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Armature Studio to handle Bloodstained: RotN Wii U port

Easy_D

never left the stone age
Curious how they leave their Batman game out of the list.

I'm sure the Amrmature guys are ecstatic to be working on a Nintendo platform again porting an indie title. I'm sure that's where they thought they'd be all these years later.

Work is work. Do you think WayForward are ecstatic to work on lame licensed games? It's a way to fund their own ventures
 

dark10x

Digital Foundry pixel pusher
I just wonder if the game will really need to be cut in any way... if smash could handle 60fps on 1080p, I don't see why this couldn't.

it's clear this is no The Order's graphics case.. may be the Wii U owners can receive the same game
The issue is that the game is being built on Unreal Engine 4. That engine is not compatible with Wii U.

Armature will be required to utilize a different graphics engine entirely in order to pull this off.

Whether or not they hit 60fps actually would depend on the tools and engine they decide to work with. If they go with something like Unreal Engine 3 then I'd say we're looking at a 720p30 game - but there are plenty of other options out there. We still don't know what the primary version will look like so it's really tough to say.

Smash Brothers is not a good indication of anything either. I mean, we've had PS3 and 360 games at 1080p since launch as well but it was hardly the norm.

I'm kind of upset about Armature's status as a port house. With their lineage, it always seemed like they were destined for more than this.
Truth be told, their work hasn't really been that great thus far. Most of their ports had performance or visual issues. Mind you, they're still far beyond something like High Voltage but I haven't been blown away by what they've produced either.
 

Dremark

Banned
man, that game looked lovely.

Yeah the game looked amazing. Surprised Nintendo didn't go for that kind of look in any of thier other Wii games.

Seems like a bad idea to me. It'll almost certainly be a late and inferior port and will lead to much bad blood and very few sales. Still, it's nice that more people have a new game to look forward to.

At least it's not on a legacy platform like the PlayStation Vita. God what a mistake that would be :)
 

Aostia

El Capitan Todd
lol, you should see the kickstarter thread.

that was embarassing.
they had a funding goal to open this part of the work: they reached it. they hare assigning the development to a separate dedicated studio, the main one will still develop the UE4 version for other platforms. They will use their tools to develop the Wii U game. if it will suck, it will suck, but in any case I can't see how this could hurt the other versions.
 

DrLazy

Member
The guys at Amature made some of the best games of all time (Metroid Prime). Then they start their own company and get to make ports. :(
 
The issue is that the game is being built on Unreal Engine 4. That engine is not compatible with Wii U.

Armature will be required to utilize a different graphics engine entirely in order to pull this off.

Whether or not they hit 60fps actually would depend on the tools and engine they decide to work with. If they go with something like Unreal Engine 3 then I'd say we're looking at a 720p30 game - but there are plenty of other options out there. We still don't know what the primary version will look like so it's really tough to say.

Smash Brothers is not a good indication of anything either. I mean, we've had PS3 and 360 games at 1080p since launch as well but it was hardly the norm.


Truth be told, their work hasn't really been that great thus far. Most of their ports had performance or visual issues. Mind you, they're still far beyond something like High Voltage but I haven't been blown away by what they've produced either.


Unreal engine 4 doesn't natively support Wii U but it's quite possible to port it, depends how technically demanding the game is really
 

M3d10n

Member
Seems like a bad idea to me. It'll almost certainly be a late and inferior port and will lead to much bad blood and very few sales. Still, it's nice that more people have a new game to look forward to.

It will also probably lead to a Wii U port of UE 4, which is relevant to my (business) interests.

The issue is that the game is being built on Unreal Engine 4. That engine is not compatible with Wii U.

Armature will be required to utilize a different graphics engine entirely in order to pull this off.

Whether or not they hit 60fps actually would depend on the tools and engine they decide to work with. If they go with something like Unreal Engine 3 then I'd say we're looking at a 720p30 game - but there are plenty of other options out there. We still don't know what the primary version will look like so it's really tough to say.

Smash Brothers is not a good indication of anything either. I mean, we've had PS3 and 360 games at 1080p since launch as well but it was hardly the norm.


Truth be told, their work hasn't really been that great thus far. Most of their ports had performance or visual issues. Mind you, they're still far beyond something like High Voltage but I haven't been blown away by what they've produced either.

