Showing posts with label lost planet 2. Show all posts
Showing posts with label lost planet 2. Show all posts

Saturday, 22 May 2010

Tech Analysis: Lost Planet 2 (PS3 vs 360)

The original Lost Planet represented exactly how not to not to do a PS3 conversion. Sticking to the basic approach of trying to port the overall engine in a like for like manner, despite clear architectural differences, resulted in one of the worst multi-platform PS3 conversions to come out of any studio at the time.

Missing a large amount of geometry and texture detail from its 360 counterpart, in addition to featuring low resolution effects, and only temporal 2xMSAA, the port suffered greatly losing a large chunk of image quality in the process. It also struggled to maintain a smooth framerate, thus accentuating the game’s poor use of anti-aliasing and lack of fine detail.

Lost Planet 2 on the other hand is nothing like that dreadful port of the first game. Instead Capcom have built upon the finely tuned refinements they made with the first MT Framework engine on Resident Evil 5, carrying over the optimisations to the new 2.0 version used here in Lost Planet 2. Many of the improvements that were to found in the PS3 version of that game are also found here too. However whereas Resi 5 demonstrated some significant differences in anti-aliasing, texture filtering and framerate, LP2 is a far closer affair, for the most part achieving platform parity throughout the game, minus a few issues here and there.

Like with Resi 5, Lost Planet 2 is rendered in 720p (1280x720) on both formats, with the 360 getting the standard application of 2xMSAA and the PS3 game getting no AA of any kind. The result is that both versions appear clean and very sharp, with jagged edges surprisingly manifesting themselves in almost equal amounts in certain scenes.

The differences are easily spotted in the shots below, where we can see that both versions look almost like for like, with only very subtle differences that are mainly caused be the two machines internally different gamma levels, and the PS3 version missing a few effects in places.

With regards to the 360 version displaying almost equal amounts of aliasing to the PS3 one, this can be explained away by how the game is rendering its lighting. LP2’s use of heavy HDR and high levels of strongly defined light sources all create high contrast edges, so when edge samples are taken by the MSAA they are so similar to the un-anti-aliased edges, that in the end some parts of the scene just don’t get any AA at all. This means that the screen can crawl with jaggies on both versions, though it is more apparent on the PS3 version as it has no AA to help control the problem.



In terms of texture detail and filtering both versions seem to be pretty much equal in most scenarios, which is particularly impressive given the scale of the environments and the amount of bandwidth stealing particle effects on screen at any given time.

Some subtle differences in texture quality are apparent between both platforms, but they aren’t really all that visible during actual gameplay. In some scenes textures appear more detailed on the 360 than on the PS3. You can also just about see that the 360 version edges it ever so slightly when it comes to fine detail, though you can only see this when scrutinising still screens, and not when the game is in action.


At some points however, there are noticeable cut backs in overall texture quality on PS3. Although this isn't apparent in all areas of the game, when it does happen it definitely takes away from the experience.

Some stages seem to be more affected than others, and below is a clear example.


What is surprising is that both PS3 and 360 versions of the game feature the use of anisotropic filtering (AF). Previously it was pretty much a given that games on the PS3 would benefit from the use of AF when the on 360 the same game would be using only a trilinear or bilinear solution.

Because the PS3 has more texture units in its RSX GPU than 360’s Xenos, AF basically comes for free on Sony’s machine. Whereas on Microsoft’s system there is normally some sort of memory or performance hit for using it, much like in the way that 2xMSAA is usually commonplace for the 360 but not for PS3.

Either way, both versions benefit from having clean and clear texturing that is visible for several feet into the distance. This was also apparent in Super Street Fighter IV, which first showed Capcom’s improved multiplatform use of AF.



Shadowing looks to be identical between both versions, with any differences being down to the gamma levels of each system. What is noticeable is that in really dark areas of the screen some shadow detail is mildly crushed in the 360 game, with the darkest parts appearing almost completely black instead of clearly showing the faintest of details. The PS3 game with the console’s higher gamma manages to achieve greater amounts of shadow detail, which show up a lot more clearly in dark sections and in character and object shadows.

There are of course downsides caused by the lighter shadows on the PS3 version despite the welcomed increase in noticeable detail. The sense of depth is slightly lessened leaving an overall image with less three-dimensionality compared to the 360 game, although the like for like quality of the actual shadows means this is more of an observation than a complaint.



