Published On: Sat, Jan 26th, 2019

Feature: How Virtuos Solved The Technical Challenge Of Bringing The Final Fantasy Remasters To Switch

Final Fantasy Xii Zodiac Age

Singapore-based Virtuos is a studio that has already finished utterly a name for itself on Switch interjection to a glorious ports of L.A. Noire, Dark Souls and Starlink – a contingent of third-party efforts that have finished most to raise a library of Nintendo’s hybrid system.

However, a company’s subsequent plan could be seen a rather some-more daunting, given a standing of a franchise; Virtuos is now tough during work bringing over Final Fantasy X | X-2 HD Remaster and Final Fantasy XII: The Zodiac Age to Switch. Keen to learn some-more about a process, we spoke to executive writer Lukas Codr and comparison writer Fang Xiaoshu about a remasters, operative on Switch and most some-more besides.

Nintendo Life: Can we tell us what led to we operative on a Final Fantasy Remasters? Were we approached by Square Enix?

We have a good attribute with Square Enix, carrying formerly worked with a association on Final Fantasy Remasters for PS4 and PC. These games were large hits so it was customarily healthy for us to be brought in to work on a Xbox One and Switch remasters, too.

What has a response been like to existent PlayStation and PC remasters?

The response has been great; we’ve had a lot of certain feedback from players and a media, so we consider it’s since Square Enix approached us for a Xbox One and Switch remasters.

When did discussions start per a Switch and Xbox One versions?

This plan got on a radar in a second half of 2017, so a group was adult and using in December. For large franchises like Final Fantasy, it customarily takes some time to get recover dates aligned with a rest of a SKUs and other projects, so we customarily put some coherence into a schedule.

Final Fantasy X

We’re articulate about dual really opposite consoles here; how tough has it been to scale a games for recover on a Switch, given a singular unstable nature?

I would contend it was utterly technically severe since to make Final Fantasy work on Switch, we indispensable to cgange it to 64GB. So, a Switch chronicle indispensable to be shrunk yet impacting a performance. As this requires a satisfactory volume of skill, we have a tiny group privately to aim these tools of a remaster.

Did we have to tweak any component of a games in a routine of porting them to new systems? Likewise, were there any ways in that we feel we softened a experience?

For such a good franchise, a categorical idea is to move a accurate same knowledge as a strange chronicle to a player. So, we haven’t overwhelmed a core calm of these games in sequence to keep a same essence as before.

However, some apparent bequest issues have been bound during porting, including some UI proof and interpretation glitches. We’ve taken a “quick recovery” underline from PS Vita to Switch in sequence to take advantage of a hold screen. Finally, we’ve also integrated a “key mapping” complement into both Xbox One and Switch versions in sequence to give some-more control coherence to players around a globe. This is a initial time we brought it to consoles (PS4/PSV don’t have it, customarily PC has such functionality).

We trust these facilities and fixes can indeed give a improved knowledge to players than a prior remaster versions.

Were there any lessons taken from Dark Souls and Starlink that came in accessible with these games?

Communication is always super critical in this form of project. The pivotal is to be entirely pure to a customer and never censor any issues a group encounters, so that we have time to find good solutions together.

We also had a well-experienced Japanese writer in assign of articulate to a client, that was essential to overpass any informative differences between Japanese and Western diversion growth practices. Having such a chairman on site has proven intensely useful in those potentially wily moments when we faced technical or prolongation constraints. That was a final square of a puzzle, subsequent to things like technical feasibility reports, underline demos and so on.

Final Fantasy X X2

What lessons did we learn from carrying to pier these games to dual such opposite systems?

Xbox has a singular “player profile” system, that requires pretension response to a changes of actor form standing during any time when a diversion is running. Unfortunately, a strange diversion could not be paused during any given moment, so we had to change some reduce turn formula to make certain a engine can prove these height requirements.

For Nintendo Switch, a categorical plea was a package size, as a prior tender information distance could strech adult to 50GB. This most information simply can't fit on a singular Switch diversion card, so we had to analyse and cgange a information cooking tube and managed to fit a diversion on a 32GB label yet any impact on visible peculiarity or loading performance.

Another wily partial is middleware. Some specific middlewares are no longer supported, so we had to mislay them or reinstate them with a in-house libraries, that we have accessible for such situations.

Would we contend this was an easier charge than Dark Souls and Starlink?

Compared to Dark Souls, we can contend a growth was smoother in general. It was still a lot of work due to a perfect distance of a games we were porting and all a opposite SKUs we had to prepare, yet we had a really good bargain of a code. Moreover, many of a required opening optimisations were already benefaction in a code.

Just like with each project, we also had a share of issues and difficulties. However, a group during Square Enix was really responsive, so we were means to solve them yet too most hassle.

Final Fantasy X

Final Fantasy, Dark Souls and L.A. Noire are 3 large properties – what’s it like to be devoted with them?

We always provide each client’s IP as if it was a own. It’s a bread and butter operative with other companies’ IPs so we’re really gentle with doing so. The pivotal thing is good communication with a client, both in meaningful accurately what they wish and gripping them updated along a way.

Not so prolonged ago, a judgment of a remaster was flattering unusual, yet we’ve seen a pointy arise in this kind of plan in new years. Do we consider this will continue, and if so, does that make a studio like Virtuos even some-more profitable to publishers?

We’re large fans of remasters and comparison games so it’s really sparkling to see that IP owners wish to move them back, bigger and better, onto some-more absolute consoles. We consider remasters will continue to be really renouned in partial from comparison generations personification a really same games when they were kids, with their possess kids.

We’ve found yet that it’s not only remasters where studios are looking for support from companies like us. We’re operative some-more in co-development of titles, and are increasingly conceptualizing whole levels for new games as we assistance studios to enhance a range of their games.

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