EA announced and released Unravel Two during its E3 press conference this year. Many of us at Fanatix Four were quick to talk about how great of a fit the game would make for the Nintendo Switch, especially thanks to the co-op play feature.

Creator Martin Sahlin echoed that the game “would be great on Switch”, but pointed it out that it would take “a lot of work”. A couple of the game’s other developers have spoken out about those challenges in depth.

Producer Michael Gill told GamesIndustry:

“… It’s a machine made for Unravel Two. But we run at 60 frames per second, that’s really important for us and we want to keep that framerate. To keep that on Switch, and to keep the graphical quality [would have been difficult].”

“We get the feeling that people really want this on Switch, and we understand how they feel. But it feels a bit unfair, because we’ve put a lot of effort into this.”

Jakob Marklund, lead programmer and co-founder of Coldwood Interactive:

“Although it may look like a simply platformer, some locations have around four million triangles on screen. There are a lot of details, complex landscapes, all the vegetation and stuff. We can do it, but it will take some time.

We’re also using a heavily extended version of [Sony’s] PhyreEngine, and we had to port it to Xbox One ourselves. It doesn’t have support for Switch yet, so we would have to do that port and the engine work ourselves, and we’re a really small team. We only have two engine programmers across the whole team, and they mostly work on updates for the game so we just didn’t have time.

We really wanted to be able to release this week, but if we had to do a Switch port it would have taken another half a year or so.”

“A lot of people say this should just be a simple port, because it’s just a 2D platformer. But the graphics are quite complicated, there’s water simulation in a lot of areas and the yarn physics – although they’re quite simple mechanics, it still has a lot of layers just to make it playable. There are a lot of physics to tweak all the time, and we have systems on top of those to make it feel good as well. We use all cores quite heavily on the bigger consoles.”