Visual effects in general have also seen major improvements in Lost Planet 2, with the vast majority of effects looking the same on both platforms. Again, like with the texturing, certain scenes do take a noticeable hit, while others are practically identical. Smoke and particles are once again slightly lower res on the PS3 game - although not the extent of the first Lost Planet - and are less noticeable here than they were in Resi 5, particulary with the larger effects which I believe are the same in both versions.

This shot below shows off the worse case scenario of the PS3 game missing various effects found in the 360 build. Water and some shiny surfaces seem to be the main area in which certain effects have been cut back on.


Despite these differences in some scenes, it’s pretty impressive seeing how close Capcom have managed to create near-identical copies of the game visually on both systems, for the most part at least. In motion it’s only the PS3’s lack of AA which consistently shows up crawling jagged edges and a very slight drop in IQ in these areas.

Sadly, there are times when the game looks noticeably worse, though thankfully this doesn't happen all that often, especially nowhere near to the level of the first game on PS3. When it does happen however, it manages to undermine some of the hard work Capcom have done on the conversion. Which is a shame, because at times the two versions really do look identical.



So, you could say that it’s mostly par the course for parity then? Well, not quite, as whilst both versions maintain similar levels of graphical fidelity, with some exceptions in certain areas, the same cannot be said when in motion.

Like with Resident Evil 5, both PS3 and 360 versions of LP2 deal with framerate and screen tear differently. The PS3 game tends to hold v-sync in order to prevent any untoward screen tearing, along with what looks like the return of double-buffering – a process of generating a spare frame just in case the one about to be used gets torn – but in the process at the expense of obtaining a stable framerate.

This means that screen tear is pretty much non-existant in the Sony game, but the framerate instead constantly takes a dive from the targeted 30fps update in busy scenes. In large boss battle and parts of the game filled with large enemies the framerate hits between 10 to 20fps, creating what can only be described as a brief slideshow of movement.

I also noticed that the controls seemed to be a little more laggy on the PS3, which aroused my suspicions to the inclusion of the double-buffering. Although this isn’t a 100% conformation, but a solid assumption based on both this controller lag and Capcom’s previous use of the technique.

The 360 game on the other hand, instead allows the screen to tear more frequently but consequently maintains that 30fps update far more often. Interestingly, LP2 actually seems to be v-synced on 360, at least partially – something that was absent completely from Resi 5, and this on occasion can lead to terrible drops in fluidity which are pretty unsightly to say the least.

However, this only really happens during certain boss battles, and usually manifests itself in the cut-scenes rather than in actual gameplay, so although it isn’t too impacting, you can’t help but notice it.

Perhaps this is the most substantial issue between either version of the game, which is a shame as Capcom have really excelled at making Lost Planet 2 at times, a near identical experience regardless of which version you own. Everything but the use of AA, and the lower-res, paired down effects are basically the same between both versions - occasional texture issues aside - and it’s only the frequent drops in framerate that really set them apart the majority of the time.


In the end Capcom have pulled off a pretty successful multiplatform title in Lost Planet 2. It may be too much to expect a complete identikit release graphically, but most of the glaring flaws and visual differences have been addressed to some degree. Sadly the same cannot be said for the game itself, in which we awarded a rather disappointing 6/10 in our review.

For all the technical achievements the developers have managed to weave together, the underlying gameplay issues and fundamentals almost break the game at times. So much so, that for the most part Lost Planet 2 is a partially polished but unsatisfactory experience.

Tech analysis updated: extra screens and further details representing the more severe differences.

Monday, 17 May 2010

Review: Lost Planet 2 (360)

A giant insectoid-like beast busts up from the snowy ground with an almighty roar. Immediately it catches me in its sights and begins to charge. Armed with only a simple machine gun and a few paltry grenades, I engage the enemy, dodging its first attack before turning around and plugging it full of lead. Some of my shots bounce off its hardened shell but others directly hit its yellowy fleshy tail instead, resulting in another hollowed roar from the creature. At this point I make a hesitant dash for a nearby semi-destroyed building, hoping to gain at least momentary cover.

Inside awaits more of the vile Akrid parasites. It turns out that I’ve just entered this creature’s makeshift nest. Immediately, without fail, I begin to blast my way through swarms of smaller spider-like Akrid, and into the pulsating eggsacks, safe for a short while from the chaos outside – my team are busy getting slaughtered by the huge beast outside. After clearing out the half-standing structure of all its living inhabitants, I take my beef back outside with me. Guns in full blaze I throw everything at my disposal against the giant beast whilst its intently distracted – shooting mercilessly at its now red little tail - and after another roar, plus the obligatory pool of blood and puss, it finally comes crashing to the ground.

