In the latest entry of the PlayStation Blog, Ed Boon talks about the Mortal Kombat Vita port, and how the console unique features are implemented into the game. Here are a couple of questions that Ed Boon answered.
PlayStation.Blog: What’s the scope of Mortal Kombat for PS Vita? Does it include all the content from the PS3 game?
Ed Boon, Creative Director, Netherrealm Studios: It’s actually everything from the PS3 game: the entire Story mode and all the downloadable characters and content, plus additional modes and features that are tailored for PS Vita. We really wanted to take advantage of Vita’s hardware.
PSB: How have the graphics transitioned to PS Vita? Did you have to make any major graphical sacrifices from the PS3 version?
EB:It’s interesting. We did have to reduce some of the polygon counts from the backgrounds and characters, but that screen is so bright, and it’s got such high pixel density….when I saw Scorpion and Sub-Zero fighting on the Living Forest for the first time, I was amazed. It really maintains the identity of the game. I can’t wait for people to hold it in their hands and see it for themselves — it’s a surprisingly similar experience.
PSB: Will the PS Vita version keep the PS3 version’s smooth 60 fps framerate?
EB: Yeah. We wouldn’t accept any compromises there; we needed the game to run at the same framerate as the PS3 version. A number of our internal people proposed running it at 30 frames per second — “we could do this and this and that” — but we knew it would feel different. We didn’t want it to feel sluggish or unresponsive.
PSB: What makes a good mobile fighting game? Obviously, playing habits are different in a mobile environment.
EB: The fundamental necessity is quick access to gameplay, whether it’s online or locally. The mobile gaming experience is shorter bites of time. We identified the Challenge Tower as a perfect fit for mobile sessions, so we expanded it greatly for PS Vita. There are actually two Challenge Towers in the PS Vita version, and the new one has 150 challenges that are exclusive to PS Vita. A number of those challenges use PS Vita’s hardware features: the touch screen, the accelerometer…
PSB: …rear touchscreen?
EB: The rear touchscreen functionality was something that we experimented with, but we ultimately opted not to pursue. We really went to town on the front touchscreen interaction, though, both in the challenges and normal gameplay. A lot of work went into it.
You can read the full interview at the Playstation Blog.