Development is damn hard. And it's not like Tabata's been secretive about the wildly ambitious September date.
Source: Kotaku
Schreier: How has the optimization been going? There’s so much going on and there are so many graphical effects that it must be tough to get a stable framerate on consoles.
Tabata: I’m not gonna lie, that is a very difficult thing. It’s hard work. It’s troubling us doing that. If we just said ‘we’re gonna cut this off to make it better,’ that could be quite easy, but we really don’t want to do that. We’ve been keeping some people waiting about ten years for this game now, so we really don’t want to cut anything. For example, we could take away the number of enemies who appear at once or cut down the number of effects on screen—it would be very easy to optimize it then, but we don’t want to do that.
Tabata: I’m not gonna lie, that is a very difficult thing. It’s hard work. It’s troubling us doing that. If we just said ‘we’re gonna cut this off to make it better,’ that could be quite easy, but we really don’t want to do that. We’ve been keeping some people waiting about ten years for this game now, so we really don’t want to cut anything. For example, we could take away the number of enemies who appear at once or cut down the number of effects on screen—it would be very easy to optimize it then, but we don’t want to do that.
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