The Wii U's visual strength has been the subject of many an article in the weeks since its E3 announcement. It's obviously a step up from the Wii, but how much? Is it as powerful as the Xbox 360 and PS3, or more so? Well, according to Darksiders dev Vigil Games, it's definitely on par. Director Marvin Donald has told Eurogamer they won't be forced to make "any concessions" with the Wii U port for Darksiders 2 as the console is more than capable of running the game.
"There's plenty of horsepower there, so we're not going to have to make any visual concessions at all for Darksiders 2," Donald explained in an interview with Eurogamer. "At a minimum on par, for sure," he added, when asked if Darksiders 2 on the Wii U would match its 360 and PS3 counterparts. Nintendo recently dispatched the latest Wii U dev kits, with Vigil among the first developers to receive the tech earlier in the year.
And while the Wii U can obviously match its Microsoft and Sony counterparts in the visual stakes, it's unlikely that it'll best them, according to Donald. However, if it should, Vigil will be making "changes to our budget and scope to take advantage of that". It's unlikely, though, and Vigil is banking on a like-for-like port.
However, along with its updated tech, the Wii U is sporting another revolutionary controller courtesy of the Nintendo eggheads. Donald told Eurogamer that the first controller prototypes resembled a "giant Game Boy"; quite unlike the sleek, Apple-inspired device shown to the assembled crowds at E3. Vigil is planning on using the controller for "obvious stuff", such as the inventory and map, but Donald appears hesitant over confirming other, more ambitious features. "The game doesn't run perfectly on the Wii U as it is now," he admits. But with a way to go before release, Vigil have more than enough time to iron out all the kinks and ensure the Wii U version of Darksiders 2 is as fully featured as its other console brethren.
Furthermore, Donald took the time to explain how Vigil were finding developing on the PS3, too. Notoriously difficult to code for, the last five years have afforded developers more than enough time to wrangle the powerful lacquered behemoth. But according to Donald, it's still not perfect. "It's a pain in the ass to work on," he reveals. "I'm not an engineer, but I hear about it all the time. We have to do wacky stuff with the way we manage memory." Sony have often claimed the PS3's complex tech workarounds were intentional so developers couldn't maximize the console early on and ensure it enjoyed a long, fruitful life. I doubt it, pal. [Eurogamer]