They also noted that, while a Switch Pro could be interesting, they do not think that it is necessary. In discussing the Switch’s potential as a system, Saber indicated that they have been able to push the system farther and farther with each successive port of theirs. The frame rate target is 30 FPS, supported by dynamic resolution and our temporal antialiasing technique.
NE: Has the final resolution and frame rate been set on Switch? If so, can you tell us what to expect from the game’s performance in docked and portable modes?ĭG: The Switch release targets 720p resolution, with some video scaling in handheld mode during the most graphically intense scenarios. We are also proud of the visual changes we made, keeping the look and feel of the game and optimizing it for the Switch. But in the end, we decided to keep all the gameplay intact, as it appeared in the original, because we know it’s important for our players. There are always discussions early on when planning projects, including potentially removing some features that would make the job of optimizing the game much easier. NE: What sort of adjustments were made to ensure that the game would run properly on the system? Were any features cut from the Switch version? Were there any changes made to the number of zombies appearing on screen?ĭG: We had to implement visual optimizations of course, but I’m proud to say we didn’t cut any of the gameplay features. On challenges in porting the game, and its final framerate and resolution targets, Saber noted that it was quite challenging to get World War Z running on the platform, but that they are pretty happy with how it has turned out. As with our recent successful port of the Witcher 3, World War Z also presented some challenges for us, but our talented Switch team was up to the task, and the results have been amazing. At Saber, we have extensive experience bringing challenging games to the Switch. We also feel that the game is well positioned on the Switch as there are not many zombie shooters on the platform -certainly nothing with the scope and scale of what we are able to do with the Swarm Engine. The accessibility and pick-up-and-play nature of the Switch fits very well with a game like World War Z. Can you tell us how this version came to be and how Saber actually went about bringing the game to Switch?ĭmitry Grigorenko: The response to World War Z since its original release has been amazing – as of this year, it now has over 15 million players around the world on consoles and PC and it feels like a perfect opportunity to bring it to the Switch. Nintendo Everything: Porting a game as intensive as World War Z to Switch seems like a herculean task.
On how World War Z‘s impressive popularity propelled it to receiving a Switch version:
A few key excerpts are embedded below, and you can read the full interview over on Nintendo Everything. In the interview, lead designer Dmitry Grigorenko discussed topics such as sacrifices made in getting the game on Switch, how World War Z was selected for a Switch port in the first place, whether or not there is a need for a Switch Pro, and more. In an interview with Nintendo Everything, a lead designer on Saber Interactive’s Switch port team for intense zombie shooter World War Z discussed some of the challenges in getting the game on Switch.