Virtuos has made a name for itself with Switch gamers as one of the premier developers of quality ports on the platform. With impressive Switch versions of L.A. Noire, a clutch of Final Fantasy remasters, Starlink: Battle for Atlas and Dark Souls: Remastered under its belt, we were pleased to hear that the Spingapore-based developer was in charge of porting upcoming titles The Outer Worlds, BioShock: The Collection and XCOM 2 Collection to Switch.
Focusing on Firaxis Games' XCOM 2--a game first released on other platforms in 2016--we recently spoke to Senior Producer Zhang Chengwei and VP of Games Studio Elijah Freeman about the challenges of bringing Firaxis' turn-based tactics to Nintendo's platform intact and on time.
Nintendo Life: How did Virtuos get involved with porting XCOM 2 to Switch?
Zhang Chengwei: The team at Virtuos were very excited when we found out we were bringing XCOM2 to the Switch, but as most people will know, it’s not a simple case of dragging-and-dropping the game to a new platform. In this case, our work involved bringing the complete XCOM2 game to Switch. That means the base game, DLC and the War of the Chosen expansion.
We then developed a clever general-purpose rendering library that allows XCOM2 to be rendered directly on the Switch without changing the original rendering module from Unreal Engine 3. And of course, there was also a certain amount of QA testing that’s required.
But arguably the most important thing is all the work done to optimise the game to make sure it can run smoothly on the Switch. Take memory capacity, for example. The XCOM2 PC game uses more than 7GB memory, whereas the memory usage of the Switch is just 4GB (only 3.2GB are delegated to game itself). This takes some real skill from our team to repurpose the game so you still get the same XCOM2 experience using half the memory.
It has been stated in the past that you’re only interested in offering the best ports possible. What’s your evaluation process when it comes to porting software? Have you ever had to say “no, sorry – that’s just not going to be possible”?
Zhang Chengwei: When we discuss any Switch project with our partners, the first step is to figure out what their expectations are for the game. How do they envision the finished product? It's not just about timelines or budgets, but more about achieving the game quality they want for the game they know and love. So, we start by taking them through all the areas they need to consider for a great Switch game. How do they make the most of the best Switch features?
The next step is what we call creating "Virtuos' Solution". We propose the best solutions for how to fully use the Switch’s best features and really make the game shine, not just as a game, but specifically as a Switch game. Off the back of our work on Starlink: Battle for Atlas, Dark Souls: Remastered, The Outer Worlds and the coming XCOM2, we now have no doubt that Switch adaptations can be worked for games on any of the current generation of consoles (PS4/XB1).
We have our own quality standards and obviously we don't create low-quality products which might hurt the Switch library or the wider games industry.
From start to finish, how long did it take to port XCOM 2?
Zhang Chengwei: We kicked off the project in June 2019 and finished in the first few months of 2020. All in all, it took around 10 months of work.
What aspect of the original game was most challenging to get right on Switch?
Zhang Chengwei: The biggest challenge we find is memory optimisation. The XCOM2 PC game uses more than 7GB memory but on Switch we can utilise just 3.2GB of memory usage. You need to continuously profile the game, make decisions, implement and test, then profile again. I’d say that we spent half a year just to optimise the memory, and we used many methods throughout this period, including using more efficient formats for files, removing needless memory usage, and even modifying and optimising the original console's memory system. This process is like squeezing water from a sponge. As more water is squeezed from the sponge, the harder the process becomes!
I’d say that we spent half a year just to optimise the memory [...] This process is like squeezing water from a sponge. As more water is squeezed from the sponge, the harder the process becomes!
Considering UI, text scaling and that sort of thing, have you made any changes to the experience that players from other platforms might notice when playing on Switch? Will there be any Switch exclusive enhancements or features?
Zhang Chengwei: We didn't specifically look to add new features on XCOM2 for Switch. Instead, we really focused in on what we could do to make XCOM2 a great portable experience. In the past, XCOM2 was always played on a PC or console, and in either case the look of the game came down to the quality of the TV or monitor you owned. We know everything about how a game will look on the Switch’s built-in screen, so we took time to make sure the game was optimised to look great on the handheld screen when in portable mode.
With several high-profile and very successful Switch ports now under your belt, did any lessons learned from previous projects help with this project?
