
The Wonderful 101: Remastered 'Not Easy' to Port to Xbox One - News
by William D'Angelo , posted on 02 September 2020 / 3,547 ViewsThe Wonderful 101: Remastered director Hideki Kamiya speaking with Gematsu in an interview at PAX East 2020 was asked why there wasn't a port of the game to the Xbox One. He said it was due to the original engine and the engine for the Xbox One are "very different" and a port wouldn't be easy to do.
"That’s very true, and we did plan and want to release on Xbox One," said Kamiya. "But the fact of the matter was that the original engine for the game and the engine for the Xbox One are very different, and it’s not easy to port like the other systems. So as a result of that, unfortunately and regrettably, we had to relinquish the Xbox One release."
"It’s just a very costly thing to do and we don’t have the ability to do it in-house," Kamiya added. "I don’t want to say it will never happen. If the right things come together and we get enough money, it might be possible, but it’s just an expensive thing to do. We did want to do it—it’s purely for that reason that we couldn’t."
Here is an overview of the game:
The Wonderful 101 was originally released for Nintendo Wii U in 2013. Platinum Games and director Hideki Kamiya announced the Kickstarter campaign to fund this multiplatform, remastered edition on February 3, 2020. Scheduled to run until March 6, the campaign has already received an enormous amount of support from fans, ensuring a general release for The Wonderful 101: Remastered to players all over the world.
A Message from Hideki Kamiya
Hello, everyone. Platinum Games Chief Game Designer Hideki Kamiya here.
About seven years ago, we released The Wonderful 101. I’ve moved up to become a member of the Platinum Games executive board, but back in those days, I didn’t think very much about the business end of things (okay, I’ll admit that maybe I still don’t). I devoted all of my attention to creating games that met my own personal standards. The Wonderful 101 was the sixth game I’d directed throughout my career. Unfortunately, I can’t say it was much of a success, from a business standpoint.
But I’ve also never thought of it as a failure. I didn’t back then, and I don’t today. That’s because, to a game creator, a game is only a failure if it disappoints the gamers who play it. From the start, The Wonderful 101 didn’t quite reach a large enough audience for me to clearly call it either way.
So regardless of how The Wonderful 101 fared in the marketplace the first time around, I’m considering this a chance to show it to the world again. I’m looking forward to seeing how it measures up.
The Wonderful 101 has gotten this miraculous second chance thanks to all of you who’ve told us you wanted to play it, as well as the passionate PG staff who worked on it with me. We’re delighted to see it return on Nintendo Switch, PlayStation 4, and Steam.
This isn’t just a simple port, either. We’ve tuned the controls for each new platform and made several adjustments that should make it easier to grasp and play. On top of that, we’ve improved the image quality and frame rate to suit modern hardware. On the whole, I’d say The Wonderful 101: Remastered is the definitive edition of the game!
We’ve loaded The Wonderful 101: Remastered with as much Platinum spirit as we could. I sincerely hope you’ll all play it and let us know what you think!
—The Wonderful 101 Director Hideki Kamiya
Nighthawk Interactive
Nighthawk Interactive is extremely excited to be partnering with renowned developer Platinum Games to support their self-publishing debut with The Wonderful 101: Remastered. We’ve long been fans of their games and we couldn’t be prouder to stand alongside them as their retail distributor to bring this amazing one-of-a-kind experience to their loyal fans and a whole new audience
The Wonderful 101: Remastered will launch for the Nintendo Switch, PlayStation 4 and Windows PC via Steam in North America on May 19, in Europe on May 22, and in Japan on June 11 for $39.99 / €44.99 / £39.99 / AU$59.95
A life-long and avid gamer, William D'Angelo was first introduced to VGChartz in 2007. After years of supporting the site, he was brought on in 2010 as a junior analyst, working his way up to lead analyst in 2012. He has expanded his involvement in the gaming community by producing content on his own YouTube channel and Twitch channel dedicated to gaming Let's Plays and tutorials. You can contact the author at wdangelo@vgchartz.com or on Twitter @TrunksWD.
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I'm not a computer whiz as we used to call them, but if they're porting it to PS4... the Xbone architecture wouldn't be much different. However the game not selling as well on it would justify a reason the skip the console.
Yeah doesn't add up.
They obviously dont want to say the first part lol
Gamers don't understand that. Nowadays you don't program on hardware anymore but on Graphic APIs. All systems support OpenGL or OpenGL-like APIs. Except the Xbox. DirectX runs there. If you have an engine that only runs on OpenGL, it will be very expensive to add DirectX.
I don't buy it. If they really wanted to do an Xbox version why not add it the kickstarter as a stretch goal? Well we got Vanquish. Maybe MS should spend a little to fund to port and put it Gamepass.
But somehow it's coming to the PS4 and PC? Yeah, not buying it
Maybe Kamiya is still mad with how Microsoft screwed them with Scalebound and understandably so. That Kickstarter for ports of the game after taking Tencent cash is still scummy, though.
4 dips***s with the downtown. I kinda liked it when the feature was broken....The guy obviously has a poor history with MS, having expressed his displeasure in working with them in a very public manner. So, of course, his bad experience in the past could be factoring into his decisions, and framing of this situation.
This was such a bad answer and it's only going to spark more questions not less about what's really going on behind the scene.
Phil spencer is shaking right now lmao