Fortunately, this time the visual tone of the environments appear to be much more consistent between the two versions. This is in contrast to the scenario laid out in the first game, where the PS3 projected shade in areas where it remained entirely absent on 360, giving it a lighter, pared-back look (owing to an offset shadow bias). This is mainly perceptible on points such as tree branches or fingers, where the PS3's can look considerably different - although which implementation you prefer may be down to personal choice. However, one of the bigger points of distinction we noticed in visual terms is the way shadows are rendered, with the 360's looking much fuller in places with fine detail. ![]() It seems the core texture assets, particle effects and water shaders are identical across both platforms too, with texture filtering also now set to a similar quality on each. Image Quality and FMV: Can 360 Compete This Time? ![]() You can see this for yourself in the range of assets we've prepared from both versions of the game, dotted throughout this article. This is true of both versions, and there's very little to distinguish between either visually when it comes to matching frames in a like-for-like manner during cut-scenes, dungeon traversal or battle. Use the full-screen button for full 720p resolution.įinal Fantasy 13-2 looks absolutely stunning in every other regard, with some impressive use of light shafts around characters and trees when looking up at Cocoon's glow, and spectacular bloom effects around the Oerba level in particular. Although tricky to match all the visual elements, with NPCs in towns being dynamically influenced by surroundings, both games can look very closely matched indeed. Save for the slight dithering on hair, the game looks gorgeous from most angles. Here, the look is still somewhat distracting on both consoles, with the pixellation on each strand being especially easy to pick out during the game's many zoomed, close-up shots of character's faces, but it's nowhere near as egregious as before. The "feathered" look used for practically all the characters' hairstyles is apparently a preference for lead character designer, Tetsuya Nomura, but did result in some nasty pixel crawl when combined with the lower resolution of the 360 version in the first game. This inadvertently puts to right another major qualm levelled against the original: namely, theĭithered alpha-to-coverage effect on hair. To sweeten the deal further, both versions also benefit from the application of 2x MSAA (multi-sample anti-aliasing), which brings the image quality of each to an equivalent standing. The improvements were already clear in our recent dissection of the demo, with the 360 version's native frame-buffer being bumped up from the 1024x576 value in the original to match the 1280x720 resolution of the PS3 version. With the PS3 version of Final Fantasy 14 delayed until next year, this is the first chance we've had to see the changes made to Square Enix's "Crystal Tools" engine on home consoles since Lightning's first adventure. The arrival of Final Fantasy 13-2 two years later brings with it a promise of change, where factoring in the development of both versions from the very start addresses many of these criticisms, but the question is whether console parity can be a reality this time around. The wait is almost over.Final Fantasy 13 remains a technical marvel on PS3, but also a relative disappointment for Xbox 360 users who tolerated comparably worse performance, lower native resolution, and sub-par video quality for cut-scenes. With the power of the PlayStation®5 behind us, we're looking to take you on a seamless, story-driven, white-knuckle ride that will rival even the most thrilling roller-coaster. I, for one, would like to personally thank them for all the hard work they've put into the project. The team, under direction of Hiroshi Takai, has entered the final leg of development and is focusing on polish as they continue their march toward master up and launch. Not to mention epic clashes between the Eikons themselves that put you right in the action. ![]() In previous interviews and updates, we didn't delve too deep into details about the game system, but hopefully with this preview, you all were able to get a better picture of what actual gameplay will entail-namely, high-octane battles featuring our protagonist Clive Rosfield wielding a full arsenal of attacks unique to the game's many Eikons (summons). ![]() I know how long you have been waiting for this, so it gives me great pleasure to announce the release of our latest trailer "Dominance."
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