![]() But I think the last year or so has proved that there is a real market for this kind of thing. There wasn’t like a big statement in terms of the timing to it, I think it’s probably a good time for it to come out on console, in terms of I think we’re at kind of an interesting point, particularly now with the mid-gen consoles being announced. So they took on… probably a 60/70% complete PC port, from Source to Unity, finished it off and produced it. ![]() Came up, met them, really liked them, and they said they’d take it on. GC: ‘Not financially strategic?’, yes I know that feeling.ĭP: So, we talked to a few people and I came up and met with Curve, and we knew that they’d done good work on support for other people’s games, and had a good reputation for being good to work with. ![]() So it just seemed like… if we’re doing the work anyway, if we’re moving it across to an engine that makes a console port a viable option, then we don’t have time to do it… but if we find a partner who’d be interesting in that sort of thing… just why not, really? We’ve never been a financially strategic company, we’ve always been more driven by kind of, ‘We’d like to do this, so shall we do it?’ So he started looking at it and when he started working on it the three of us – me, Rob, and Jessica – had a conversation and went, ‘Well look, we’ve never had time, and we’ve never really thought about console, Rapture had just come out on PS4, it’d done really well on PS4, and it felt like there was… Because when we first started making Rapture there were quite a few people who said, ‘You’re mad, console gamers will never accept this type of game.’ Which is obviously rubbish.Īnd Rapture and a few other titles that came out on console at around that time, kind of resoundingly kicked that thought it into touch.
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