Timesplitters Rewind Interview: Re-Developing A Classic For PC And Consoles
Gaming Blend: And what about the Xbox One? Are there any plans to bridge the development to Microsoft's console? I know that they've tried making some changes in their policies to become more inviting to independent developers.
Michael: Uh, well in terms of the Xbox One, we haven't really looked into the development behind it, because there's still a lot of details we need to look into.
For example, the Xbox 360 did have that I think it's still there or if they finally broke it off but the certification process, I think, is like $10,000 per patch that's if the patch gets approved, if not there's like some other fee just to do an update to that patch.
There was a weird process for the Xbox 360 and it was a huge turnoff for me, and they still haven't really said anything appealing to me that would definitely make me think 'Okay, let's do this for the Xbox One'. It doesn't mean that I don't want to, because the more the merrier.
But my ultimate goal with Timesplitters Rewind I think I mentioned this in the video, which is something Sony is allowing for is we want everybody to be able to play with each other. So if you're on the PlayStation 4 you'll be able to play with people on the PC. But I'm not talking about... what is it... Shadowrun? For Xbox Live and PC?
Gaming Blend: Yeah
Michael: Yeah, but we're not talking about that. There's going to be some systems in place where people can say 'I only want to play with people who are playing with controllers on PC' or something like that. Basically, providing an option so everybody knows what they're getting into before they get into it. So nothing is purely unfair.
So if you want to play with a controller on the PlayStation 4 against people with a mouse and keyboard, have at it, I don't mind [chuckles]. But you might as well be jumping into a lava pit. PC players are always going to have that advantage. Now, if you can take on a group like clan versus clan, PlayStation 4 versus PC if PlayStation 4 players could beat the PC players I would honestly like handshake them, hug them and put their name somewhere on the page and say 'Look at these people: PlayStation 4 players just straight-up dominated the PC crowd.'
Gaming Blend: [Laughs]
Gaming Blend: That's a fanboy war waiting to happen!
Michael: I think if we're actually able to do a PlayStation 4 vs PC I would go for a fanboy war right away, and say 'This is your chance to say who is the dominate console'
Gaming Blend: That would be at the top of N4G and every other aggregator across the internet!
Gaming Blend: So while we're talking about consoles, we have to talk about the Wii U. Where does it fit? Have you guys considered porting the game over to Nintendo's console? They've been doing a lot to try to entice the indie crowd as well and opened up a lot of tools for smaller studios as well as waived a lot of fees for getting concepts approved and brought to their console.
Michael: Uhhh... I think it's going to be an off-the-table thing for now, simply because I don't think... I'm gonna pull it up just in case but what Ive noticed is that on the PlayStation 4 Crytek updated their engine to support [the console]. But I don't want to throw it out there just yet. But it's all based on hardware limitations because with such a small team we need as much support as we can get. We can make it scalable on the PC, but in terms of console development... we don't want to say like 'Wii U' and then not be able to present like, anything or if it looks like (for the lack of a better word) crap. We want to wait; we don't want to half-ass anything.
What's holding me back on the Wii U, is as I read on the Wii U it's not really an HD contender in terms of Xbox One versus PlayStation 4. Those consoles are pretty competent here and they'll be able to play Timesplitters 4 I mean, Timesplitters Rewind. When it comes to the Wii U, it's gonna take a lot for us to scale things back so we can work on that. But... it doesn't mean that what we have right now wouldn't allow for us to scale things back, because if we're gonna be able to make it scalable on the PC so players with lower-end systems can play then hopefully we can do the same thing for the Wii U.
There's a lot to actually work with, and I don't think any of us really own a Wii U... we own Wiis, but we don't own a Wii U [chuckles].
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