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“The first thing I would do is compare the specs of the 3DS to the Vita,” he said, “as I don’t have any experience developing for that platform. I dared O’Connor to imagine Borderlands 2 on 3DS. Mighty No 9., especially years after release? That's dicier. With Borderlands 2, at least, you're talking about a hugely successful game you can guarantee people will be interested in playing. This is all to say that making an Unreal Engine 3 game function on a handheld is asking a lot.
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A lot of technical compromises were made, but it's very much Borderlands 2 on a Vita. One of the biggest challenges for O’Connor and his team was the frame rate Borderlands 2 was already pushing the more powerful PlayStation 3 hardware it was originally built for.īorderlands 2 on Vita looks a little rough, but it’s a miracle the game exists there at all. “If our relatively simple 2D game had issues at times, it seemed likely that a more complex 3D game would need a lot of work to be performant.” “There were several times that had dropped below our target frame rate on Vita during development,” said O’Connor. Iron Galaxy technical director Mike O’Connor was assigned to the team porting Borderlands 2 not long after finishing work on one of Iron Galay’s own games, the 2D fighter Divekick. (Full disclosure: I’m friendly with several folks at Iron Galaxy. One of the most high-profile Unreal Engine 3 ports to Vita was Borderlands 2, handled by Iron Galaxy Studios, a developer largely focused on helping other companies with ports and tricky technical issues. It’s a slightly different story for Vita, but it’s still incredibly rare. 9, chuckled at the thought of porting the game to handhelds: Programmer Ethan Lee, who’s handled ports of FEZ, Transistor, Celeste, and briefly worked on the Linux and Mac versions of Mighty No. 9 went through.Īll my reporting has pointed to one problem in particular, though: Unreal Engine 3. But you don’t even need “sources” to know that’s true all you have to do is load the game’s Wikipedia entry and read about the many delays Mighty No. I’ve heard various stories over the years, from a variety of sources, about how Mighty No. There’s the language barrier, sure, but anyone from the West who’s lucky enough to find their way into Japanese inner circles-a notoriously difficult task-aren’t going to take a risk. It is notoriously difficult to report on Japanese games because anyone who knows anything is almost never willing to talk. I reached out to a variety of sources to try and learn more, but didn’t make much progress.
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