Control developer Thomas Puha thinks that, compared to Microsoft, Sony was “a bit more ready” for the next generation of consoles.
One developer from Remedy, the team behind Control, believes Sony was “a bit more” prepared for the latest console generation than Microsoft in terms of software and tools. Both hardware manufacturers released their new consoles in November of last year, ushering in a generation of gaming hardware centered around faster loading times, 4K visuals, higher frame rates, and a litany of other possibilities.
Interestingly, thanks to two different approaches by the companies, the PlayStation 5 and Xbox Series X|S don’t exactly offer one-to-one experiences in terms of visual quality and performance. For one, sources such as Digital Foundry have discovered that several games look better on the Xbox Series X compared to PS5, even if by a small margin. PlayStation 5, on the other hand, has been shown to offer higher and more stable frame rates when pit against Microsoft’s higher-end Xbox. Then there’s the lower-powered Xbox Series S, which some game makers feel is holding back development on Xbox in general.
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In a recent interview with IGN, Remedy’s communications director Thomas Puha expressed his belief that Sony seemed a “bit more ready” for the latest generation in terms of tools and software. However, Microsoft’s efforts shouldn’t be discounted, Puha noted, given that the corporation’s newest Xbox decisions could prove especially beneficial in the long run. The Control developer said:
“Sony stuck what worked, their development software and tools were pretty stable and good pretty early on. Microsoft opted to change quite a lot of things, which in the long run are probably good, but of course it was just a bigger hurdle for us devs early on because we had to rewrite a bunch of different things to take advantage of specific features.”
While not all game devs are convinced that Series S will hold back next-gen, Puha counts among those who are at least somewhat concerned. For games that must run on all systems, creators resort to developing with the lowest common denominator in mind. And that level of compromise, Puha elaborated, can cause a fair few problems, especially with regards to the expense of quality assurance. On this topic specifically, the developer added, “I don’t envy folks making Halo Infinite.”
“It’s no different from the previous generations where the system with the lowest specs does end up dictating a few of the things you’re going to do because you’re going to have to run on that system. The more hardware you have, the more you have to ultimately compromise a little bit when you are a smaller studio like us, when you just can’t spend as much time making sure all these platforms are super good.”
The PS5 and Xbox Series X|S generation isn’t even six months old as of writing; therefore, there’s no way of knowing what the next several years have in store. After all, developers need more time to fully understand the systems and learn the architecture inside and out.
Uncharted: Drake’s Fortune and The Last of Us may look as though they were built on two different pieces of hardware, both are PS3 titles, created by the same team using the same tools. Similarly, Halo Infinite may not knock our socks off when it launches this year, but who knows what 343 Industries will pull off in the next few years after spending more time with the technology?
Next: Control Ending & Sequel Set Up Explained
Control is out now on PC, PS4, PS5, Xbox One, and Xbox Series X|S platforms.
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