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Atlus addresses difficulties with porting Persona 3 Portable and Persona 4 Golden

Atsushi Nomura, commercial producer of Personand Daisuke Yajima, director of Personhave addressed in a recent interview granted exclusively for Famitsu the challenges and difficulties experienced by the Atlus team when moving persona 3 portable Y Persona 4 Golden to computers, Xbox Series X/S, Xbox One, Nintendo Switch and PlayStation 4.

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On the technical side, Yajima explains that “there was a lot of high-resolution raw data available for illustrations and other 2D materials, but for 3D data, such as CGI models, we had to modify the textures and optimize the data to make them conform to the specifications of modern consoles. Specifically, the resolution of P3P is much superior to the original version, so it took us a long time to modify all the data.”

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Regarding the same topic, Nomura details that “we have worked with a development company called Preapp Partners, which also helped us with the Steam version of P4G. They worked with us on elements that did not exist in the original high-resolution data or that needed to be retouched, which was a very difficult and painstaking process. When we projected the game screen onto a large TV in the conference room to check the finished product, the characters and backgrounds of the field were very well doneand everyone present couldn’t help but be impressed.”

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Both developers comment that the team had to make “detailed fixes” with reference to the original character and stage illustrations to make them look good in high resolution.

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About frame rate per second

Yajima comments, as one might have suspected, that adapting the title to 60 frames per second was quite a challenge. “The original version was based on 30 fps, but it wasn’t a simple matter of doubling the frame rate to reach 60 fps. For example, in event scenes, movement and scaling often don’t match… To be honest, we considered making compromises in event scenes, where the focus is on seeing the dialogue, as the feel isn’t there. It will change a lot if we keep the original 30 fps. Still, I was determined not to skimp on the remastered version,” he explains.

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Nomura adds that “we made the Steam version of P4G supports 60 fps, and we work on P3P until the end. It might be hard to tell in conversation scenes, but in battles and dungeon exploration, you’ll notice that movement is more fluid than in the original version.” Have you noticed the improvements they talk about?

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