If you've seen footage for Ready at Dawn's upcoming PlayStation 4 game The Order: 1886, you're already aware of how impressive it looks. In an interview with GameSpot, studio co-founder Ru Weerasuriya explained that the company built the game with the intention of showcasing the power of the PS4.
"This was the onus at the very beginning, was to showcase what the PlayStation 4 could do through this game; visually, graphically, technologically," Weerasuriya told GameSpot. "This was really the drive behind creating this."
Ready at Dawn has not revealed a resolution for The Order: 1886, but the studio has previously spoken about frame rate, which is 30fps. The developer says if the game ran at 60fps, it might end up looking like "something on the Discovery Channel," and this runs contrary to the "filmic" look that Ready at Dawn is aiming for.
We also spoke with Weerasuriya about why The Order: 1886 does not have a multiplayer mode. He said introducing a new IP like The Order: 1886 is "always tricky." You can decided to make a multiplayer game, a co-op game, a single-player game, or something that blends all of those elements together, he said. But for The Order: 1886, single-player made the most sense.
"It's a single-player game," Weerasuriya said. "I'll tell you the truth, when we started working on this IP, we explored every single avenue [and thought] what do we want to do for this game to come out for the first time? As much as we had that conversation, very early on we decided to make this a single-player game."
"Let's see what happens in the future, but this game is going to be a linear, story-driven game," he added.
Finally, Ready at Dawn co-founders Weerasuriya and Andrea Pessino spoke about the recent decision to delay the game--already in development for more than 3.5 years--from 2014 to 2015. First, Weerasuriya pointed out that the delay was not all that significant, as the game's new release date in late February is just a few months into 2015.
"It was really for us to get a chance to deliver on our promise of making the game that we wanted to and deliver on the promise that we made," Weerasuriya said.
Pessino borrowed a famous line from Nintendo designer Shigeru Miyamoto, saying: "A very wise friend of ours once said, once the game is on the shelf--or in this case ready to download--all you can make is excuses for the things you didn't get to do. We had a certain vision in mind and we wanted to make sure we had enough time to deliver on the vision that the gamers were expecting."