A Plague Tale Requiem: A more immersive PS5 version?
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A Plague Tale Requiem: A more immersive PS5 version?

game news A Plague Tale Requiem: A more immersive PS5 version?

If the Xbox Series X version | S is especially talking about, especially for the title’s arrival on Xbox Game Pass, the PS5 version of A Plague Tale: Requiem has a lot to spare.

The next generation for more immersion

A Plague Tale Requiem: A more immersive PS5 version?

In a few days, players will finally be able to browse A Plague Tale: Requiem, the sequel to the adventures of Amicia and Hugo, as the title will be available on PC and Xbox Series X | S and PlayStation 5 as of October 18. Moreover, it is this latest version that interests us today, as Nicholas Becavin, the lead programmer for the game engine, and Cyril Doillon, the lead programmer, spoke on the official PlayStation website to brag about the advantages of the new generation of machines, more specifically the PlayStation 5.

First, we learned that loading times were reduced, while the viewing distance was greatly increased between First Composition and Requiem. These two parameters, made possible by the power of the new machines, made it possible for the developers to visualize a “new design of maps and levels”. This must be understood that The levels are now more open than before.

The strength of new technologies has also allowed this sequel to offer a more realistic world, also more organic, With breathtaking textures, stunning light effects, dynamic objects – Nicholas Becavin mentions in particular the clothing that follows the movement of the heroes – and always more polygons.

Requiem will not only draw players into a more atmospheric environment, but will also bring more depth to the visual simulation as a whole. Among other things, this will improve the geometric quality: technically, more polygons are shown! Texture accuracy has also been improved. A good example of how these developments can affect the gaming experience is the impressive level of detail with which the terrain will be represented. To take an example, we rely heavily on parallax occlusion mapping to introduce small volumetric details of terrain and buttresses. There will also be more realistic and dynamic things, which will affect the display of clothing. Nicholas Becavin, lead engine programmer for A Plague Tale: Requiem

A Plague Tale Requiem: A more immersive PS5 version?A Plague Tale Requiem: A more immersive PS5 version?

For their part, the mice, while already impressive in A Plague Tale: Innocence, will be even more so in this new episode as they multiply their number by 60, just that.

Mice are a central feature of A Plague Tale, and in this second game we wanted to push the boundaries of the next generation as much as possible to make the anxiety and horror they inspire more realistic. The number of mice on screen has increased 60 times, from 5,000 to 300,000! This is at least what is needed to translate the vision of the apocalypse that falls more and more on our heroes. We also changed the appearance of their movements, now they look like a giant wave, a bit like a tsunami swallowing you. We are fortunate to work with our own in-house engine and trust them to tackle the challenges of a show like this, it’s quite a defining element of A Plague Tale. Nicolas Becavin

The PS5 version has more than one trick up its sleeve

In addition to the various features mentioned above, the PlayStation 5 version of the game also offers some additional benefits, starting with an improved audio experience thanks to 3D audio and a DualSense speaker, and also all the other technologies of the remote control. As one might suspect, A Plague Tale: Requiem uses adaptive triggers to enhance sensations when Amicia uses the slingshot Or even a crossbow, a completely new weapon.

For example, if a weapon requires more pressure, adaptive stimuli will adjust the sense of effort transmitted to players. And as for the slingshot, if you hold the key for too long, you will lose accuracy. Adaptive triggers will make you feel that shots are getting harder, which will also be a good indicator for players to know when to shoot. Amicia will also have a new weapon: a crossbow that will be subject to the same rules. But at the same time, his physics will not be identical to that of a slingshot. It will be more powerful, but its use and processing will take longer. These sensory traits will find their place in the simulation thanks to the adaptive stimuli. You will need to press the switch once to equip the crossbow, and then again to fire. The next generation vibration technology that allows us to link the physical reaction to the player’s actions is really amazing for us programmers. We are used to working with images and sound, and today we can create live effects within the reach of our players to simulate a real object. Cyril Doillon, lead programmer on A Plague Tale: Requiem

A Plague Tale Requiem: A more immersive PS5 version?A Plague Tale Requiem: A more immersive PS5 version?

In the meantime, tactile feedback will enhance the sensations when the characters move. For example, the different steps during a sprint will be indicated in the console by small jerks so that players can feel the rhythm of the race. Even better, the mice’s movements will be directly reflected in DualSense.

The opportunities you create give us a whole new dimension of gameplay: you’ll be able to feel the movements around you, and you’ll be able to tell where the mice come from! The game will provide you with more intense situations by increasing awareness of the environment, which will include not only direct interactions, but also mid-range elements. Cyril Doillon

As a reminder, A Plague Tale: Requiem is expected on PC, PlayStation 5, and Xbox Series X | S. The title will incorporate Game Pass since its launch.


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