A Plague Tale Requiem: A more immersive PS5 version?

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

Especially the Xbox Series X version | Speaking of which, especially when it comes to Xbox Game Pass titles, the PS5 version of A Plague Tale: Requiem has a lot left.

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, as the title is available on PC, Xbox Series X|S and PlayStation 5 from October 18. Moreover, today, it is this latest version that interests us, because Nicolas Bécavin, the main programmer of the game engine, and Cyril Doillon, the main programmer, told the official that PlayStation site to boast the merits of the new generation of machines, and especially the PlayStation 5.

First, we know that load times have been reduced, while the display interval has been significantly increased between the first opus and Requiem. These two data, allowed by the power of the new engines, give the possibility to the developers to think “new design of maps and levels”. It should be understood by this levels are now more open than ever.

The power of new technologies also allows this sequence to show a more realistic world, more organic, with stunning textures, captivating light effects, dynamic objects – Nicolas Bécavin specifically mentions the clothes that follow the movement of the heroes -, and always a lot of polygons.

Requiem’s ​​technology will not only draw players into a more atmospheric environment, it will also bring greater depth to the visual simulation as a whole. Among other things, it improves the geometric quality: technically, there are more polygons displayed! Texture resolution has also been improved. A good example of how these improvements affect the game experience is the impressive level of detail in which the terrains will be represented. To take one example, we rely heavily on parallax occlusion mapping to introduce small volumetric details in terrain and props. There are also more realistic and dynamic things, which can influence the interpretation of clothing. Nicolas Bécavin, 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 rats, although already impressive in A Plague Tale: Innocence, are even more so in this new episode because their number is multiplied by 60, that’s all.

Rats are one of the central parts of A Plague Tale, and for this second game we wanted to push the boundaries of next generation as much as possible to make the rage and terror they inspire more tangible. The number of mice on the screen increased 60 times, from 5,000 to 300,000! This is what is needed to interpret the vision of the apocalypse that falls more and more on our heroes. We also changed the appearance of their movements, they now look like a giant wave, a bit like a tsunami engulfing you. We’re lucky to work with our own in-house engine and we trust it to handle display challenges like this, it’s a definite A Plague Tale thing. Nicolas Becavin

A PS5 version with 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 improved sound experience thanks to 3D audio and the DualSense speaker, but also all the other remote technologies. As one might suspect, A Tale of Plague: Requiem uses adaptive triggers to enhance the sensations when Amicia uses the catapult or even a bow, a new weapon.

For example, if a weapon requires more pressure, adaptive triggers will adjust the feeling of effort passed on to players. And about the slingshot, if you hold the key too long, you lose accuracy. Adaptive triggers make you feel that shots are getting harder, which can also be a good indicator for players to know when to shoot. Amicia also has a new weapon: a crossbow that will be subject to the same rules. But at the same time, his physics is not the same as that of a catapult. It will be more powerful, but it will take longer to use and equip. These sensory qualities find their place in the simulation thanks to adaptive triggers. You 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 with the player’s actions is amazing for us programmers. We are used to working with images and sounds, and now we can create effects directly on the ends of our players to simulate a real thing. 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?

Haptic feedback, on the other hand, reinforces the sensations when the characters move. The different steps during a sprint, for example, will be shown by the controller through small jerks so that players can feel the rhythm of the race. Better yet, the mice’s movements are directly visible on the DualSense.

The opportunities created by this give us a new dimension of the game: you can feel the movements around you, you will know where the mice are coming from! The game will give you more extreme situations through increased awareness of the environment, which will include not only direct interactions, but also intermediate elements. Cyril Doillon

As a reminder, A Plague Tale: Requiem is coming to PC, PlayStation 5 and Xbox Series X|S. The title will be bundled with Game Pass from its launch.

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