They don't need a "different graphics engine". UE4 fully supports DX10-spec (which the further you can get on OSX's terrible OpenGL drivers), which the Wii U supports. And if they really want 60fps, they could use the mobile render path as a base instead, which is OpenGL ES 2.0 compatible and should run on pretty much about anything. Depending on how they are designing the graphics (if they rely more on lightmaps instead, for example), it wouldn't even look that much different.
 

dark10x

Digital Foundry pixel pusher
Unreal engine 4 doesn't natively support Wii U but it's quite possible to port it, depends how technically demanding the game is really
Well, sure, but does that REALLY seem necessary for this game? I'd imagine that, if they attempted it, the game would probably run rather poorly rendering the whole task pointless.

They don't need a "different graphics engine". UE4 fully supports DX10-spec (which the further you can get on OSX's terrible OpenGL drivers), which the Wii U supports. And if they really want 60fps, they could use the mobile render path as a base instead, which is OpenGL ES 2.0 compatible and should run on pretty much about anything.
I suppose they could use the mobile path if they want to deal with porting the engine over.

I dunno, people here seem to massively over-estimate the performance capabilities of the system.

Heck, by the time this game is released, where will the system even be? I love the system and I think it's neat to see these types of ports but people expecting a 1:1 conversion are going to be disappointed, I'm sure.

Had they handed it off to someone like HexaDrive? Then I might believe it to be possible.
 

M3d10n

Member
Well, sure, but does that REALLY seem necessary for this game? I'd imagine that, if they attempted it, the game would probably run rather poorly rendering the whole task pointless.


I suppose they could use the mobile path if they want to deal with porting the engine over.

I dunno, people here seem to massively over-estimate the performance capabilities of the system.

People are also under-estimating UE4 scalability. Or are you claiming the iPhone 5 is more powerful than the Wii U? It's far easier to go at porting UE4 than re-building the whole game from scratch on UE3 or Unity (since you can't really port UE4 blueprints to anything else).
 

Nosgotham

Junior Member
That is incredibly old news.

Thought I stumbled into Gamefaqs for a second. That thread was never updated in the op, do I'm sure s lot of people who didn't follow that thread don't know.

Anyways that's good news. At least it's not high voltage
 

Darius

Banned
It´s good news there´ll be a WiiU version, considering there is a fanbase for these kind of Castlevania among Nintendos demographic, especially on handhelds. Despite the usual suspects already at work whining, it will likely be quite popular. And no, WiiU won´t be replaced in early 2017, there´s still a Nintendo next gen handheld to care about prior to that, which would require a lot of resources to pull off.

Considering Nintendos next system (most likely handheld, since this branch is still considered valuable at Nintendo) is supposed to integrate some of WiiU ("software"?)architecture, I wouldn´t be surpised if a WiiU version could lead to an easy port to Nintendos next gen handheld in future as a nice bonus.
 

RM8

Member
that was embarassing.
they had a funding goal to open this part of the work: they reached it. they hare assigning the development to a separate dedicated studio, the main one will still develop the UE4 version for other platforms. They will use their tools to develop the Wii U game. if it will suck, it will suck, but in any case I can't see how this could hurt the other versions.
You see, before this terrible development, this 2.5D Kickstarter game by Inti Creates was going to be a technically stunning piece of AAAAA software - but now that there's a WiiU version (as implied from the beginning, outsourced to a port house), we'll get a shabby PS1 era game at best.

Edit: also, you can't prove the WiiU version didn't ruin the game so it's clearly true.
 

dark10x

Digital Foundry pixel pusher
People are also under-estimating UE4 scalability. Or are you claiming the iPhone 5 is more powerful than the Wii U?
So you're suggesting that Bloodstained won't take advantage of UE4 beyond what one might achieve on an iPhone 5?!

Let's be clear, UE4 has made a VERY poor showing on PS4 and XO as of now with games that are, quite frankly, pretty simplistic. The one UE4 game on XO runs at 720p with an unsteady frame-rate while Daylight is ~20-30fps and even Ether One, a port from UDK, runs at a very unstable level of performance even with very simplistic visuals.

Now, it seems like Epic has made some big strides on PS4 lately based on that Morpheus news, but the results so far have still be wretched.

Without Epic's support, it definitely seems like a tall order to bring it over to Wii U.
 
IGA and Inti Creates are going to continue developing the game as before, without compromise.

