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It'd be better off as a UWP game, then no third-party software could screw things up.
When they started Batman that had a library that could make the entire game. they may have need some new code for the linking "detective" system. But by and large a designer could have made a prototype of this entire game by himself without any help from a programmer or artist.
That is incrediably powerful. You adjust the story, play with scenes and characters, try to cut down to meat when it isn't expensive for the company to iterate. After you are happy with your prototype you invite a staff of programmers and artists onto the project and they spend all the dev time making it better.
They dont need cutting edge graphics, in fact better graphics may hurt them because of uncanny valley problems. So they have no need to switch engines.
The issue with performance on this release aren't really engine (imo). Functionally it is, but its a process problem. They would indicate (not that I know for sure) either an issue with a last minute change (which I doubt), to little development time for testing (which I suspect) and to small of a real world beta program (which I highly suspect).
You need to let your game out into the wild for a little while or you are rolling the dice on release day unless you have a massive QA process.
Either that or Batman games after Batman Arkham Knight are cursed.
ps. FWIW the game ran fine on release day for me and I had a great time with it. Bring on Episode 2!
However, I don't own this game. But The Tales from the Borderlands that I played, didn't make an impression that there is much of a game framework with this kind of game. Is there even any kind of actual physics or collisoin? I imagne that for this kind of game, you really just make some level design. Make the models and animation with external tools, and just import them. I wouldn't be suprised if even the level design itself was done in an external tool!?
UE4 has Cinematography. Real-Time Cinematography in Unreal Engine 4 - SIGGRAPH 2016 Reveal: https://www.youtube.com/watch?v=pGtb6uMUgZA
The creative director of Ninja Theory, says that you can get from set to final edit in a few minutes instead of month. So, we could get our next episodes sooner?
Also, UE4 is used by indies as well. Actually even for mobile games not just desktop.
I’m thinking that UE4 might be perfect for them, because UE4’s editor is very artist friendly. It’s like an advanced version of Unity (Unity is too simple). Blueprint nodes for game logic, may piss of a programmer like me, although of course there is still C++. But judged by the UE4 forum threads, artists are actually quite excited about programming with Blueprint node graphs (go figure).
I don’t see how an “interactive real-time movie” could reach such a complexity that it would blast the limits of node graphs, and force the development with C++. By the way, Blueprints function alongside, or rather on top of C++. So if one knows how to write in C++, one could easily write code and extend the functions of the Blueprint nodes themselves.
Since 2014, UE4 changed to a new licensing model that allows now anybody to use and try UE4 for free without paying first. That’s why I can use it and do use it myself for my first indie game. The tutorial videos on Epic’s YouTube channel are stacking now. So there should be plenty reference to learn how to use UE4.