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PS4Blog.net | January 18, 2018

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[Beyond PlayStation] Stage Clear Studios On Max: The Curse of Brotherhood

[Beyond PlayStation] Stage Clear Studios On Max: The Curse of Brotherhood
EdEN, Owner
  • On December 8, 2017
  • http://www.ps4blog.net

We’re working on a review for Max: The Curse of Brotherhood, so I got in touch with Stage Clear Studios to talk about the game for its Nintendo Switch release.

PS4Blog: Hi! Thank you for joining us for this interiew. Could you please introduce yourself to our readers and tell them a bit about your work?

Hi! Thank you for the interivew. My name is Daniel Santos Fonseca and I’m Co-Founder of Stage Clear Studios. We’re a video game development studio based in Madrid, Spain. Along with creating new games, we also work on porting titles to consoles (Switch, PS4, Xbox One). Max: The Curse of Brotherhood is an example of this, as we worked on taking it to the PS4 and the Nintendo Switch.


PS4B: And after launching on other consoles, Max: The Curse of Brotherhood is now ready for the Nintendo Switch. How would you describe the game to someone who’s never heard about it?

It’s a puzzle/platformer game in which physics play a big part, along with a magic marker that will allow you to draw and erase several elements that will aid you during your adventure.

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PS4B: How long did it take to complete the game’s port for the Switch? Where there any changes made to this when compared to, say, the PlayStation 4 version? Where there any particular challenges you had to overcome during the development process for Nintendo’s hybrid console?

Since we previously worked on porting the game to the PlayStation 4, the total time to port the game to the Nintendo Switch was shorter. Overall, it took us roughly 4-5 months to port the game for Nintendo’s console. For the Switch version, we added the option for using the console’s touch screen to control the magic marker, which allows players to enjoy the game in a way that is not available elsewhere. The biggest challenge was maintaining the same graphical quality for the game as is available for other consoles. Aside from a few changes we had to make here and there to improve performance, players will get to enjoy the game at the same visual level as those who play on PS4 and Xbox One.

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PS4B: Now that the game is ready for Nintendo Switch, what is the team currently working on?

We’re currently busy working on porting several projects to consoles, along with working on a game of our own! Some of the games we’ve worked on have recently seen a release on consoles, games such as Slayaway Camp (PS4, XOne, soon on Switch), Dead Synchronicity (Switch), Letter Quest (Switch), The Coma: Recut (Switch), and the recently announced Bridge Constructor: Portal, to name few! We’re working on other games for consoles, but we unfortunately can’t talk about them… yet!

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PS4B: And that’s all the time we have today for this interview. Is there something else you’d like to add?

I just want to thank you for supporting the video game development industry in Spain with this and all the other interviews you’ve done with Spain-based developers, allowing several studios to showcase the projects they’re working on, projects that gamers know and love, but that they probably didn’t realize were developed in Spain. So, thank you for that!

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