Zhang Chengwei: In many ways I think the XCOM2 project is now an example of best practice here at Virtuos. The more games we develop for Switch, the better we get and the more we can squeeze out of the hardware. We are now very clear about what the Switch's hardware power is compared to the current (and next) generation of consoles, so we know what is and isn’t possible before starting a new project. It’s also interesting to note that XCOM2 for Switch was developed in parallel together with BioShock: The Collection for Switch, so when we were formulating the strategies at the beginning, one of the pillars was sharing knowledge so that these projects could both get the most optimisation and benefits in terms of cost and timeline. These two games have more in common than many people might think.
XCOM2 for Switch was developed in parallel together with BioShock: The Collection [...] These two games have more in common than many people might think.
How close was your contact with Firaxis on this project and what specifically was each team responsible for?
Zhang Chengwei: During the project we had regular weekly meetings, and we also used Slack for instant messaging. Virtuos and 2K have been working together for decades now, so our teams know each other really well. When it came to these specific games, Virtuos was responsible for all game development, and 2K was responsible for all Publisher's registration materials, localisation materials, and final QA sign off.
The global COVID-19 pandemic has affected most developers and companies, including Virtuos. Tell us a little about its effects on day-to-day work for the team. Is there anything that has particularly surprised you about the situation (from a work perspective) – positive or negative?
Zhang Chengwei: As your readers will probably already know, when COVID-19 broke out in China, it coincided with the Chinese New Year. The Spring Festival is one of the most important festivals for our teams in China. Similar to Christmas in the West, people from all over the country will return to their hometowns and reunite with their families. At the same time, XCOM2 reached the milestone of submitting to the Nintendo lot-check. So, you can imagine the stress caused by team members not able to get back to the office, and many could not even return to Shanghai.
At that time, Virtuos held a high-level meeting immediately (virtually, of course). Firstly, we evaluated the current situation and most importantly how to protect the health of our employees. We then evaluated the potential impacts on a project-by-project basis. Fortunately, all of Virtuos’ staff were well and accounted for, with no signs of infection reported. In general, everyone in China was stressed by the restrictions imposed to slow down the spread of the infection, but we were safe at home. Once I had a clear picture about the impact on a project, I started to talk with our partners, brief the situation and told them the mitigation plan on the project. I was very touched that our partners could also understand the situation and gave the greatest supports and encouragement. Looking back now, all our actions were very successful and ahead of the curve.
Virtuos is one of a select group of developers putting out really high-quality Switch ports. Are there any examples of other Switch games or companies whose output has particularly impressed you recently?
Elijah Freeman: We always look to first-party games as outstanding examples of great gameplay built for the platform. Interestingly, the multiplayer shooter genre is one we keep an eye on as the games created there are impressive. They manage to maintain good frame rates and a comfortable experience. What is most appealing about these shooters is that they feel perfect on the platform and are a testament to game centric design. The game sessions contain all you need and are perfect for the pick-up-and-go Switch. Get in, get out, get on your way.
the multiplayer shooter genre is one we keep an eye on as the games created there are impressive.
Developers starting projects these days are tending to consider scalability from the beginning, but with next gen consoles from Sony and Microsoft on the horizon and Nintendo’s console over three years old now, how long do you think Switch will be able to handle quality ports of new releases without significantly compromising the experience? What upgrades would a new Switch require to ‘stay in the game’, so to speak?
Elijah Freeman: We always speak of a game-centric trend in development, where developers focus primarily on what makes a great game, rather than what platform they’re building it on. This way the game can be fun, and the experience will meet the expectation of the platform. In my opinion, the experience of playing a game depends much more on the design, rather than the platforms. That said, it is very exciting to see the tremendous leaps in technology and we love seeing how we can push games further on the latest hardware. When it comes to creating amazing game experiences, I am sure that the Switch will keep pace.
Our thanks to Zhang and Elijah for their time. XCOM 2 Collection is out for Switch on 29th May.
Comments 41
I liked Xcom 2 at first, but I eventually got bogged down by so many mechanics and time restraints that I couldn't enjoy it for long.
I still liked the style though, so when mushroom kingdom battle was announced I knew I'd like it, and I was right.
I love tactical games like that.
I’ve never seen or played XCOM
Really enjoyable to read those port interviews.
Can't wait to see their work in action.
