- Et helvete å utvikle The Last of Us til PS4

Tekst: Tor Erik Dahl
Publisert 2014-05-17

Kreativ sjef hos Naughty Dog, Neil Druckmann, synes ikke det har vært en enkel oppgave å skulle ta The Last of Us fra Playstation 3, finpusse grafikken, justere opp oppløsningen til 1080p med 60 bilder i sekundet og lansere det til Playstation 4. Han konstaterer snarere i et intervju med Edge at han forventet et helvete, og at det var nettopp det han fikk:

"We expected it to be hell, and it was hell. Just getting an image onscreen, even an inferior one with the shadows broken, lighting broken and with it crashing every 30 seconds ... that took a long time. These engineers are some of the best in the industry and they optimized the game so much for the PS3's SPUs specifically. It was optimized on a binary level, but after shifting those things over, you have to go back to the high level, make sure the systems are intact, and optimize it again."

"I can't describe how difficult a task that is. And once it's running well, you're running the [versions] side by side to make sure you didn't screw something up in the process, like physics being slightly off, which throws the game off, or lighting being shifted and all of a sudden it's a drastically different look. That's not ‘improved' any more; that's different. We want to stay faithful while being better."

Vi håper i hvert fall at det viser seg å være verdt alt arbeidet, for vi gleder oss til å gjenoppleve det fantastiske eventyret på Sonys nye konsoll.

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