PC Games Hardware brings us a Q&A with inXile president Matt Findley, in which they discuss the technology powering their third-person dungeon crawler, Hunted: The Demon's Forge.
PCGH: Assuming that you develop a special PC built of Hunted: The Demon's Forge what features can only be realized with the PC as technical platform? Are there technical/visual differences between the PC and the console version of the game?
Although Hunted looks great on the console, there is a general upgrade of texture resolutions and shading that can occur on the PC because of the ability to scale performance based on hardware. We plan on taking every advantage of that.
PCGH: Do you heavily modify Epics technology? If yes which parts of the Unreal Engine 3 were replaced/altered/modifies to tailor the technology to the requirements of the game? Which parts remained untouched and why?
Our melee needed to be much more visceral in Hunted than other Unreal games we've seen. We've spent a great deal of time refining the melee combat to enhance this experience. We've also spent a great deal of time on the AI. The buddy AI will react to what the player sees and does, so that if a player makes smart choices the buddy AI will too. We also had to make significant modifications to how Unreal manages its memory on the PS3.
Most of the streaming code that exists is untouched, as our game contains many linear components, which is suitable for Unreal Engine games.