@Kalmaro I quite liked Mutant Road Zero. It got an interesting world, some decent characters and banter and a pretty straight-forward tactical style of play, with some interesting twists, but most crucially, it's NOT overloaded with non-essential systems. Everything, from skill-trees to upgrade-systems is kinda basic, but also easy to grasp and in tune with game's length.
If you have not played it yet, you might find it quite enjoyable.
Virtuos needs to change their name to optimization gods, getting XCOM 2 to work with only half the memory is amazing. I wish they would share their profound optimization skills with other developers.
Loved vanilla XCOM 2, hated almost every single piece of DLC that came out for it, especially Alien Hunters.
But hot dang, can't recommend the base game enough. So, so good.
Great interview. Will be checking out Xcom 2 for the first time when it comes out on Switch.
I want to buy it but I can't really if the whole thing isn't on the cart.
If Virtuos says the Switch can keep pace and maintain parity, I believe em. And it would explain why Nintendo isn’t in a rush to toss out “Switch Pro“ yet. Not to mention I know Unreal 5 has built in Switch support from the go, so games made with that will be able to scale nicely.
@RPGamer from my understanding they actually retconned the ending of the first game to justify the second. There really isn’t that much story in the first game, its quite a barebones experience.
@GrandScribe @RPGamer I was about to say roughly the same thing, however I never finished the first one so wasn’t for certain.
My short experiences so far with both XCOM 1 and Mutant Year Zero are they're much more about the gameplay and strategy than the story. MYZ has more story than xcom1, but still gameplay is the focus, and that part is great. Firaxis def knows strategy gaming.
@Dm9982 they do know their craft quite well. My only issue is that just doesn’t make any sense to have multiple units in the adjacent tiles to an alien and them having a high chance of hitting and then missing most or all the shots.
If you want to play this game you'd better have a large MicroSD card. Even if you buy it physically.
@Ralek85 I think I have it on Microsoft gamepass.
Right now I'm playing Trouble Shooter, it's like XCom but anime and a better story.
@commentlife
Is Alien Hunters the one where an Alien hero appears in a random mission, and you lose. Specifically, they get to act for every one of your squadmate's actions. I haven't encountered one in the PC game yet, although I have encountered a Chosen, and they're pretty tough customers.
Great to hear a bit about the developers thoughts and challenges, not just on the port. Thanks! 😊
@edhe yep, that’s the one. The RNG’s all sorts of messed up on that one and it’s absolutely game-breaking when a Ruler shows up too early in your game. I like that the game requires sacrifice at times, especially at higher difficulties, but I just feel like you lose all control over who lives and who dies with that expansion turned on. For a game with a HEAVY reliance on RNG in just about every single mechanic, losing even more agency just wasn’t fun game design IMHO.
Not sufficiently interested in XCOM series at the moment, but between FFXII, L.A. Noire, Dark Souls, Starlink, The Outer Worlds and now Bioshock trilogy, Virtuos is downright spoiling me as it is. And that's before getting started on last December's talks about SteamDB traces of their possible probes into the Gran Pulse saga.
I really love this game it’s a day 1 from me.
I’ve never played an XCOM game before but I’ve always been interested in it. I’m sure I’ll give this game a try down the road.
On a side note — I love these articles; they really provide valuable insight on game development, and optimization. I’m really curious to see how The BioShock Collection turns out.
NintendoLife, we need these kinds of articles to be the norm.
@Nerdfather1 Me too, and BS Collection should run smooth as butter. Firstly Virtuos, and secondly, that series was pretty well optimized from the get go. One of my favorite games/series of the last decade. Never got around to Infinite, but BS1 was so amazing I went for the hardest difficulty / no bathesphere trophies - and I usually hate harder modes. And BS2, while not nearly as strong on story, had ever better gameplay/mechanics.
Cool but I am fine with just sticking to Mario vs Rabbids when it comes to this style of game. I much prefer the Advance Wars style of tactical strategy games.
@JayJ Can’t fault ya there! I’m basically the same, though I do love Fire Emblem, Mutant Year Zero and Wasteland 2. Mutant and Wasteland cause I was dying for a Fallout fix that FO4 wasn’t covering. Was not disappointed!
@Dm9982 BioShock Infinite is my favorite of the series, but the first game is close behind. I didn't like the second one at all; playing as Big Daddy just wasn't satisfying to me. That said, the gameplay was better. Overall, I love the series — and I even have the Platinum trophy for BioShock 1 and 2. I'm sure I'll eventually get around to platinum-ing Infinite.
