PC Version of New Deus Ex Developed by "Partner" Studio

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rembrandtqeinstein

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Sep 4, 2009
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Console ports to a PC SUCK because of the interface. Borderlands is the perfect example. ME 2 was better. Fallout and Oblivion were unplayable on a PC without mods.

A PC interface is a mouse and keyboard and 18 inches from the screen. A console interface is a controller at 10 feet. You can't possibly have the same interface and expect it to work at all.
 

Continuity

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May 20, 2010
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Well thats it then, I was already seriously considering giving this a miss from the trailers and previews... but now we know its a dodgy port I'll definitely not buy it, at least perhaps until its £4 on steam in a few years.
 

Mekado

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As strange as it sounds, it might be a good thing.

Talented PC programmers are somewhat lacking at the moment in Montreal with Ubisoft and Bioware hiring massively all the time.If Eidos were bright enough to use external talented people instead of "whatever they could find" locally, it's a good choice imo.

Also, there's already a good deal of people working on the game right now, look at the picture ;
http://www.eidosmontreal.com/teams

All these people are there just for creative content and console playability, there's more people doing the "grunt work", he did say all creative direction came from Eidos, isn't that a good thing ?
 

Ben Hussong

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Mar 24, 2011
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Why is there all this animosity between PC and Console gamers? * speaking as a dirty peseant console gamer here, but i do occasionally game on my PC*
 

Sartan0

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Apr 5, 2010
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I consider this mixed news. This is a wait and see purchase for this PC centric gamer.
 

Sartan0

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Ben Hussong said:
Why is there all this animosity between PC and Console gamers? * speaking as a dirty peseant console gamer here, but i do occasionally game on my PC*
I don't much get it either. I think people telling PC gamers that "PC gaming is dying" does not help. Might be the source of the hate. I personally prefer PC gaming with the only console I own being the wii. To each their own I say. More people playing games is good.
 

Arec Balrin

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Ben Hussong said:
Why is there all this animosity between PC and Console gamers? * speaking as a dirty peseant console gamer here, but i do occasionally game on my PC*
Consoles tend to lose very little except graphic fidelity when a PC game is ported to consoles and even then, the quality of the end result will at least be as good as any console-native game. On the other hand PC loses a hell of a lot when a game is console-native and then ported to PC because the system spec budget curbs development ambitions. Had Grand Theft Auto been made for consoles first, there would have been no Grand Theft Auto even if the series won it's major fan-base on Playstation. Real-Time Strategy games are the only genre where PC-to-console ports have been complete failures recognised by most people. As first-person shooter migrated to consoles, only PC players noticed the drop in quality; the expanding console player-base didn't, they were just glad to be able to sit on a sofa and play deathmatches with friends.

The animosity from PC players is that we don't all have high-end machines. We go through cycles where our brand new comp is in the mid to high range and then after a few years it isn't, it's playing older or more simpler games and they are still good. These are games which can be made with smaller development teams, smaller budgets and smaller specs; we know good games should not be hardware limited and yet that is precisely what console-ported games represent. They have been limited by hardware and have suffered for it, compromises have been made that didn't have to be.

So if hardware isn't the problem, what does that leave? Only the consumer. Console players do not demand better; when they eventually get benefits that PC players have enjoyed for years such as online play or updated content, price-tags are attached to these things which were previously free and then they are re-branded as propriety services or 'DLC'. Console players are happy to pay for something they didn't have before, PC players are pissed to have to start paying for something that we know we've already paid for in the asking price on the box. This isn't a step forward for us, it's like history has reversed and we're now going down the alternate route it could have taken in the 90s if only it hadn't had to compete with the technical expertise of the user-base.

We had LAN and we could configure this to work over the internet, so no propriety online service or forced peer-to-peer. Now games are increasingly taking those things away from us as well as mod tools, dedicated servers and everything else that meant when we didn't like what publishers were forcing on us, we changed it ourselves.

All because console players don't demand more.
 

Jamieson 90

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Mar 29, 2010
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Well thats my preorder cancelled, can't be arsed to make the PC version yourself then you aint getting my money.
 

RhombusHatesYou

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Zer_ said:
id Software's RAGE is developed in tandem for all three platforms. It runs at 60fps on the 360, PS3 and more on the PC. The game looks better than Red Dead Redemption did at its best too.
The Rage engine is very technically impressive, though, and one of it's core design goals was to allow unprecedented scalability - an engine that could be optimised for any platform you chose to put it on, from smartphones to gaming PCs.

