The Nintendo Switch, whether “realistic” or not, may have been behind the start line when it comes to racers, but in the years since its launch, in addition to everyone’s favorite car race plumbers, it’s slow but sure. We have built a great catalog of racing games.Criterion evergreen Burnout Paradise RemasterFor example, released on Switch in June of this year, it was brought to you by Stellar Entertainment Software — a studio with multiple Criterion veterans and the same team responsible for the game. Need for Speed: Hot Pursuit Remaster Switch to Switch and other consoles at the same time earlier this month.
I went back to summer and talked about burnout. Before the release of HotPursuit, we talked to creative director Chris Roberts again to find out a bit more about the challenges of deploying the game on Switch along with other platform versions. A comparison of what was added to this remaster with work on Stellar’s previous project.
Nintendo Life: Unlike Burnout Paradise Remasters, Hot Pursuit Remasters are switched on at the same time as other consoles. Did working on all versions at the same time help optimize the Switch version?
Chris Roberts: It was certainly beneficial to work on them at the same time, but I learned so much while working on the Switch version of Paradise. This was very helpful.
How well has the game been developed?
About a year, and most of it during the first blockade, it created some very unique challenges for us to overcome. However, the team managed everything surprisingly well with the great help of EA and Criterion.
What was the biggest challenge to running Hot Pursuit smoothly on the Nintendo console?
One of Switch’s greatest strengths is its ability to play on both TVs and handhelds. Being able to look good and play well in both scenarios was something we took great care of throughout.
The game targets 1080p at 30fps on Switch. Was there any discussion about lowering the resolution and shooting at higher frame rates in Switch’s “performance mode”?
Our goal was to bring the Switch version as close as possible to the PS4 and Xbox One versions. Clear images and solid frame rates were our priorities and focus.
Cross-platform multiplayer is a huge boon for players everywhere, and autologs are back to remastering. How was the process of overhauling this and implementing it on a modern system?
Restoring the original system, updating it to support the new latest network infrastructure and requirements, and implementing cross-play on four different platforms was a huge amount of work. Also, during the pandemic, it was pretty spectacular, as most could do it with everyone who works from home.
Resuming the original system, updating the system to support the new modern network infrastructure and requirements, and implementing cross-play on four different platforms was a huge amount of work.
I’ve also introduced some quality of life updates and adjustments, can you tell us a bit about them? Is there anything specific to the switch?
Since Switch development was done in parallel with all other versions of the game, every decision in development always included checking to see if the changes were appropriate for the Switch version. We have completely reviewed and rebuilt all menu screens and HUDs. We’ve added event information to our career map to help players make more informed decisions. We’ve also added the ability to skip non-interactive scenes to improve night racing visibility (especially important when playing in handheld mode, as the original game was very dark at night). We’ve also added a number of signs around the world to improve the readability of race routes and shorts (which is also very useful when playing in handheld mode).
How was your experience of revisiting the game compared to when you returned to Burnout Paradise?
In this and paradise we mention [them] As a type of video game archeology. [It’s] It’s great to go back and bring back all the systems and tools from 10 years ago and combine them with some of the latest technologies and technologies. I used both Hot Pursuit and Paradise to recreate the best memories of the game and tried to enhance them the first time I played the remastered version. Again, in collaboration with the original game art director Henry Rabunta, he likened it to the restoration and finishing of an old painting.
If you have the opportunity to remake a vintage racing game (eg from a developer before 2000), do you have a favorite old-fashioned racer who enjoys seeing the ride again in modern situations?
Only one thing?I want to take it home F-ZERO, SSX Or Ridge racer..
Thanks to Chris. Do you feel the heat around the corner? Need for Speed: Hot Pursuit Remastered is already available on Switch and other platforms, so let us know how you’re working on it below. Also, check the verdict in the review.