How Goodbye Volcano High is shaping the next-generation of adventure games on PS5
"All the other platforms that this game may or may not come to will have a lot of work that will have to be done to make the game run the way we want it to – while on
PS5, it can just kind of happen easily," Dabbous tells us. He had earlier said, "What's been really nice about developing for PS5 is that, even though our game is 2D, there's still a lot of memory constraints."
"And we're doing a lot of visual lighting effects and things that are running in real time that, if we pull it off right, the player should never even notice is happening [...] we also [want to] be able to pan or zoom or do some camera movements, which means our resolutions and our textures [...] have to be at a ginormous size for that to all look perfect at 4K. And so what's really nice about doing that work on the PS5 is that we're really not super-worried about technical constraints on memory and resolution size and things like that, so that lets us really focus on making the best possible art."
Dabbuous is also enthusiastic about the DualSense controller, "Haptics have been around for so long [...] And I feel like it's this drum that I keep on beating on and [haptics] have like been so important, and so valuable and like, nobody seems to actually talk about it in any meaningful way. It's just like, 'Oh, vibration, rumble, whatever!'"
McKernan agrees, "The first thing that comes to mind is some sort of like weaponry feedback or something. Like, 'Oh, I'm firing a machine gun and it's kicking back on my fingers.' But when we first spoke to Sony about that concept, it just clicked with us to be like, yeah, we could totally put you more in the shoes of this character if they're having trouble getting something out and you really have to work for it just like you would in real life."
Dabbous elaborates, "Having things like a resistive or adaptive trigger that can change its feel... like, a controller that changes its feel based on a character's emotional state [...] that is like just such an exciting tool from a design perspective [...] And I just think that, as game designers, that's just an incredibly fun and exciting experience to create new feelings for players." We'll be able to feel it for ourselves in 2021.
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