[PS4Blog.net Interview] Artifact 5 On Anamorphine

by EdEN, Owner

We’re currently working on a review for Anamoprhine on PS4, so I got in touch with Samantha Cook at Artifact 5 to catch up.

PS4Blog; Hello Samantha! Thank you for taking the time to join us again. How are you doing today?

Great! It’s so cool to see people playing Anamorphine out in the world.

PS4B: Indeed! Anamorphine is now finally out on PlayStation 4. We last got a chance to talk back in 2017, and I was wondering how much the game changed between the state it was in back then and the version we can now play on Sony’s console. Where there any particular challenges you had to overcome?

Because we needed to take time to make the game work on PS4, we also got extra time to polish some aspects of the game, especially the endings. The main challenge to bring it from PC to PS4 was putting what was already a large PC game onto a console. We still want to do some work to improve loading times and frame drops, but after three years of development, there were a lot of reasons to launch it and continue to work on it once it was out in the world.

PS4B: Last year you mentioned the game would have more than one ending. On that note, how many endings can players expect to find in this adventure?

There are two endings! We wanted to present the idea that you have a choice in how you deal with your past and decide to tackle your future. The way to try for a different ending without replaying the whole game is to just go to the Continue menu after you’ve finished one, and it’ll allow you to “Retry Choices.”

PS4B: When can we expect the PlayStation VR version of the game to be ready to go?

We can’t put a date on it yet. It will require a lot of optimization, so it’s going to take a while.

PS4B: Are you perhaps considering a port of the game to, say, the Nintendo Switch at some point?

We aren’t considering the Switch, but we’re thinking about other mediums we can bring the game to.

PS4B: Once again, thank you for taking the time to do this interview. Would you like to add anything else?

As indie devs who have just launched their first game outside of a larger studio, we’re learning a lot as we go! The game is out now, but that doesn’t mean we’re not going to keep patching it to make sure it’s a smooth gaming experience for everyone. We hope people find meaning in Anamorphine and share it with the people in their lives who will love it.

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