Control Developer: Creating games for two generations of consoles once on ‘Six’



Turns out, games are hard to make. Who knows? According to Thomas Puha, director of control developer Remedy Communications, this is especially difficult when you have to create a game function on two completely different generations of consoles at the same time. Bring games like control from generation to generation, especially when working studios have fewer resources (like solutions).“Whenever you’re at this cross-generational point, to be unconscious, it sucks,” Puha said. “You have to support the previous general, make sure he sings, and then everything you bring to the next-generation is limited by the choices you made years ago for the previous pay generation. This is not a very old real game, we just Creating a remake of the thing and then bringing it to Next-Gen, it’s not like that, it’s not a reality for us, because you’re literally taking resources that are building future games and improving the engine in the future.

“That’s why PS5 and Xbox series games don’t look as good as we would like them to be – better than the previous pay generation, of course, but probably not the dramatic improvement that people want,” Puha added.

“The games that will come out, the stuff we’re working on, the visual bar, you’ll blow up. And you just need to focus on the previous pay generations. You see something like modern warfare. I can.” Can’t figure out how good the game looks on Xbox One and PS4. And you’re going to come to this current pay generation as well. We’re seeing a lot of improvement. “

Puha pointed out that many of the problems in developing games for new payers are related to developer resources and equipment. He notes that the control was originally shipped on a version of its game engine from August 2019, but since then the engine has been completely updated to accommodate the next-gen base – effectively breaking down everything already held.

“When you get to the point where you have to get [a game] Running on next-gen systems, on new engines, everything takes months to work, “he said. Nothing works before. The material looks wrong, the texture looks wrong, the lighting is exposed, because we’ve made all these improvements but then it’s inconsistent with what we did in 2019. It took months – the game was on, we had it running back in the summer of last year, but there was nothing cool about it … which took a while to get to the level where all we had to do was work in the re-gen version. Now we can really start doing all that cool next-gen stuff. “

He said developers have to effectively choose what they want to work on. But if they want to make full use of every piece of next-gen technology for a game brought in from a previous-general, it can take time, otherwise it can cost to create new games.

“We can keep developing features for this game for months, if not a year, but then you’re already screwing up the next project that these developers expect to work on that game. It’s just a multi-project organization. Is the reality “

Control: The Ultimate Edition for the PS5 and Xbox Series S and X has now come out following the initial curfew of post-birth save transfers. The original version was our game of the year 2019 and our original review praised its “charming, audible ball world”.

Rebecca Valentine is IGN’s news reporter. You can find it on Twitter duckvalentine.