Sardauk said:
What you call laziness is the fact that editors don't want to spend money on something that Sony should have already delivered by now.. no ? |
SDK's aren't some magic silver bullet. In the end the PS3 requires an actual effort of learning to get the best out of it. By all accounts the SDK is now much improved for PS3 and clearly most developers don't have any issues (look at pretty much every multiplat release in last 12 to 18 months).
Looking at the development history it seems very likely that:
1) the developer was stretched producing this title for the platforms supported
2) the developer was very inexperienced with PS3 SDK and platform (despite their 'lead' platform claims)
3) due to the more familiar 360 architecture / SDK they were able to more readily leverage that platform
What's funny is the title doesn't exactly look amazing on either HD platform to me. It's clearly a nice little game produced by a smaller developer who was overstretched and unable to produce a title that matched the current 'gold standard' on either HD platform.
The only really interesting element here is how Sony missed a beat here. GB is arguably their IP from a movie perspective, and they should really have paid far more attention to who was developing a game for it, their skill level and whether they needed assistance.
The results are fairly down to the developer - they didn't do a good job on PS3, and their claims of 'hey we squeezed this out' are meaningless. Far more experienced developers squeeze much more out routinely now, so it's clearly not the tools but the workman in this case.
Again though, Howard Stringer really needs to work on making Sony a more cohesive business. When you consider the media content they control, their brand strengh in electronics, etc. they really don't help themselves when titles like GB reflect better on their competitors than themselves.
Try to be reasonable... its easier than you think...







