![]() We had to be really mindful about what we were developing on. So we have to keep that kind of thing – like enemy counts and whatnot – the same across the board. "It wouldn't work, because we're cross-gen and cross play. We couldn't go, 'oh look, on next-gen you can kill 500 zombies but our current-gen is only 10," says O’Driscoll, speaking to the need to keep the experience consistent across PS4, PS5, Xbox One, and Xbox Series X. ![]() "We needed to maintain a certain amount of console parity. "You're gonna notice on next-gen we've got HDR options and things like things like that, and lots of different options for high-end PCs, but it's kind of… okay, this is kind of important." ![]() Matt O’Driscoll, who served as executive producer of Turtle Rock's asymmetrical monster hunter, now working as lead producer on Back 4 Blood, tells me that as excited as the team was to get its hands on the new tech it had some bigger considerations to keep at the forefront of its mind. ![]()
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