There's probably a reason why Vita has gotten almost no direct ports of technically high-end PS3/360 titles (NFS:MW and what else?).
They could probably end up looking too rough. NFS looks kinda rough already, and its gameplay is simple.
There's probably a reason why Vita has gotten almost no direct ports of technically high-end PS3/360 titles (NFS:MW and what else?).
https://twitter.com/jack_mathews/status/325088134696157185We are aiming for 30 with 3D. The game is not "ported" from Vita - we have developed both in parallel from day 1
Dude a 2d metroidvania game? That sounds awesom-
- No save rooms
- Modern checkpoint system
- Can manually save whenever you desire
Oh...
I'm exaggerating but that was pretty disappointing to read. Game is on my radar.
So i asked about the framerate of the 3DS version as i was a little concerned to see it was being built with a newly ported engine, and the response was this:
https://twitter.com/jack_mathews/status/325088134696157185
Checkpoints (in games that use them) tend to be positioned much more generously than save rooms (in games that use them). I mean, Armature openly calls their save system "very forgiving."I'm actually struggling somewhat to comprehend the fundamental gameplay differences between save rooms and checkpoints.
A save room is a location in which progression is saved such that if you die you'll resume from there. You manually have to activate the save.
A checkpoint is a location in which progression is saved such that if you die you'll resume from there. The save is activated automatically.
If, in SOTN, there were no save rooms but instead an auto save whenever you entered a location that would have exited to one... why would that be so bad?
So i asked about the framerate of the 3DS version as i was a little concerned to see it was being built with a newly ported engine, and the response was this:
https://twitter.com/jack_mathews/status/325088134696157185
So, 60 and native res for Vita version?
Interview with game director Mark Pacini - http://www.gameinformer.com/b/featu...ts-metroid-in-arkham-origins-sister-game.aspx
"We broke out from Nintendo, started our own thing five years ago, and we had established a relationship with Warner Bros. They had come to us with this opportunity that they were looking to make a 2.5D-style Arkham game that was in the Metroidvania flavor and they thought wed be a good pairing to it, since we were really familiar with that style of game."
huh?
Probably native res and 30fps, but 60 would be great.
Armature is right next door in the same building as Bluepoint IIRC, who did All-Stars Vita, and I seem to recall they are using the Bluepoint Engine. Wager on 60 FPS and native res.
That didn't happen for MGS HD Collection on Vita, though to be fair, that may have been due to bottlenecks specific to the porting process.
Pretty sure both were native res, MGS3 ran at 30 at all times, and MGS2 switched between 30 and 60 depending on indoors/outdoors, right?
Nah, MGS2&3 were sub native. I think the survival menu in MGS3 is native, though.
But I don't see why they couldn't hit native resolution and 60fps when this is an original game and both versions are developed in house.
Just noticed that we can't jump in this game, only grapple-hook and glide. Very strange for a metroidvania.
The design director, art director and technical engineer are from Retro are who left that developer and started Armature, they all worked on the Metroid Prime trilogy, which is why they are familiar with the Metroidvania style of game.
Is there still no trailer or anything?
Is there still no trailer or anything?