With Microsoft’s long list of poor messaging and poor decisions this week, combined with rumors of behind-the-scenes problems with some of its top games, one frequent point that keeps coming up is how much weight has been thrown behind Xbox/PC/Ultimate Game Pass.
The Digital Foundry verdict on the technology of Senua's Saga: Hellblade 2.
Such a good looking game, best graphics this gen so far
" When the camera zooms in for a close-up, the level of detail is such that it left me guessing whether I was looking at real-time graphics or a pre-rendered cutscene. Thankfully, with Photo Mode being available at any time, you can easily confirm that they are, in fact, real-time.Of course, it's really the animation you experience while playing that impressed me the most. The expressions visible while engaged in combat or simply exploring really help bring the characters to life. "
As a story-focused game, characters and character rendering play a significant role in the presentation. However, while the pre-release media largely focused on Senua herself, Hellblade 2 features a surprisingly large number of other humans. It's without doubt one of the games defining visual features - the character rendering in Hellblade 2 sets new standards, delivering sequences that, at times, almost resemble actual filmed scenes with real actors. This is one of the first examples of a game that stands up against the promise of the UE5 demo The Matrix Awakens. The scenes feel very natural and realistic in a way that manages to somewhat sidestep the uncanny valley almost completely.
Incredible graphics..this is finally next gen graphics. It’s an experience more than a game. You can fault it or accept it and embrace what it gives you. It’s like Sony 1886.
(Summary)
- Takes advantage of everything UE5 offers
- Final game 'lives up to the lofty expectations' of the 2019 reveal
- Character rendering sets new standards and nearly resembles movie sequences with actual actors
- Leverages Unreal's Meta Human 5 to bypass the uncanny valley feel
- DF were left guessing whether some cut-scenes were in-game or real life footage (photo mode shows they're all real time)
- Character detail and how light / specular etc reflect on it praised
- A lot of the visual make up is tied to the post-process effects
- No option to disable things like CA, DoF etc but it's all suitable to the games presentation
- Soft filmic image quality and wider FoV praised
Resolution and Visuals:
- DRS 1296 to 1440p (w/ black bars 964 to 1070p). Series S will be covered in separate video
- 'Not sure if adding more pixels would make a difference to the filmic quality'
UE5 Features:
- Lumen is used extensively for direct and in-direct lighting, a lot of real time changes and shadows etc all update accordingly
- 'Phenomenal stuff'
- Lumen does a better job than traditional real time lighting system for indirectly lit areas like under ramps etc
- Lumen reflections used in combination with SSR for water bodies. Some water bodies can show SSR artifacts when moving camera
- 'Anyone looking at the game in motion will be impressed even if they do not understand the technical reasons'
- Unreal's fog is used effectively, fog lights up with light sources and runs at high quality
- Water effects and waves are praised. ' Absolutely stunning'
- Nanite is extensively used and eliminates visible pop-in even during scene transitions
- Minimal repetition or tiling, uses photo-grammatory
- Some assets like tree branches can show low resolution when zoomed in with photo mode, however
- Fine shadow detail is retained even when zooming extremely in thanks to Unreal's Virtual Shadow Maps
- Shadow quality is not always perfect and can show cracks in some instances but very consistent by and large
- Not the first UE5 game to use all these features, but by and far the best looking game to do so.
Performance:
- 30 FPS but the performance is locked and never dropped in John's testing on Series X
- DF tested the game on their Series X - similar - PC to see how much performance could be gained over 30
- 4K with DRS, they were able to stay locked at 30 FPS on High
- DRS 1440p with 60 FPS target sees game play at high 50s with more drops in cut-scenes
- DF thinks based on this test, SX can do 60 FPS with a more aggressive DRS target
- However, PC version can show massive frame time stutters that the Xbox version does not in the same areas
- DF summary: 60 FPS is theoretically possible, but for a stable 60 they might need to drop settings a lot
Audio
- Headphones are needed for Binaural audio effect that the game uses extensively
- DF thinks it is 'incredibly engaging'
Trailer Comparison:
- They compare the Giant fight trailer with the same area in the final game
- Final game has lesser lens distortion and difference in how the flame is lit
- The flames felt more 'fluid' in the demo versus the final game, otherwise no difference in the segment noted
- DF thinks Ninja Theory 'reached their goal'
- Praise the polish, presentation etc.
If they achieved this level of quality their first time using UE5... I can't wait to see what their next game is going to look like.
Remember the trailer release and ppl didn't think it was insane footage cause it looked too good
Ubisoft recently shared more details about Assassin's Creed Shadows protagonists, confirming that both of them will romantically attract and be attracted to different types of people.
The final character of the Street Fighter 6 year one DLC, Akuma, is now available to download on all formats.
Well fancy that. A Forbes article with common sense.
Microsoft's only shot to get more gamers, being the devils advocate, is to go Mobile and free to play with ads to grow their fan base. With maybe a subscription to games like cod on Mobile to get more to buy in what they are offering.
But mobile isn't like consoles or PC at all. You can't charge huge amounts for games because that platform is used to cheap or free content. Can't go to Nintendo and Sony with game pass because they'(competitors) aren't stupid to destroy their own platforms with Microsoft's rental service. And PC gamers dabble with it but they're fine with Steam and other, similar offerings. Casuals are their target but do casuals really care because up to this point, they haven't.
They put themselves in a bind and I'm not sorry for them in the least. When you kill your own sales of hardware and software, you groom your base to not buy but to rent, and do everything you can but do what works for Nintendo and Sony in creating games that grow the industry, this is the results. Dead last.
Why was/is it so hard to just make great games and from that, EARN respect that would lead to an increase in consumers? Never made sense how stupid they are when they had the finances to compete and pretty much outdo Nintendo and Sony combined. They just chose greed and annual fees and lack of effort instead.
Home console sales seemingly peaked with PS2 20 years ago. Even if a console does outsell it now, it's going to be by a small amount.. like, what I mean is we aren't suddenly going to get a console that sells 400 million units out of nowhere. So yes, I think the article is spot on with their assessment.
Microsoft 365 had 155 million subs in 2018. Today it sits at just shy of 300 million. The games industry was never going to be able to have growth at those levels, not to mention how much more expensive development is.
MS went all-in with Game Pass (and Xbox Series S) and now they're stuck. The model has failed and it's difficult to see what they do from here. They either carry on digging in, kill it completely (which will be a PR disaster for people who have paid to stack up years of service or purchased a Series S with the promise of being able to play all games this generation) or copy Sony and do away with Day One Game Pass and change their Series S policies.. Option 1 & 2 kills Xbox off overnight and Option 3 makes it utterly irrelevant.
The future of everything is subscription. Or at least that's the plan they have for us. Own nothing, rent everything.