secondly, "quantity" is a big focus; more enemies, more bullets, more explosions, more, more, more. Thirdly, they've implemented a new technique not found in the Bayonetta engine known as "deferred rendering." Fourthly and lastly, the following-
"We also tuned the title so that if you play Vanquish on the PS3 or the Xbox 360 you should notice little to no differences. Even the developers on the Vanquish team have a hard time telling the two versions apart at a glance… So no matter which console you have, you have nothing to worry about!"
The developers themselves can't really tell, huh? We're not children. Just because we got an inferior version of their last game, we don't want Xbox 360 owners to suffer that same fate with Vanquish. If it has to be multiplatform, designers can at least give everyone the same experience, yes?
Related Game(s): Vanquish
8/25/2010 9:02:01 PM Ben Dutka