Back in April, Silverfall was quietly announced for the PSP platform. Originally a PC hack 'n slash RPG, the title went on fairly unnoticed by both gamers and critics alike. Thankfully, it appears that the PSP rendition of the title won't be a mere port. Rather, it looks to be a total transformation.
Obviously, changes were necessary, considering the very different technological capabilities of a gaming PC and the PSP. "One single character texture of the PC version equals the total memory we have on the PSP! But there would be design challenges too."
To make the title more engaging to handheld players, the characters in the game are now directly controlled via analog stick. Combat will use the face buttons -- a far cry from the original PC version, which had users simply moving their mouse cursors over each enemy. The game is now a solitary excursion, with the team opting to add more enemies on screen, as opposed to having companion AI. Finally, the game's art is being made more colorful for the handheld screen: "As a joke, we had Disney's colour scheme (and more precisely Kingdom Hearts) as a reference." To find out more about the title, feel free to read IGN's full interview.
Taking Silverfall from the PC to PSP
Posted Jun 4th 2007 10:30AM by Andrew Yoon
Filed under: Interviews, Silverfall
Tags: silverfall














Reader Comments (Page 1 of 1)
6-04-2007 @ 11:55AM
txa1265 said...
It seems that they have lost much of what made Silverfall on the PC unique:
- Visual style featuring cel-shaded characters and 3D world.
- world that is wide-open for exploration.
But I am still hopeful that they can pull out a decent game.
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6-04-2007 @ 12:08PM
Alien said...
No companion ... that sux :(
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6-04-2007 @ 2:34PM
txa1265 said...
With my build in the PC version having a companion was more like babysitting after a point ...
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6-05-2007 @ 9:06AM
txa1265 said...
The same basic thing from IGN is at PocketGamer. The quote that still concerns me:
"The companion system, the vast open levels, and the specific look and feel of the game (using outlines on characters for a kind of cell shading effect) round out what makes Silverfall PC unique. These three features were the most problematic for us. Each of them is very resource demanding."
I'm quite troubled about the visual style, but think that the companions can be jettisoned without issue. The open world ... oh well ...
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