game news A Plague Tale Requiem: an even more immersive PS5 version?
If it is especially the Xbox Series X | S version that is giving people something to talk about, especially due to the arrival of the title on Xbox Game Pass, the PS5 version of A Plague Tale: Requiem has a lot to spare.
The next generation for greater immersion
In a few days, players will finally be able to explore A Plague Tale: Requiem, the sequel to Amicia and Hugo’s adventures, as the title will be available on PC, Xbox Series X|S, and PlayStation 5 starting October 18. Furthermore, today, it is this latest version that interests us, as Nicolas Bécavin, the main programmer of the game engine, and Cyril Doillon, the main programmer, spoke on the official PlayStation site to show off the merits of the new generation of games. machines. and more particularly the PlayStation 5.
First, we learn that load times have been reduced, while the viewing distance has increased dramatically between the first play and Requiem. These two data, allowed by the power of the new machines, gave the developers the possibility to conceive “new map and level designs”. It should be understood by this that the levels are now much more open than before.
The power of new technologies has also allowed this sequel to show an even more realistic world, more organic as well. with impressive textures, surprising light effects, dynamic objects – Nicolas Bécavin mentions in particular the clothes that follow the movement of the heroes – and always more polygons.
Requiem’s technology will not only draw players into a more atmospheric environment, but also bring more depth to the visual simulation as a whole. Among other things, this will improve the geometric quality: technically, more polygons are displayed! Texture resolution has also been improved. A good example of how these advancements affect the gameplay experience is the impressive level of detail in which terrain will be rendered. To take an example, we rely heavily on parallax occlusion mapping to introduce small volumetric details in terrain and props. There will also be more realistic and dynamic objects, which will influence the representation of clothing. Nicolas Bécavin, Lead Engine Programmer for A Plague Tale: Requiem
For their part, the rats, although already impressive in A Plague Tale: Innocence, will be even more so in this new episode as their number has multiplied by 60, just that.
Rats are one of the central features of A Plague Tale, and for this second game we wanted to push the boundaries of next-gen as much as possible to make the angst and terror they inspire even more tangible. The number of rats on the 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 his movements, now they look like a giant wave, a bit like a tsunami that swallows you. We’re fortunate to work with our own in-house engine and rely on it to handle visualization challenges like this, it’s a completely A Plague Tale-specific element. Nicholas Becavin
A version of PS5 that has more than one trick up its sleeve
In addition to the various features above, the PlayStation 5 version of the game also offers some additional benefits, starting with an enhanced sound experience thanks to 3D audio and the DualSense speaker, but 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 slings or even a crossbow, a new weapon.
For example, if a weapon requires more pressure, the adaptive triggers will adjust the feeling of effort that is transmitted to the players. And regarding the slingshot, if you hold the key down too long, you will lose accuracy. Adaptive triggers will make you feel like shots are getting harder and 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 the slingshot. It will be more powerful, but it will take longer to use and equip. These sensory qualities will find their place in the simulation thanks to adaptive triggers. You’ll need to press the key once to equip the crossbow, then a second time to fire. The next generation vibration technology that allows us to associate a physical reaction to the player’s actions is truly amazing for us developers. We are used to working with images and sound, and today we can create effects directly at the fingertips of our players to simulate a real object. Cyril Doillon, lead programmer for A Plague Tale: Requiem
Haptic feedback, on the other hand, will reinforce the sensations when the characters move. The different steps during a sprint will be indicated for example on the controller by small jerks so that the players feel the rhythm of the race. Better yet, the rats’ movements will be reflected directly on the DualSense.
The opportunities it creates give us a new dimension of play: you will be able to feel the movements around you, you will be able to know where the rats are coming from! The game will provide you with more intense situations through heightened awareness of the environment, which will include not only direct interactions, but mid-range elements as well. Cyril Doillon
As a reminder, A Plague Tale: Requiem is expected on PC, PlayStation 5, and Xbox Series X|S. The title will integrate the Game Pass from its launch.
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