

Console Interface Team: The core UI team consisting of Nick Windig and Joren Bolhuis has done a very good job at ensuring all the interfaces work well with controller, in combination with Rick and the gameplay team.Console Tech Team: Michel Paulissen and Rick van Miltenburg joined the team and together with Arno van Wingerden and Lascha Lagidse they made the tech foundations to make our engine multi-platform and ensured that game is compliant with certifications.When we started integrating Console in development, we launched two initiatives. Stellaris’ console version was slightly ahead of us and its progress was inspiring. Paradox provided the support we needed on a variety of fronts: Publishing, QA, Marketing, Budgets etc. Support of Paradox: From our experience with Overlord we knew that doing a multi-platform release is no walk in the park.Overlord: We leverage our experience with Overlord which was a multi-platform release.(in the previous console generation, you still had to support fuzzy CRT screens)

Screen Size: With the advent of higher resolution (1080p) and especially bigger TVs, one of the last technical hurdles has fallen away.Time to give a full-blown strategy title a shot – it’s been ages since Civ: Revolution. Recent tactical tbs games have proven they can be very relaxing to play from the couch, (or using a handheld) and some have been very successful. On the upside, Turn-based tactical games have actually turned out to be a good match for console and a controller. Turn Based Tactics is proven Market on Console.Of course, TBS doesn’t involve the frantic map clicking like classic RTS Games require. Overcoming Misconceptions: I think the main reason why people think “Strategy doesn’t work on console (or controller)” is because they refer to the classic RTS ports of yore.Before we started developing console versions, we examined the overall proposition:
