mardi 9 décembre 2014

kf2 simply has it easy in development

-it's instanced, so they barely have to downgrade the graphics for consoles

-it doesn't have arma/quake level of keybinds and it doesn't require flick shots, so it's fine on a controller

-it has no narrative, so it can't have some inane progressive agenda story shoehorned in

-it's engine isn't coded in industry standard so it won't be a clustercuddle port

-it's being published by the developers itself

-at 50 employees it isn't dependent on a massive turnout that would require sacrifices to make the game appeal to every gamer ever



It seems that killing floor is merely in a position where it can't be hurt by many of the problems that are plaguing modern triple a releases.



:IS2:




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