Brad Anniversary Edition announced for PS5, Xbox Series X, PS4, Xbox One, Switch and PC

Thela has announced Brad Anniversary Edition For PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, Switch, PC, Mac and Linux. It will launch in early 2021.

Brad Anniversary Edition The original release includes several changes and updates:

I am very happy to say that we are working in secret Brad Anniversary Edition For a while now.

Back when i was originally working The peakEven when it was a simple project with ugly programmer art and looked nothing like a respectable game, I knew that one of the primary goals of the project was to make video games a medium with serious artistic potential. Had to behave in form. That potential includes longevity: many great works of painting, sculpture, and architecture have been going on for centuries and inspire generations of people. Video games weren’t that way back then (and most still aren’t today), and I knew that I couldn’t predict what would be necessary to keep the game alive and available for many decades in the future; But I knew it was part of the project, and I will do my best.

when returning The peak Originally being developed, the Xbox 360 with its launch platform, 720p seemed like a very high resolution. Neither the Xbox 360 nor the PlayStation 3 can offer most games at higher resolutions than that; Some games can barely do 1080p, if they were very extra in relation to the expansion per pixel, which The peak was not (The peakThe style involves drawing several translucent particles on top of each other, which means that each pixel is drawn multiple times!). But when David Hellman came on the project to do the visuals for the game, we decided that we would proofread the game in the future by painting all the source arts at * twice * 720p, then scale it up for the game’s release. At that time, around the year 2007, this was difficult to do; While trying to edit such large bitmaps we inadvertently chugged while we were using. But of course it will all be worth it, as it will allow us to re-release the game with sharper graphics later!

We did not think far ahead, I think; Before long, 4K monitors became available, with some people using 5K monitors, and 8K is on the horizon (although it seems to me too much, right now!) If you play the original The peak On a 4K monitor, the result is blurred and unpleasant to watch. The original double-scale art that we collected The peak There will still be blurry at 4K, and anyway it wasn’t really going to be seen at the level of detail.

So, if we want people with modern computers to be able to enjoy the game the way it was meant to be played, then how do we do it? Well, I think the answer is for David to remodel the entire game to a higher level of detail, so that’s what we did. While we were at it, we could add additional animations and effects to make the movement feel better; We can use more sophisticated brush-stroke effects to animate the foreground and background; We could go into some scenes which, in retrospect, could have used more attention in terms of visual concepts such as unique landmarks, and were able to make them what they deserved to be. Then we could upgrade the sound and music (the original sound effects were mostly bought by me from a random sound-effects web site for 99 cents); Martin Stig Andersen (who worked on great audio with Control, Inside, Limbo and other audio) and Hans Christian Coke (who has done extensive film and TV work) are handling it and the results are very moody. Don’t worry though, the soundtrack is all the same music, although people have done some great mixes that really enhance the mood in the late game.

In fact, throughout time, one of the guiding principles has been that we should not be a _Star Wars Special Edition_ game. Greed does not shoot at first, we do not add a bunch of CGI that sticks like a sore thumb and ruins the mood, and so forth. So whenever we add a graphical enhancement, we are careful to honor the original game, and to make sure the new thing fits well. Sometimes it is very difficult! But it is important that we do not change the fundamentals of the game in the process of upgrading it.

If you remember old The peak, You can toggle between the original and _special version at any time by pressing a controller button or keyboard key. This not only changes the level of graphical detail, but also sound effects and additional elements in music and visuals. This is a good effect, and we sometimes use it in commentary when talking about the changes we have made.

Oops, I haven’t mentioned the comment yet!

It was certainly natural to think of commentary in re-releases in this way. I wish more games had good developer comment. But as I think of games that have commentary, I have an impulse, I want to take it further. I usually want to delve deeper into the subject than the developers; I want to say stuff that really gets to the heart that things are the way they are, rather than just saying some surface stuff to comment, as it often does. I want to cover all the topics covered in the game – art, programming, game design, level design, history of independent games, whatever – and if you want a high-level, short explanation, you can get that , But if you want a 20-minute explanation of why a particular puzzle is the way, you can get it too. You can follow threads of commentary, in particular, through wormholes that go from level to level, to see examples of specific concepts; There is a lot of markup in the commentary so we can circle the stuff on the screen, put arrows on whatever visual detail we’re talking about, show the diagram, to show back the recording of the gameplay For what happens if you try to do this or at a particular level… and many other abilities.

The goal is to be the least-commenter ever in a video game.