Well that's good. I guess the main concern would be that the Wii U would act as the lowest common denominator and that would effect the game's scope (effectively making the PS4 and Xbone versions just higher resolution versions of a Wii U game), but they're saying otherwise. In Iga we trust.
 
The Kickstarter thread doesn't show Wii U in the title. It's under the realm of possibility that people don't know.

No but that guy knew and in my personal opinion you should feel ashamed for not knowing what he knows.


I wonder how this game will take advantage of the Wii U game pad. Or if this will just simply be a port with the other games. I noticed they've only made one Wii U game, so it's not like that's their specialty or something.
 
A Wii U game in 2017? I hope they just port it to NX instead. Especially considering this is a KS game, which means the chances of at least one major delay are quite high.
 

dark10x

Digital Foundry pixel pusher
They took out dynamic shadows in that demo to make it run like that. A pretty big deal IMO.
Oh yeah? That is a big deal though it still bodes well for non-VR applications where the second could target 30fps. Is there a video out there yet? I'm curious to see what it looks like.
 

Darius

Banned
No but that guy knew and in my personal opinion you should feel ashamed for not knowing what he knows.


I wonder how this game will take advantage of the Wii U game pad. Or if this will just simply be a port with the other games. I noticed they've only made one Wii U game, so it's not like that's their specialty or something.

Likely as a constant map and quick inventory screen, with off-tv play option.
 
This game isn't Star Citizen levels in order to be down ported. I'm still baffled why Epic Games bothered to port it to mobile when the demand is no where near as Unity.
 

SmokyDave

Member
It´s good news there´ll be a WiiU version, considering there is a fanbase for these kind of Castlevania among Nintendos demographic, especially on handhelds. Despite the usual suspects already at work whining, it will likely be quite popular. And no, WiiU won´t be replaced in early 2017, there´s still a Nintendo next gen handheld to care about prior to that, which would require a lot of resources to pull off.

Considering Nintendos next system (most likely handheld, since this branch is still considered valuable at Nintendo) is supposed to integrate some of WiiU ("software"?)architecture, I wouldn´t be surpised if a WiiU version could lead to an easy port to Nintendos next gen handheld in future as a nice bonus.
I had a good chuckle at your edit. I'm surprised to see such self-awareness from you.
 

suaveric

Member
It´s good news there´ll be a WiiU version, considering there is a fanbase for these kind of Castlevania among Nintendos demographic, especially on handhelds. Despite the usual suspects already at work whining, it will likely be quite popular. And no, WiiU won´t be replaced in early 2017, there´s still a Nintendo next gen handheld to care about prior to that, which would require a lot of resources to pull off.

Considering Nintendos next system (most likely handheld, since this branch is still considered valuable at Nintendo) is supposed to integrate some of WiiU ("software"?)architecture, I wouldn´t be surpised if a WiiU version could lead to an easy port to Nintendos next gen handheld in future as a nice bonus.

Really? The gap in time between the SNES and the N64 was 5 years. Same for N64 and Gamecube and Gamecube and Wii. You think Nintendo is going to go longer than five years before replacing their worst selling home console ever?
 
Why do people keep saying this? 2017 is 18 months away.

The PS4 was released almost two years ago yet there is still PS3 games.

Hell, there was a Wii game in 2015.

The PS3 and Wii were a tad more successful than Wii U. I'm not seeing the point of a developer outside of Nintendo beginning development of a Wii U title in 2015 that won't be slated to release for another two years (and that's assuming there's no delay). Even stranger is the fact that the game will have to be downported. An inferior Wii U port in 2017. Yeah, I'm not optimistic about this.

By the way, just to be clear, I love my Wii U. This has nothing to do with me hating on the console or anything like that.
 

Fantastapotamus

Wrong about commas, wrong about everything
I read this as "amateur studio to handle Bloodstained: RotN Wii U port" and thought "Yeah, makes sense I guess"
 
People are also under-estimating UE4 scalability. Or are you claiming the iPhone 5 is more powerful than the Wii U? It's far easier to go at porting UE4 than re-building the whole game from scratch on UE3 or Unity (since you can't really port UE4 blueprints to anything else).

How much support is Epic going to give for a Armature built Wii U branch of UE4? Epic invested what must have been a very large amount of resources to get UE4 running on mobile. Do you really think a studio will be able to do all that work just with the budget to port a game? Look at what a mess Big Red Button had trying to bring over Cry-engine 3 to Wii U.

