Tegra 4 Powers Anomaly 2 From PC To Mobile

By John Gaudiosi ( - Thu, Jan 30, 2014

Developer 11 Bit Studios has worked with NVIDIA over the years on a number of Tegra-powered games. The latest is Anomaly 2, which the developer has optimized for Tegra 4 and the NVIDIA SHIELD. Pawel Miechowski, senior writer at 11 Bit Studios, talks about what’s in store for mobile gamers in this tower offense sequel in this exclusive interview.

Can you talk about the Anomaly franchise?
This is tower offense game, so it’s a strategy game where you actually attack towers instead of defending them. You have the entire squad to control. You plan the route for the squad. You support the squad with extra abilities. You micro manage the squad.

With Anomaly 2, what were your goals heading into this sequel?
We had a very ambitious goal of putting quality graphics on an Android device. There are some powerful devices now out there on the market that we believe we can deliver PC-quality gaming to mobile gamers. Anomaly 2 is a really demanding game when it comes to graphics and new ideas.

What’s new when it comes to gameplay?
We added morphing features. In Anomaly 2 you can morph the units simply by double tapping on the unit. Like in the Transformer movie, it morphs into a war maker that has different functionality compared to the original form of the unit. The biggest addition is the multiplayer gameplay. In Anomaly 2, we will have online multiplayer where you can play as either a human unit or as the towers. It’s always one versus one player mode and you choose if you want to play towers or humans and then go into the clash.

What are some of the different environments people can play through?
Part of the game takes place in frozen America, and then we move to the jungle. There’s also virtual reality, where you can complete training missions.

What has Tegra 4 opened up for you as a developer?
Tegra 4 is very powerful. It allows us to bring PC quality to Android smartphones and tablets. It even allowed us to do things we couldn’t do on PC. We can have global elimination fights. We can have lightning probes. The lighting in the PC game was more static than we are doing on Android. We keep this running at 30 frames per second, so it’s a quite fluent gameplay. We have particle effects. Our goal was to bring PC quality to mobile gaming, and we’re going to do that.

What are your thoughts about the NVIDIA SHIELD device?
Having a Shield in my hand allows for faster gameplay. It’s like a tablet with a controller. From a gamer’s point of view, I really like to play on Shield simply.

How have you worked with NVIDIA to help implement the Tegra technology?
We have a very skilled programmer and we have easy access to NVIDIA for feedback if problems arise, however we haven’t had any major issues with developing for Android devices with Tegra.

When it comes to the mobile gaming space what excites you about how quickly things are advancing?
We’ll have one device for high quality gaming, emails, calls, YouTube videos, pretty much everything. Thanks to having a powerful GPU, it also means you’re going to have really good looking games. This is just the beginning. We’re in the era of totally modern tablets and smartphones.