Very impressive but unfortunately only available to devs who work with Zenimax (Bethesda) so we'll still see most games using licenced game engines struggle along under the Unreal Engine. Bleh.
 

RhombusHatesYou

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Mar 21, 2010
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Hvati said:
Why can't dev's create the games for PC and then port it to the consoles?
More work that way. Would you rather spend 12 months dev'ing a console game and kicking out a shitty PC port with little effort or 14 months dev'ing for a PC game and then hacking out bits and redesigning a whole shitpot of assets to deal with the lesser processing power and RAM of a console?

TL;DR - a copy/paste port from Console to PC will still work*, a copy/paste port from PC to Console will hit all sorts of limitations that require more work to overcome.


*[sub]for certain definitions of the word 'work'[/sub]
 

Zer_

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RhombusHatesYou said:
Zer_ said:
id Software's RAGE is developed in tandem for all three platforms. It runs at 60fps on the 360, PS3 and more on the PC. The game looks better than Red Dead Redemption did at its best too.
The Rage engine is very technically impressive, though, and one of it's core design goals was to allow unprecedented scalability - an engine that could be optimised for any platform you chose to put it on, from smartphones to gaming PCs.

Very impressive but unfortunately only available to devs who work with Zenimax (Bethesda) so we'll still see most games using licenced game engines struggle along under the Unreal Engine. Bleh.
You're right, but I'm just stating as such. It can be done.
 

RhombusHatesYou

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Mar 21, 2010
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Zer_ said:
RhombusHatesYou said:
Zer_ said:
id Software's RAGE is developed in tandem for all three platforms. It runs at 60fps on the 360, PS3 and more on the PC. The game looks better than Red Dead Redemption did at its best too.
The Rage engine is very technically impressive, though, and one of it's core design goals was to allow unprecedented scalability - an engine that could be optimised for any platform you chose to put it on, from smartphones to gaming PCs.

Very impressive but unfortunately only available to devs who work with Zenimax (Bethesda) so we'll still see most games using licenced game engines struggle along under the Unreal Engine. Bleh.
You're right, but I'm just stating as such. It can be done.
Well, it can be done if you're John Carmack. Yet to be proven if lesser mortals can achieve the same.
 

robandall

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Jan 25, 2010
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A PC port of a console game? No thanks. I was actually planning on upgrading my PC for this - there's obviously no point now.
 

fisk0

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Now, I have no experience in the field or anything, so I'm most certainly wrong - but I would have though that it should be much easier to develop for PC first and port to console later, since PC games are pretty much inherently scalable to work on a wide range of hardware, and the consoles have a static hardware setup which you can "easily" scale down to and optimize for in the porting process. The different processor archetecture of the PS3 probably causes some issues, but do major studios code at the hardware level nowadays anyway? Isn't it all/mostly done with dynamic link libraries and middleware, which should take care of most of the difference on the hardware level? PC exclusive games (except some of the ones made for benchmarking) rarely seem to have any issues in scaling from a netbook setup to a top of the line gaming rig, while the console ports whose source systems on a hardware level are probably comparable to a mid price office machine for some reason can't be scaled as easily.
 
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fisk0 said:
Now, I have no experience in the field or anything, so I'm most certainly wrong - but I would have though that it should be much easier to develop for PC first and port to console later, since PC games are pretty much inherently scalable to work on a wide range of hardware, and the consoles have a static hardware setup which you can "easily" scale down to and optimize for in the porting process. The different processor archetecture of the PS3 probably causes some issues, but do major studios code at the hardware level nowadays anyway? Isn't it all/mostly done with dynamic link libraries and middleware, which should take care of most of the difference on the hardware level? PC exclusive games (except some of the ones made for benchmarking) rarely seem to have any issues in scaling from a netbook setup to a top of the line gaming rig, while the console ports whose source systems on a hardware level are probably comparable to a mid price office machine for some reason can't be scaled as easily.
You pretty much answered the question yourself. The opposite is true exactly for the reasons you mentioned. It's much more reasonable to develop for the static console hardware first, and then port to PC. You can't go on making a PC game for top of the line PC hardware and then realise you have to start hacking off bits and pieces to make it work on the old and restrictive console hardware.