@Nerdfather1 yeah I felt the same on 2, and still need to get around to Infinite. I’ve got the collection on PS4, but like all my PS4 games, as a father I have trouble finding time to game on the tv versus time on the switch. So I’m very thankful the collection is coming to Switch. I’ll triple dip on that series easily.
The one major thing I did live about BS2 was the expanded abilities like remote hacking and melding abilities
i'm not a fan of virtuos's work on switch. i didn't like how la noire ended up on switch, i didn't like how dark souls ended up either (the audio compression was atrocious and there were downgrades compared to the 360 release, mostly some textures and alpha effects), i found starlink ok i guess and it bugged me as to why final fantasy 12 was 540p in handheld? couldn't they have done better? It wasn't a verry demanding game...
As for outter worlds, bioshock and xcom, since there's no gameplay at all weeks or days before release, i think i'm in full rights to be doubtful about these ports's quality.
Looks like there should be a competitive aspect to this game. Strategy games should try to add multi player modes.
This game comes out on Friday. How much footage have we seen? Nearly none, but a few quick clips. How many screenshots? Just a handful. 24 gb download for physical? How much is actually playable on the card? Not enough enough. Cancelling my order tonight, I'll see how this all shakes out and make a decision when it goes on sale.
Awesome feature! I’m really interested in getting The Outer Worlds.
Wish someone would hire them to port Wasteland 3 or even Trouble Shooter.
Love the genre. Have Gears Tactics and XCOM: Chimera Squad on my Shadow Box that I can play on the GO (I found they the best type of games to use with streaming services). But I have no need for a 3rd copy of Xcom2.
I strongly LOVE X:COM2.
I feel happy for their efforts.
Anyone wanna clue me in where Spingapore is located?
There's a typo in the otherwise great article.
"We didn't specifically look to add new features on XCOM2 for Switch. Instead, we really focused in on what we could do to make XCOM2 a great portable experience."
I guess that means no gyro/motion control for Bioshock or The Outer Worlds
Great article, it's great studios like these that help give the Switch the variety of games it deserves.... Long may it continue!!
@Kalmaro Yeah, it's on Gamepass alright! Definitely check it out some time if you like these kind of western tactics games. I can also recommend Gears Tactics, which is also on Gamepass. You don't really need any prior knowledge or experience with the series to enjoy it either. It's also a much more focused experience than X-Com, and actually ... like really really good. I'd say in some respects, it clearly surpasses X-Com. The presentation is very strong and there is a gut-punchiness to the actual action. That is kinda compelling to me, because it makes the very static turn-based nature of these games feel way less ... static and turn-based and more action'y. It's an illusion for sure, but what are games if not illusions
How is Troubleshooter? I've seen it on Steam when it was still Early Access, but kinda forget about it, since I don't do Early Access anymore.
I honestly wouldn't call Virtuos a "port specialist". They botch every project they have. How is that being a specialist? They're just a bad porting company that murders half the stuff they release. L.A. Noire, Dark Souls etc...
Their work is honestly on par with amateurs. Who the heck releases an atmospheric dark game with tin can sound, or a game with realistic graphics running about 15-20 fps most of the time...
You just know it doesn't work.
@Ralek85 I like it more than Gears tactics. My only gripe is that they don't explain everything well so a guide may help, but it's solid.
Generosity is good, story is interesting, just be due to out the game on easy aay first while you start off, you can play on normal but the game kinda assumes you are stronger than you are.
Also, it is meaty, tons of junk to do.
Gears tactics is good though.
Interesting interview.
Im not getting Xcom 2, but will invest in several of their other ports, such as The Outer Worlds och Bioshock. Maybe Borderlands in the near future too...
Very good Switch ports can get technical closer to the PS4/Xbox games as more the developer gets used to porting to the mobile hardware
@sandman89 aw you special cookie
So, you've worked on so many Switch ports that your knowledge is now on levels so high, you're now capable of porting anything current-gen to Switch, right? Considering new hardware is coming soon, this is definitely promising! I love that ambition and how it speaks Switch's best proposition for the remainder of the year. Or at least until Nintendo confirms new hardware.
Since their work on the Outer Worlds and XCOM 2 is now finished, who knows what they've been working. I wondered if they could bring Dark Souls 2 and 3 to Switch, since they brought the first one. And speaking of FromSoftware, the GOTY winner Sekiro?
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