Questions about the theoretical bottlenecks of the Wii U hardware - the RAM set-up, the bandwidth - are left unanswered. Partly because we're straying into NDA territory and partly because we get the distinct impression that, for Criterion at least, it wasn't an issue.
"Tools and software were the biggest challenges by a long way... the fallout of that has always been the biggest challenge here," Idries reaffirms. "[Wii U] is a good piece of hardware, it punches above its weight. For the power consumption it delivers in terms of raw wattage it's pretty incredible. Getting to that though, actually being able to use the tools from Nintendo to leverage that, was easily the hardest part."
But hang on a second. This does somewhat dispute the established narrative suggested by more than one developer of a console using out-dated CPU technology derived from the Wii, which in turn was an overclocked, tweaked version of the GameCube. Ten minutes into our chat and Idries hasn't once mentioned the infamous lack of Wii U CPU horsepower. Wasn't this an issue for developing Most Wanted on the new Nintendo console? He pauses for a short moment while framing his answer.
"When they first looked at the specs on paper a lot of developers said, 'Well, you know this is a bit lightweight' and they walked away. I think a lot of people have been premature about it in a lot of ways because while it is a lower clock-speed, it punches above its weight in a lot of other areas," he explains.