Logic is still logic regardless of how it is presented, you can't port blueprints but you can recreate them in another form. It would take a decent amount of work to be sure but I feel pretty confident in saying it would be less risky than porting over an entire engine to a system it doesn't currently support.

*Didn't mean for this to come off as aggressive as it reads to me, don't mean any offense!*
 

M3d10n

Member
So you're suggesting that Bloodstained won't take advantage of UE4 beyond what one might achieve on an iPhone 5?!

Actually, yes, to a point. They are aiming to use techniques similar to Guilty Gear Xrd. This means the characters, at least, have to use unlit materials in UE4, which use none of the fancy lighting features. GGXrd's shader work is done almost entirely in the vertex shader and is perfectly doable on the iPhone 5 (not even 5s).

Let's be clear, UE4 has made a VERY poor showing on PS4 and XO as of now with games that are, quite frankly, pretty simplistic. The one UE4 game on XO runs at 720p with an unsteady frame-rate while Daylight is ~20-30fps and even Ether One, a port from UDK, runs at a very unstable level of performance even with very simplistic visuals.

Now, it seems like Epic has made some big strides on PS4 lately based on that Morpheus news, but the results so far have still be wretched.

Without Epic's support, it definitely seems like a tall order to bring it over to Wii U.

Most of the performance intensive features of UE4 are post-processing related. The screen-based reflections, The temporal AA, the SSAO, the motion blur, the image-based lens flares and the bokeh depth of field, all of which are enabled by default in new projects. They look awesome, but on the PC you need a very nice GPU to get 60fps with all of them enabled, but if you disable them all you can actually run your game at 720p on Intel IGPs.

Some of them even aren't applicable to this game. The SSAO, for example, will have to be disabled or it will mess up the characters' cell shading since there's no way to tell it to selectively ignore certain objects.

BTW, the game is also listed for Macs, most of which are equipped with Intel IGPs which aren't that different from the Wii U GPU.

NOTE: I am developing games on UE4 for over a year already and have delved a lot in the source code.
 
How much support is Epic going to give for a Armature built Wii U branch of UE4? Epic invested what must have been a very large amount of resources to get UE4 running on mobile. Do you really think a studio will be able to do all that work just with the budget to port a game? Look at what a mess Big Red Button had trying to bring over Cry-engine 3 to Wii U.

Logic is still logic regardless of how it is presented, you can't port blueprints but you can recreate them in another form. It would take a decent amount of work to be sure but I feel pretty confident in saying it would be easier than porting over an entire engine to a system it doesn't currently support.

Cryengine 3 has native support for Wii U, big red button just made a crap mess of a game
 
Actually, yes, to a point. They are aiming to use techniques similar to Guilty Gear Xrd. This means the characters, at least, have to use unlit materials in UE4, which use none of the fancy lighting features. GGXrd's shader work is done almost entirely in the vertex shader and is perfectly doable on the iPhone 5 (not even 5s).



Most of the performance intensive features of UE4 are post-processing related. The screen-based reflections, The temporal AA, the SSAO, the motion blur, the image-based lens flares and the bokeh depth of field, all of which are enabled by default in new projects. They look awesome, but on the PC you need a very nice GPU to get 60fps with all of them enabled, but if you disable them all you can actually run your game at 720p on Intel IGPs.

Some of them even aren't applicable to this game. The SSAO, for example, will have to be disabled or it will mess up the characters' cell shading since there's no way to tell it to selectively ignore certain objects.

BTW, the game is also listed for Macs, most of which are equipped with Intel IGPs which aren't that different from the Wii U GPU.

NOTE: I am developing games on UE4 for over a year already and have delved a lot in the source code.

Wow, that's pretty interesting stuff.
 
Cryengine 3 has native support for Wii U, big red button just made a crap mess of a game

I'm probably misremembering then but I could have sworn that I read something about BRB having to make big changes to the engine to even get the game to split out an image to the TV and the gamepad. I had just figured if such a basic feature wasn't natively supported than what state could that engine be in on that platform.
 

diffusionx

Gold Member
I'm kind of upset about Armature's status as a port house. With their lineage, it always seemed like they were destined for more than this.

fuck you that maverick hunter game probably would've been great

The problem is that Blackgate was awful. It's kind of tough when your first game is such a turd.

I don't doubt that there are talented people there, but I do think that this is why "ex-<insert prestigious house here> devs" doesn't mean a whole lot.
 

