PlayStation Blog (EU): From God of War to Tekken, developers detail the massive improvements of your favourite game characters between the different console generations.
With five weeks until Dawntrail enters early access, Final Fantasy 14 announces some payment changes that will affect specific users.
Ghost of Tsushima PC vs PS5, best settings and more in the Digital Foundry tech review.
Playing this at a locked 175 fps on an OLED ultra wide at max settings is truly awe inspiring. A great way to replay this classic.
Sweet! Glad to see it make the jump. Hopefully the PSN requirement doesn’t put too many people off. I think it’s only if you plan to play the Legends mode. It’s bullshit, but at least you can access the main game without making a PSN profile if that bothers you. I know on PC everyone’s sick of everyone trying to push their own launchers and shit.
Sand Land, a shounen anime translated into an enjoyable open-world RPG proves how suffocating and monotonous most arena fighters have become.
It's cool to see how far we've come graphically. Can't wait to see what can be done next generation.
I think it's a little bit of a stretch to call Rathalos and the Palicos from Capcom's Monster Hunter series "iconic PlayStation characters".
The Monster Hunter series may have started on PlayStation platforms, but it's since released on Windows, Wii, Wii U, Xbox 360, Xbox One, Nintendo 3DS, Nintendo Switch, Android and iOS. If anything they are iconic Capcom characters.
The same argument could be made about Tekken to a lesser extent.
PlayStation has lots of iconic characters, exclusive to the platform that would have made a better fit for the article, Nathan Drake being a prime example.
Kratos face has over 30000 polygons in God Of war (2018). Saying that is impressive, would be an understatement.
“The Kratos model for the new God of War was created from scratch with the intent of pushing the technology of what we have done before at Santa Monica Studio,” says Rafael Grassetti, art director at Santa Monica Studios. “The geometry was made with a higher density from most of the games because we were going to explore things like muscle deformation systems underneath the skin and we needed enough geometry to drive that information.
“Kratos from God of War 2 (PS2) had 5,700 polygons for his entire body, 1,200 of those for the face and used five textures. Kratos from God of War 3 (PS3) had 64,000 polygons for his entire body, 5,700 for the face, which was already a big improvement. But compared to what we can do with the PS4 system, it is still not enough for what we wanted to accomplish. The Kratos for God of War (PS4) has 80,000 polygons in total, with 32,000 for the face – 30x what we had for the PS2 models”
I remember reading somewhere a while back that the polygonal count for Kratos's model in GOW3 had more than 20,000 polygons. The PS2 model had only 5000 polygons. Man, how things change within just a span of a few years.
To this day, GOW3 is one of the best games I've ever played. I would classify it as top 10 best games of last gen.