Dear Reader:
SEGA details the process of bringing Sonic Forces to Switch, talks resolution, framerate, challenges
Coming from a DualShockers interview with Sonic Team Head Takashi Iizuka, Sonic Forces Producer Shun Nakamura, Director Morio Kishimoto, Lead Programmer Hiroki Tokunaga, and Art Director Yoshitaka Miura...
- the team was committed to port the game to Switch from the very beginning, even before they knew what the system would be
- the team had a deadline by which the game needed to be done, and mysterious hardware they needed to work on
- what helped make development really smooth was that the team was using its own proprietary engine
- the team has a lot of control on what the final game is going to look like, and they did their best to make sure that
- the game has the same overall look and feel no matter what platform it's on, but resolution is lower on Switch
- work on the Switch version was started after the other platforms
- when the PS4 and Xbox One versions were in the alpha stage, the Switch version only had one stage running correctly
- a lot of the development for the Switch version came right at the end
- even around the time of E3, the development team wasn’t yet sure if they’d make it in time
- the team managed to really polish the game for the Switch during the final stages of development
- the game was first developed on PC, and then the team made sure that it works well on all platforms
- to match the performance of the Switch, the game required dedicated tweaks
- while the graphics run at 30 frames per second, the controls run at 60
- resolution will be 720p in all modes
- Sonic Forces is a very fast game, and quick response to inputs is key to its enjoyment