Nairume

Banned
I'm probably misremembering then but I could have sworn that I read something about BRB having to make big changes to the engine to even get the game to split out an image to the TV and the gamepad. I had just figured if such a basic feature wasn't natively supported than what state could that engine be in on that platform.
Crytek themselves say that the engine is natively supported.

BRB was having trouble getting the game to display simultaneously on both, but that's also just as likely a problem with them being incompetent and trying to point fingers at everybody else because their first major effort was a massive embarrassment for themselves and their publisher.
 
I'm probably misremembering then but I could have sworn that I read something about BRB having to make big changes to the engine to even get the game to split out an image to the TV and the gamepad. I had just figured if such a basic feature wasn't natively supported than what state could that engine be in on that platform.

Was that in the story about big red button's excuses
 

@MUWANdo

Banned
Actually, yes, to a point. They are aiming to use techniques similar to Guilty Gear Xrd.

I don't (and can't!) dispute any of the technical points you've made, but I wanna reiterate something on the Guilty Gear point: they never said "we are chasing the same aesthetic as Xrd", they merely cited it as a broad example of a 2.5D game that looks and feels suitably "authentic", along with some other games like Strider, and when I say "they" I mostly mean Fangamer or Ben Judd or whoever's writing their PR copy, not anyone relevant.

People are riding the Xrd comparison way too hard and I don't think it's to anyone's benefit.
 

Opiate

Member
Curious how they leave their Batman game out of the list.



Work is work. Do you think WayForward are ecstatic to work on lame licensed games? It's a way to fund their own ventures

Armature is a great example of a tradeoff that I'm always interested in hearing about.

Obviously, the men who left Nintendo have more freedom now than they had previously. They have more choice in what they design. Freedom is worth a great deal to many people.

But it can come at the cost of stability, and often good work. Yes, you have more freedom, but that freedom may mean the only work you are given are ports of games that get subcontracted to you.

Nintendo isn't EA, where there are waves of firings with some frequency; jobs at Nintendo are highly stable. Are you willing to sacrifice that stability at a prominent, well regarded studio in order to gain your freedom -- even if that freedom results in just making ports of games?

I'm not saying there is a correct answer here. I just think the tradeoff is interesting. I think Western workers in general (not just the gaming industry) value freedom much more highly than stability relative to workers in Asian cultures.
 

wiibomb

Member
The issue is that the game is being built on Unreal Engine 4. That engine is not compatible with Wii U.

Armature will be required to utilize a different graphics engine entirely in order to pull this off.

Whether or not they hit 60fps actually would depend on the tools and engine they decide to work with. If they go with something like Unreal Engine 3 then I'd say we're looking at a 720p30 game - but there are plenty of other options out there. We still don't know what the primary version will look like so it's really tough to say.

Smash Brothers is not a good indication of anything either. I mean, we've had PS3 and 360 games at 1080p since launch as well but it was hardly the norm.

oooh I didn't know the UE4 aspect, well then, it can be pretty tricky since they will need another engine or even the inferior UE3..

about the smash comparison, I said it for the amount of work the Wii U can handle with smash at that resolution and framerate, which I don't see this game pulling the same work, it should not be that difficult to make a "kinda indie game 1080p-60fps since it should be far less taxing on the system..

I know the PS3 had its very few 1080p games, but they were rarely done since the amount of work they did on the system was low..

in the end this only comes down to how much work do they want to make to do this a better port
 
I'm probably misremembering then but I could have sworn that I read something about BRB having to make big changes to the engine to even get the game to split out an image to the TV and the gamepad. I had just figured if such a basic feature wasn't natively supported than what state could that engine be in on that platform.
If i am not wrong in my memory, Crytek themselves had a Wii U version of Crysis 3 not only running, but also finished to the point of releasing, but then the EA/Nintendo unprecedented support thing happend the the project's plug was pulled.

Well ... ok, given that Crytek did develop the engine to begin with, i doubt they had problems getting it working on Wii U.
If Armature does indeed try to port UE4 to Wii U, i think that should be a harder task than the engine creators would have to deal with.
 

TheMoon

Member
I'm sure the Amrmature guys are ecstatic to be working on a Nintendo platform again porting an indie title. I'm sure that's where they thought they'd be all these years later.

I'm sure they're ecstatic to be working with an industry legend like Igarashi and collaborate with the veteran team from Inti Creates.
 
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