Game news A Plague Tale Requiem: An even more immersive PS5 version?
If it is especially the Xbox Series X | S version that is talking about it, especially for the arrival of the title on the Xbox Game Pass, the PS5 version of A Plague Tale: Requiem has a lot to spare.
The Next-Gen for more immersion
In a few days, players will finally be able to browse A Plague Tale: Requiem, the sequel to the adventures of Amicia and Hugo, since the title will be available on PC, Xbox Series X|S and PlayStation 5 from October 18. Moreover, today, it is this latest version that interests us, since Nicolas Bécavin, the main programmer of the game engine, and Cyril Doillon, the main programmer, spoke on the official PlayStation site to boast the merits of the new generation of machines, and more particularly the PlayStation 5.
First, we learn that loading times have been reduced, while the display distance has been drastically increased between the first opus and Requiem. These two data, allowed by the power of the new machines, gave the possibility to the developers to conceive “new design of cards and levels”. It is to 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 display an even more realistic world, more organic too, with breathtaking textures, striking 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, it will also bring more depth to the visual simulation as a whole. Among other things, this will improve the geometric quality: technically, there are more polygons displayed! Texture resolution has also been improved. A good example of how these advancements affect the gameplay experience is the impressive level of detail with which terrains will be represented. To take an example, we rely heavily on parallax occlusion mapping to introduce tiny volumetric details to terrain and props. There will also be more realistic and dynamic objects, which will influence the rendering of clothing. Nicolas Bécavin, lead engine programmer for A Plague Tale: Requiem
For their part, the rats, however already impressive in A Plague Tale: Innocence, will be more so in this new episode since their number has been 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 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 which is falling more and more on our heroes. We also changed the look of their movements, they now look like a giant wave, a bit like a tsunami swallowing you up. We are fortunate to work with our own in-house engine and we trust it to handle display challenges such as this, it is an entirely A Plague Tale specific item. Nicolas Becavin
A PS5 version 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 a few additional benefits, starting with an improved sound experience thanks to 3D audio and the DualSense speaker, but also all the other technologies of the remote. As one might suspect, A Plague Tale: Requiem uses adaptive triggers to enhance sensations when Amicia uses the slingshot or even a crossbow, a brand new weapon.
For example, if a weapon requires more pressure, adaptive triggers will adjust the feel of effort transmitted to players. And concerning the slingshot, if you hold the key too long, you will lose precision. Adaptive triggers will make you feel like 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 which 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 the adaptive triggers. You will need to press the key once to equip the crossbow, then a second time to fire. The next-gen vibration technology that allows us to associate a physical reaction to player actions is truly amazing for us programmers. 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 of A Plague Tale: Requiem
Haptic feedback, meanwhile, will reinforce the sensations when the characters move. The different steps during a sprint will for example be indicated in the controller by small jerks so that the players feel the rhythm of the race. Better, the movements of the rats will be reflected directly in the DualSense.
The opportunities it creates gives us a whole new dimension of gameplay: 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 increased 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 integrate the Game Pass from its launch.
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