Lightdive Studios is known for retrieving old games to modern platforms with improved quality of life, and says it is ready to work on projects that include PS3 and Xbox 360 games. In an interview with VGC, Studio Head Steven Kick and Director of Business Development Larry Cooperman spoke about his desire to expand the studio’s gaming lineup by including the Seventh Generation Console.
“We’re ready,” Kuperman said when asked about remastering games that were lost in time, as they are exclusive to consoles on the PS3 and Xbox 360. Kuperman explained that the process involves several questions, such as whether the game in question won a PC release at all or was console exclusive.
“I start asking a few questions,” he said. “Was it exclusive to the Xbox360 or did you have a PC version too? It’s a small storage available, as things change too. Do you have the source code? If so, what is the quality of the source code? What about assets?
Kick also talked about the studio having conversations with the original developers of a particular game. Use a PS3-only shooter Hayes As an example, Kick mentioned how to ask the original developer of the game what he was doing in hindsight. I had a similar conversation with the developer behind it System Shock 2 for System Shock 2 Remasterfor example.
“But at your point is the game. Hayes – Let’s say we have access to it hypothetical, and that was our big title for 2028, right? “We’ll go to the original designer.
“I’ve had these discussions before with (the original) developers in some of these games, but I gave them the opportunity to go back and say, ‘This is what I did.’ System Shock 2 Remaster And as soon as many of these other games we’ve seen import them into new hardware, some of the issues start to clear themselves, like frame rates, refresh rates, texture resolutions, streaming, loading times. ”
Kick also spoke about the challenges posed by the PS3’s unique hardware architecture. For context, the PS3 was developed using what Sony called a cell processor. The system was extremely scalable and was able to output quite a bit of power if needed. However, the fact that we did not use previous or similar architectures presents our own development challenges. Kick believes that the PS3 remaster could be difficult to pull away because of this.
“Yeah, definitely” kicked when asked if it was difficult to port via PS3 games due to the architecture. “I think the architecture remembers the talk when the system was first released, how difficult it is for developers to ‘get’ it. That’s a big issue with backward compatibility. ”
“This is a bit different, but when the PS3 first came out, it was backwards compatible with the PS2. And after a while, “Well, it’s really expensive, because you literally put hardware on both systems for that to happen.”
“Yeah, if we got to that, or when I should say, it would be a challenge we have to face when we reach the PS3 ERA game. But I think we had enough experience in a place where we could do serviceable work with the PS3 remaster.”
Kuperman believes the fact that Nightdive Studios has its own engine to help them engage with modern hardware offers a great advantage in this area. It could also be an opportunity for studios to improve their Kex engines in the future.
“The other part is the benefit of having an engine of its own, and that’s a really big part of the night dive story,” Cooperman said. “There’s something we can do because we have our own engines, so I think it was for us to go down that path. Sam might understand what he can do with Cex.”
The last major release by Nightdive Studios was The Thing: Remastered. The classic shooter has become the fastest sales game in the studio so far. See the review for more details.
(TagStoTRASSLATE) NightDive Studios (T) PS3 (T) Xbox 360