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[Interview] Marvel Spider -Man from the PC, what changed?

The exclusive title of PlayStation is being transplanted one by one, and Marvel Spider-Man, developed by Insomniaak Games, is scheduled to be released on the PC platform on August 13.

Marvel Spider-Man is an open world action game that was released as a PS4 exclusive in 2018, and has been well-received for its unique combat style and speedy action flying through the city of New York. The new remastered version, which was released since the launch of the PS5, showed both high graphic quality and fast loading speed using the performance of the next generation console.

About four years after the original launch, what kind of new point was added to the Marvel Spider-Man Remaster, which is about to be released as a PC version? You can hear the story of Jurjen Katsman, the founder of Nixis Soft, a developer of the developer, Mike Fitzgerald Core Technology Director and SIE First Party of the developer Insum Niak Games, which helps the PC transplantation of console works. there was.

■ Marvel Spider-Man Remaster PC, So many people can enjoy

** Q. Marvel Spider-Man is a game that appeared in the twilight of the so-called PlayStation 4. I wonder why I decided to transplant these works into a PC platform regarding sales volume or additional work.

= Two years ago, he released the Remaster version of Marvel Spider-Man on the PS5 platform, which was a good opportunity to see what we could do based on the performance of the next-generation console device. Thanks to this, it was possible to implement the fast loading speed using rate racing or SSD in the game.

As you know, the PC platform is a big market worldwide. Of course, many people enjoyed 'Marvel Spider-Man' through the PlayStation, but I would like to show you to more gamers through the PC platform.

Q. I wonder what was the most important thing in the process of transplanting the game into a PC version, and what was the tricky or difficult part of the technical side.

= Of course, the most demanding and difficult part was the transplantation of the technical aspects implemented for the PS5 platform with the same specifications into a PC with an uneven specification. In particular, there are different parts of the console system that parts such as rate racing and rendering interact with the PC. It was important to maintain the equal performance level in the overall PC specifications, considering this.

Even PC gamers aren't different in the size of the monitor you use as well as hardware. In terms of development, we had to proceed with all the optimization in various environments, so we focused on the overall performance by looking at various screens with various in-foot devices.

Q. What is the special feature or element that can only be checked in the PC version?

= In the console environment, it does not support the ultra-wide screen, but the PC supports various aspects such as 32: 9 as well as 21: 9 for gamers using various monitors. Obviously you can see a new look that you have never felt before.

In addition, the detailed options of the rate racing technology are also supported, and the details that are not found in the PS5 can be seen. In addition, various functions will be added to express more wonderful visuals.

Q. In recent years, more and more PlayStation monopoly works are transplanted into PCs. I wonder if there are other studios or SIE communication with these trends.

Since Nixis Soft joined the PlayStation last year, the studio's interest in transplanting his game into a PC has greatly increased. In addition, the various related technologies and experiences of Nixis are also very helpful. PlayStation Studios also talk a lot about their future future technologies.

Q. In fact, the PC transplantation of the PS game seems to be a pretty natural environment. When I think about it myself, I wonder how it was like to transplant a game for PlayStation to a PC. It was a new experience, tell me if there was a technically challenging part.

Internally, the engine in the PC environment has been running since the game was released on a PC. When you need a game engine tool or simulation, the PC environment is an important factor. However, it is another story to make a product with a quality quality that consumers are satisfactory in the PC version. In this context, the PC transplantation of the PlayStation work is natural at first glance, but there is also a side that cannot be done suddenly.

At present, I hope that you are doing it in consideration of the most efficient and smooth development process of what games will be transplanted into each title.

Wheel Q. Starting with this work, can I see more Spider-Man series on the PC version?

This fall, Marvel Spider-Man: Miles Morales will be released on a PC. It's a pity for the project, but I don't have to say this.

■ PS5 Dual Sense Controller as well as Steam Deck perfect support

Q. PC gamers sometimes play games by creating extraordinary controllers. Do you personally expect people to enjoy the Marvel Spider-Man Remaster PC? In the past, the developer of 'God of War' developer Cory Balock said he wanted to see someone who used bananas as a controller.

= It's fun if Spider-Man is a character with excellent athletic nerves, so if you enjoy it as a controller that uses your body. In his childhood, he had a controller that interacted when he stepped on the floor, and it seems to go well with the scene where Spider-Man jumps around New York's skyscrapers. It would be fun to use something like a DDR pad.

Q. I wonder if a PC also supports the same features such as haptic feedback on a dual-sense controller.

If you connect to your PC via a USB cable, you can use various features of dual sense on your PC. However, in the wireless state, the resources are not enough to operate the dual sense function, so please note that it is not supported when connected to Bluetooth.

Q. The PC version of some games doesn't support it, but did you have any difficulty in implementing a dual sense feature on your PC? Or I wonder if there is a political reason.

= I think the content problem is the biggest than a political reason. In terms of the game, such as dual-sense's haptic feedback, audio vibration, and adaptive trigger, the problem of how to use it is entirely developer design and content development. If these content is already equipped, it is not difficult to apply it on the PC platform.

For another reason, it is essential to support other controllers on the PC platform, but it is a kind of 'extra' that supports the function of dual sense. Most developers will not be able to apply. Marvel Spider-Man Remaster tried to optimize as much as possible to support not only the function of the dual sense but also the other controller types.

** Q. I wonder what is the minimum and recommended specifications of the Marvel Spider-Man Remaster PC version.

= 'Recommended' specifications, of course, the better the specifications of the PC, the better, but the Marvel Spider-Man Remaster is recommended from the minimum specification to the recommended specifications, the very high specifications, and the amazing rate racing specifications and the ultimate rate racing specifications in five stages. I prepared.

The lowest is preparing for the GeForce GTX 950 GPU to play in Intel Core i3 and 8GB RAM, and is trying to return to the high-end PC, which wants the best rate racing experience. In particular, since I am paying attention to optimization so that I can run on Steamdeck, I think you can enjoy the game without any difficulty in the desktop PC environment.

** Q. I wonder if DLC, such as additional costumes introduced in the PlayStation, is included in the PC version.

This work, released on a PC, is a version that includes all DLCs and additional costumes that have been released so far.

Q. Finally, please say a word for Korean gamers and Marvel Spider-Man fans.

= Many Korean PC gamers would like to enjoy Marvel Spider-Man Remaster. In particular, it was like a dream that I could have a chance to transplant the Spider-Man, a famous IP of Marvel, to my PC.

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