![]() ![]() While Vanquish is based on Bayonetta's codebase to an extent, the team switched to a deferred renderer for this title which often presents issues, particularly with multi-sampling anti-aliasing. ![]() There aren't a lot of options here, but this is likely due to the engine. Standard FXAA is also included and while far from ideal, it seems to be the best option available (short of using GPU-level super-sampling). The console implementation is heavy filtered which helps hide artefacts but on PC, shadows are razor sharp, meaning that if you aren't running maxed here, there are some blocky artefacts.Īnti-aliasing is probably the weakest upgrade in the package - you get various forms of what is called 'Edge AA', but this doesn't appear to be multisampling. The most significant improvements stems from shadows - it's possible to greatly increase shadow resolution on PC though shadows themselves are rendered differently. ![]() A higher quality motion blur implementation is also appreciated. What we did enjoy was the ability to remove LODs completely, meaning no geometry or texture 'pop' as higher quality models are swapped in as you move closer to them. Platinum has added ambient occlusion to the visual mix, a welcome upgrade, but not exactly the most impressive implementation we've seen. Overall, when looking at both versions, the general sense is that the PC version basically wipes away a layer of Vaseline, revealing the true quality of Platinum's original assets - but this doesn't mean that there aren't a few genuine improvements. Everything you need to know about the PC version of Vanquish in this extensive Digital Foundry video analysis, complete with last-gen comparisons. Essentially, with the low resolution of the game combined with low quality texture filtering it was never possible to fully appreciate the detail already present in the game. The textures are often small and tiled, but surfaces are razor sharp even on PS3. However, the visual improvements are more interesting than you might expect.įirst impressions suggest a game with remastered, higher resolution art - hinted at in a PC options menu that does indeed have a high texture option - but in reality, that doesn't appear to be true for the most part. Clearly the ability to run the game at 60fps - or higher - is welcome. With the promise of uncapped frame-rates and ultra-high resolutions, the Vanquish experience is absolutely transformed. The core design deserved better.īy releasing Vanquish on the PC, Platinum has been able to fully realise its potential at last. In many ways, its basic technological make-up on last generation consoles feels at odds with the design of the game itself. Beyond that, the low 1024x720 resolution used by the game is at odds with its detailed visuals and sense of scale. With the frame-rates hovering below 30fps during most battles, it never manages to feel especially smooth. On its original platforms, Vanquish is an unsteady game at best. Seven years on from its original release, the new PC version of Vanquish frees the title from its technical shackles - and the result is magnificent. Even now, Shinji Mikami's take on third-person shooting stands as one of the most nuanced shooters ever made but the basic hardware limits of PlayStation 3 and Xbox 360 prevented it from reaching its full potential. Of all the games in Platinum's back catalogue, there was perhaps no other title in need of a re-release more than Vanquish.
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