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Hades 2 Is Aiming For 60FPS On Switch 2, Will Launch As Nintendo Console Exclusive

Hades 2 Is Aiming For 60FPS On Switch 2, Will Launch As Nintendo Console Exclusive https://ift.tt/yfkx0gK Supergiant Games has revealed some new details about Hades 2, including the fact that it runs at 60fps on Switch 2. The game is also launching later this year on the upcoming system as a timed console exclusive (alongside Switch 1). "We learned so much from developing the original [Hades] on Nintendo Switch and we wanted to take those learnings forward to Nintendo Switch 2," explained studio director Amir Rao in a new Nintendo Creator's Voice video. "That meant for us being completely uncompromising when it comes to performance. We really really want our games to perform at 60fps." He added that the extra power from Switch 2 will allow the studio to push Hades 2's graphical features. It got its second major update, the Warsong update , last month, which added in areas from the first game. The PC version has been in early access since last year. Conti...

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony https://ift.tt/UuCxFWl

Andy Gavin, one of the co-founders of Naughty Dog, has explained why the company sold itself to Sony back in 2001. Posting on LinkedIn, Gavin said he's been asked "countless times" why Naughty Dog took the deal, and it was all about rising development costs.

Gavin said (via SI) when Naughty Dog first started making games in the 1980s, game development costs were "manageable," with costs for games made in the early '80s running about $50,000 per game. For 1992's Rings of Power, Naughty Dog spent about $100,000. For the first Crash Bandicoot game, however, costs rose to $1.6 million, with Jak and Daxter (2001) coming in at $15 million or more. Just a few years later, Jak 3's development cost came in at between $45 million and $50 million.

Naughty Dog was self-funding all of its projects at this time, and the stress about "financing these ballooning budgets independently" became too much to bear. Gavin said rising development costs is a "systemic issue" to this day in the video game industry.

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