PORT AUTHORITY Y
Bringing the game to Vita as originally planned has proven particularly troublesome. It's taken so long that Happ has been accused of laziness and losing interest in the process, but with the portable unable to support the game’s engine, there was little he could do until recently. Sickhead Games’ Tom Spilman has since brought the MonoGame framework to Vita, though it took almost a year to happen. “It’s such a difficult thing to describe,” Happ explains. “It’s almost like they had to write a Microsoft Word document, but first they had to program Microsoft Word on Vita in order to make the document they needed. They had to make this whole other application that in itself is a bigger task than just making a game.”
Adelman has been more heavily involved with the Wii U version. Indeed, while he was still at Nintendo he’d been trying to encourage hardware support for MonoGame. “I was trying to get something going, but we were never really able to get enough internal buy-in to fund a port of the engine,” he says. Once he and Happ had teamed up, he approached Nintendo again – this time more successfully. “From the very beginning Tom really wanted to do it on Wii U, I wanted to do it on Wii U, and Nintendo wanted it on Wii U. So it was not a question of if we should do it, it was when and how.” The two sought a studio with the skillset to convert the game from MonoGame to C++, and eventually found a willing partner in Blitworks, thus ensuring that Wii U is the only format where Axiom
Verge isn't running in its native engine.