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The making of Shadow of the Colossus on PS4

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  • The making of Shadow of the Colossus on PS4

    Now known as the 'masters of the remaster', Bluepoint Games has a well-earned, solid gold reputation for delivering some of the best current-gen - and indeed last-gen - ports of gaming's most beloved properties. From Metal Gear Solid to God of War, from Gravity Rush to the Uncharted trilogy, Bluepoint's work has been uniformly excellent across the years.
    However, with the recently released Shadow of the Colossus remake, the studio has pushed on to a new level. The developer has built upon its existing PS3 remastering efforts with a full-blown remake, reimagining Team Ico's original work with a release that captures and enhances the unique ambience of the PS2 classic, executed to today's triple-A gaming standards.
    That said, despite some extensive pre-launch marketing, there's still a lot that we don't know about this game. What engine technologies did Bluepoint draw upon to create this remake? To what extent does original Team Ico codebase factor into the new game? And looking towards Shadow's stunning PlayStation 4 Pro implementation, how does the team manage to make its 40fps 4K mode look so good despite a 1440p base framebuffer? And conversely, looking at the performance mode, how did Bluepoint hit its 60fps target so consistently when so many have failed?
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