INTERVIEW – Grounded 2 : 60 fps sur PS5, version PS5 Pro Enhanced et avenir du jeu, Chris Parker nous répond
par Eric de BrocartÀ l’occasion de l’arrivée de Grounded 2 sur PS5, GAMERGEN s’est entretenu avec Chris Parker. Le Game Director évoque les performances, la PS5 Pro et la version 1.0.
Below is our full interview with Chris Parker, Game Director on Grounded 2 and co-founder of Obsidian Entertainment. The conversation has been lightly edited for clarity and readability, without altering the meaning of his answers.
- GAMERGEN: Could you briefly introduce yourself to our readers?
Chris Parker: Hello, everyone! I’m Chris Parker, Game Director on Grounded 2 at Obsidian Entertainment and one of the studio’s co-founders. I’m particularly excited to be working on Grounded 2.
- GAMERGEN: Grounded 2 is coming to PS5 while the game is still in Early Access. Why was it important to bring PlayStation players into the experience now rather than wait for version 1.0?
Chris Parker: One of the great things about the first Grounded is that the team, which was very small in the beginning, managed to build a fantastic community. It was an experimental project for the studio, but it received so much love from the community.
When we launched Grounded 2, we wanted to take that same approach from the outset: go through Early Access again and build the game with that community.
At the time, there was also a major push towards multiplatform releases. We had already brought the first Grounded to PS4 and PS5. For the sequel, we decided not to return to PS4 or Xbox One, but to target PS5 directly and do so as early as possible. This allows PlayStation players to contribute feedback and gives us more opinions and perspectives with which to shape the game. We are also working with an excellent technical partner, Double Eleven, on the PlayStation version.
- GAMERGEN: Will launching on PS5 during Early Access change the way you develop the game or gather feedback?
Chris Parker: Absolutely. We have a dedicated communications team at Obsidian that constantly gathers feedback from Discord, content creators and directly from within the game.
That allows us to react very quickly. If we identify a performance issue, for example, we can release a fix promptly.
In the Into the Abyss update, we also completely redesigned the O.R.C. wave system, which sends attacks against the player every three days. That rework was based entirely on feedback from players telling us what did and did not work. Adding the voices of the PlayStation community will give us even more information with which to improve the game.
- GAMERGEN: From a technical standpoint, what have you developed specifically for the PS5 version beyond simply porting the Xbox and PC versions?
Chris Parker: To be completely honest, the PS5 and Xbox Series X|S versions are almost identical in terms of performance.
However, we do support certain PS5-specific features, such as the controller’s light bar and built-in speaker.
We are not calling the game PS5 Pro Enhanced yet, but that will come later. Our priority was to make the game available on the platform with a great experience, full cross-play between PC, Xbox and PlayStation, and cross-progression.
- GAMERGEN: How are you using the DualSense controller’s haptic feedback and adaptive triggers, and what will the PS5 Pro Enhanced label mean for Grounded 2?
Chris Parker: Haptic feedback and adaptive triggers are already supported, and we plan to refine and strengthen their implementation throughout Early Access.
The PS5 Pro Enhanced label will represent a complete set of graphical and technical improvements. We are not yet using the full range of those features, which is why we are not applying the label at this stage. We will, however, do so by the time version 1.0 launches.
It is similar to the trophy and achievement system. None of the platforms currently offer unlockable achievements. Those will only arrive with the final 1.0 release.
- GAMERGEN: What are your performance targets for PS5 and PS5 Pro, particularly in terms of stability and frame rate? Do you believe there is still room for improvement?
Chris Parker: Yes, absolutely. Performance will continue to improve. Following the Into the Abyss update, we are going to move the game to Unreal Engine 5.7, which will provide optimisation gains.
It is a constant battle. Every time we add content to the park, performance tends to drop, so we have to optimise the game accordingly. We did this with patch 0.4.2.2, for example, which addressed stuttering issues.
By version 1.0, we are confident that we will have a solid 60 fps Performance Mode on both PS5 and PS5 Pro. The PS5 Pro version will offer a higher level of visual fidelity.
- GAMERGEN: The Pond was one of the most memorable areas in the first game. What did you learn from its design, and what did you want to change or improve in Grounded 2?
Chris Parker: The Pond in the first game was very popular, but it could sometimes feel a little one-dimensional. For Grounded 2, we wanted to revisit several aspects of it.
First, we made underwater combat more dynamic by adding a dash, a parry system, target locking and ranged options such as a harpoon and underwater bombs.
We also wanted to make the area denser and enrich exploration with more points of interest, visual details and hidden locations.
Finally, we introduced the Toe Biter Buggy, an amphibious mount. You can ride it on land like a quad bike and then jump straight into the water with it. It will pull you along like a dolphin while also fighting alongside you.
In the first game, underwater survival was primarily about managing air and light. For Grounded 2, we wanted to go further by introducing cold and pressure.
The deeper you descend into the Pond, the more the temperature drops. You therefore need to equip yourself accordingly and consume certain smoothies or cooked meals to withstand the cold.
To reach the darkest areas of the Abyss, you need to craft a complete diving suit. It provides an unlimited air supply while protecting you from both the freezing cold and the extreme pressure of the depths.
- GAMERGEN: Did you deliberately make the underwater gameplay less restrictive and easier than it was in the first game?
Chris Parker: That was not intentional. Initially, we actually thought the area would be too difficult. During our internal playtests, around April or May, it was extremely challenging, and we were concerned that players might give up when faced with such a steep difficulty wall.
We may have softened the experience a little too much. The current version is probably too easy, but that is one of the advantages of Early Access. We will adjust the balance and increase the difficulty based on player feedback.
- GAMERGEN: The Toe Biter Buggy is the first mount that can be used on both land and in the water. Is it mainly a means of transportation, or does it also change combat and exploration?
Chris Parker: It does all of those things at once!
It travels at roughly twice the player’s speed. In combat, it acts as a companion and can draw the monsters’ attention while the player attacks their weak points. It also lets you cross the Pond and the Abyss very quickly. Finally, its built-in inventory turns it into a mobile storage chest.
- GAMERGEN: Can we expect future Buggies to become even more specialised?
Chris Parker: We are continuing to add variations, such as the red ant and black ant, but we will also introduce entirely new families of Buggies with new abilities and skills. Traversal, storage and combat support will remain their three main pillars.
- GAMERGEN: What will specifically define version 1.0 of Grounded 2? Will it be the completion of the story, the park or the gameplay systems? And how far away are you today?
Chris Parker: Two essential elements define version 1.0 for us. The first is the conclusion of the story, including Acts 1, 2 and 3 as well as the endgame. The second is the full completion of the park, covering both its land and underwater areas.
The gameplay systems support those two pillars. Sometimes, we need to make responsible choices and set aside secondary ideas so that we can save them for post-launch updates.
We are currently at update 0.5. Mathematically, that represents 50% of the journey, but we are working extremely hard to reach the final result.
- GAMERGEN: What would you like to read in press coverage and reviews when version 1.0 launches? Just one tagline.
Chris Parker: “Grounded 2: Even better than the original.”
If critics say that we managed to exceed expectations and make a game that is better than the first Grounded, I would be extremely happy. That is all we are aiming for.
- GAMERGEN: Thank you very much for your time and for all these detailed answers.
Chris Parker: Thank you, Eric, especially for doing this interview on a Friday evening. Have a great weekend, everyone!






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