It at all times helps to contemplate issues from the developer perspective on the time. What sort of constraints had been they fascinated with whereas constructing the sport?
On the time, Kingdom Hearts 2 was a PS2 unique title by a 3rd social gathering developer (Sq.-Enix) in 2005, almost a full 12 months earlier than the PS3 launched in 2006, and 9 years earlier than the two.5 Remix launched for PS3 in 2014. On the time, the builders had been aiming to squeeze out the utmost efficiency they might on their solely goal platform, so that they possible by no means thought of that the sport can be ported to different platforms (not to mention on extra highly effective {hardware}). Remember – Sq.-Enix’s first recreation on PS3 didn’t launch till 2007 and it was the Japan-localized model of Name of Responsibility 3 – World at Conflict. They wouldn’t publish their first in-house PS3 recreation (Crystal Defenders) till 2009.
All this to say that they had been principally heads-down centered solely on growing KH2 for the PS2 on the time. There was virtually actually zero considered making this work on some other platform, and even much less thought towards making the sport work on increased performing {hardware}. Again then, operating at 30 fps was extraordinarily acceptable – most individuals didn’t know what body charges had been and video games had been principally nonetheless operating in customary definition. As a result of they solely had the one goal platform with the following {hardware} improve being literal years away, there was by no means any technical must even take into account it. Builders usually make a whole lot of assumptions which can be true on the time till they’re not, often on a protracted sufficient timeline.
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