As most of the team had only worked on PlayStation, this led to confusion over the A and B buttons. Circle and X act differently in different regions (on PS4), and the Nippon Ichi team was unsure if this was also true for Nintendo systems. In the end, they put in the ability for users to decide what role they wanted the A and B buttons to take. Of course, buttons aren't the only differences between the Switch and the PlayStation 4: there are power discrepancies, as well. But, Matsuda added that they didn't really let the CPU and GPU differences get in the way."In Disgaea’s case, there are only a handful of areas where the hardware’s specs might cause a bottleneck," Matsuda says. "We expected everything to work okay like it did on the PS4, and when we actually ran the tests, as expected, it ran without any problems.""We knew that there would be some issues (such as animations that relied heavily on the PS4’s specs) but we knew this would be an issue from past porting projects, so we just accepted it as fact and planned to optimize these areas little by little," he says.
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