Dylan Z of iGR reports: "Studios have been coming out of the woodwork touting development advantages on both PS4 and Xbox One. We’ve heard pros and cons about working with both architectures. As such, I wanted to get the opinion of a developer that’s creating a cross-platform, cross-generational title; is there really that much of a difference?"
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The thing that Techland needs to worry about is creating a fully functional game without game breaking bugs running rampant. They talk big talk but rarely deliver.
If that's the case, then why isn't this game going to be included with the Wii U. Xbox 360 and Wii U have basically the same architecture, the PowerPC. Plus I'm sure that the Wii U can handle this if Xbox 360/PS3 can.
Unless....it turns out to be another half-baked port. Anyways, if does come out for Wii U, I'll be one of the first to buy it. If not, maybe I can get it for PS4.
Imagine it though, the possibilities with the gamepad. Crafting, Inventory, Scanner, Weapon Scope, Communications Pad, Map. And with the Wii U Gamepad's 9-axis, their could be a way to push off zombies by wagging the gamepad or other environment interactions. And thats just some of the features that could be implemented.
Thats all well and good but the problem is that the systems are not the same. They are saying that the engine basically complies the assets and levels to optimize each platform. But isn't that what everyone does?
Will their engine maximize the potential of both consoles or take the least common denominator approach so that they look identical? The systems are not the same therefore they should not look the same. If so, I argue that neither is truly optimized.
"Honestly it’s refreshing to see a developer that’s not trying to garner attention by stirring the pot."
What. Whats wrong with stirring the pot? Developers were very vocal last gen about the difficulties of working with the cell. Were they stirring the pot or being honest.
Anyone who says they don't worry about platform differences is lying.