Resogun Dev Talks About Multiplayer, Weapons Customization and Praises PS4's Unified Architecture/8GB RAM (Interview)
- By Sehran Shaikh
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Resogun from Housemarque was one of the biggest surprise of GamesCom 2013. We saw very first glimpse of game at the event, it featured stunning visuals and graphics, engaging gameplay mechanics and many more things.
We all are excited about Resogun and PS4 (the game runs at 60 FPS, 1080p resolution), and so with an aim to get some more details about the game and how PS4 hardware helped development team craft out this beautiful looking game, we recently got in touch Tommaso De Benetti (Community Manager, Housemarque) for some official words.
Here is our full interview with Tommaso De Benetti:
Gamepur: Resogun is one of the exclusive launch title for PS4, which increases fan's expectations, Is Resegun ready for that?
Tommaso De Benetti: We are certainly doing our best for RESOGUN to become to PS4 what Super Stardust HD was to PS3. That means: the twin-stick shooter that defines the platform, and a game people will still play years from now.
Gamepur: Resogun Runs at 60 FPS at 1080p, How helpful PS4 Hardware Power (8GB RAM, Unified Architecture and Others) Was to Achieve This Resolution for Resogun?
Tommaso De Benetti: That hardware structure is necessary: with a unified architecture we can easily split up our memory usage and still have fast GPU access to the bits written by CPU. To give you an idea, we are using more memory than PS3 has in total just for blowing up cubes! The GPU and compute shaders are also being heavily utilized for a lot of things.
For example, all of the geometry generation (for the cubes and levels), the physics and collisions for the cubes, the particle mayhem you unleash with your Overdrive or Bomb; all of that is being done in compute shaders.
Gamepur: Was Stardust The Only Inspiration Behind Resogun or Development Team Took Inspiration from Other Games As Well?.
Tommaso De Benetti: RESOGUN inherited some features from Super Stardust HD, like the boost for example, or the "green energy" to collect. However, as you have probably seen, the gameplay flow is quite different now, and more inspired by classic retro games such as Datastorm and Defender. Our designers also like a lot japanese shmups, like for example DoDonPachi and Deathsmiles.
Gamepur: Any Specific Fan-Requested/Loved Feature Returning to Resogun from Stardust?
Tommaso De Benetti: We listen to all feedback but when it comes to design we believe in our own vision. Something that seems like a good idea on paper might not work at all on screen, so the creative output is a responsibility that we want to take entirely on our shoulders, at least on a project such as RESOGUN where clockwork gameplay is required. We have other projects in the works where fans input would be easier to implement.
That said, in the past we have hired particularly enthusiastic fans when they showed great potential, but we tend to take all gameplay-related decisions internally.
Gamepur: Resogun is not just about Shooting and Shooting, Strategy Also Plays An Important Role Too, Isn't It?
Tommaso De Benetti: Definitely, there's a lot of micromanagement going on. That's actually also why the world is shaped that way: the players can see all that's happening at a glance, and pick their priorities accordingly. On one side, there's a multiplier to keep going, on the other humans to be saved and enemies that become increasingly more aggressive if left alone for too long...
Gamepur: Tell us a bit of crazy weapons that players will be using in Resogun? Is it possible for players to customize/upgrade weapons in Resogun?
Tommaso De Benetti: So far we have shown just the main weapon, that can be upgraded up to five times, the bomb, and the Overdrive ray that slows down time. There's more, but we'll introduce the other weapons later this year. I can say there will be more than one ship, though.
Gamepur: You can tell us a bit of multiplayer portion of Resogun, What all things fans can expect from it?.
Tommaso De Benetti: As for the weapons, we'll show details soon enough. The plan is to have two ships on the same arena blasting the world at the same time – so yes, you can team up with a friend and start a voxel party.
Gamepur: What you'll say about PS4 from developers point of view? Is it heaven for Resogun?
Tommaso De Benetti: It's a very solid hardware with a lot of raw power, and it allows us to do things we wouldn't be able to do on other platforms. Think of physics for example, you're gonna see a lot more of it in games from now on, and you can totally see it in RESOGUN when the cubes fly around.
Gamepur: Stardust Tasted Massive Success on PS3 and PS VITA, Are you guys expecting same success with Resogun on PS4?
Tommaso De Benetti: To be honest, since we are included in the PS+ program, we expect even more players to try our new game. It's a win-win situation.
Gamepur: Any final words for your fans?
Tommaso De Benetti: You're not going to be disappointed!