The action RPG Bastion originally released for Xbox 360 in 2011, though since then it has been ported to a number of different platforms including the recent PlayStation 4 release. While most of the ports haven’t been too big of an issue to perform, that has not been the case with the PlayStation Vita version of the game.

The entire process of porting Bastion to the Vita has been laid out by those in charge of the process in a new Developer’s Blog on Gamasutra. The blog goes into detail about the many different issues they encountered while still managing to get the game running at 60 FPS on the handheld when all was said and done.

Here’s a brief snippet from the blog: “Bastion code was big enough to completely discard the possibility of moving on without the possibility of debugging or profiling. Tough times at the office back then. All our effort porting Mono to PS Vita was for no good, and we didn’t want to repeat the huge effort it took us to port FEZ. :-(”

You can read the entire blog by clicking right here, which I highly recommend as it gives a lot of insight into a process that you don’t necessarily hear about very often.

  • This article was updated on March 8th, 2018

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