Looking around, there are wide-open spaces for miles, the view of snowy particles being blown throughout the air, and the sheen of the glistering white environment reflecting back the light given off by a obscured sun. The Akrid beast is dead, oozing puss and drenched in its own blood, before shattering into a thousand frozen pieces. It was remarkably beautiful and ugly at the same time. The hard exterior shell revealed its intricate markings, while its fleshy body is both soft, and solid at the same time, covered in sheen and detail. Everywhere you look there are wondrous sights full of character, all contained in and around some lovely white vistas.


Welcome to Lost Planet 2! An experience that starts off unsurprisingly like the first game. The stunning visuals, quite possibly some of the best seen on any console to date, along with the tried and testing third-person gameplay mechanics, are every bit as polished as they were the last time around, although now feeling a tad dated. In fact, for the first few minutes or so, Lost Planet 2 is nothing but a solidly made and pretty entertaining action game. Insanely large creatures, huge guns, and lovely environments combine to form a familiar but fun element of shooting action. Much of what was so good about LP1 is also still reasonably good here, and while many of the little niggles are still present too, there are larger issues that you’ll be complaining about.

However, shortly after things take a turn for the worst, as parts of this sequel’s poor design begin to break through the solid foundations built up by the original game. It’s pretty clear that Capcom were keen to have a different gimmick driving how LP2 works, and to this end two distinct elements have been shoehorned into the experience.

One being the multiplayer focused single player campaign, in which you are merely part of a four-man team. And the other, a revised continue and checkpoint system which bares more than a passing resemblance to the hardcore games of old, ill-suited for the gameplay on offer here. These two elements are inexplicably linked together in a way, in which on there own wouldn’t pose so much of a problem, but together they conspire to break the game on so many occasions, leading to numerous bouts of frustration and fist clenching anger.


Keeping things together is the return of the thermal energy meter from the first game. Unlike in LP1, your thermal energy (TE) gauge isn’t constantly depleting. Instead it continuously accumulates more TE as you kill and collect it from fallen foes and various data points scattered around your environment. When you take damage, and as your health bar begins to runs dangerously low, you have the option of using this TE to restore lost health, thus preventing you from loosing a precious life. You’ll certainly be needing this boost, as in LP2 most large enemies have almost ‘instant kill’ attacks which leave you very little time to escape for cover, or simply in many cases, regenerate your health.

To make matters worse, the game is always pushing you towards an offensive solution. Done mostly in order to recoup lost TE as you battle it out amongst the native wildlife and nomadic Snow Pirates, putting yourself in harms way during times in which a more carefully thought out approach would be preferable. TE however, is the least of your concerns later on in the game, with the lack of save points and temporary checkpoints making this part of the experience a frustrating and sometimes an unplayable one.

The checkpoint, life, progression, whatever you want to call it system in the game, centres on something called the Battle Gauge. You start off with 500 battle points, and receive 500 more for every checkpoint you reach (data points that you activate), or 1000 if you happen to be piloting a VS suit. Every time you die, you loose a certain amount of battle points, and are respawned from the nearest data point. Loosing all of your battle points however, means that you loose all of your checkpoints and instead have to replay the entire chapter all over gain.

Chapters can range from anything from 20 to 50 minutes to complete, depending on both their length and player skill level. Either way, it means that if you get stuck on a particular boss, or mission, and end up constantly dying, then you are gonna be replaying a vast amount of content again and again before you get it right.


It doesn’t help that the game isn’t exactly signposted when it comes to telling what to do. Especially I have to say, with regards to some of the boss battles, which not only require you to work out the correct solution of dealing with them, but also working as a team to bring them down. Unfortunately, the complete lack of CPU controlled AI makes this task an infuriating one. It’s all too common in LP2 to have certain parts of the game in which working as a team is essential to score a solid victory, without the frustration and hopelessness which occurs during solo play.

The boss battle at the end of chapter 3 is a good example of this. Set upon a speeding train, you are tasked with battling a giant sandworm whilst attempting to prevent the train from being obliterated. Right at the front of the carriage you are presented with a handful of giant ammunition shells lying around, and a huge gun-turret to load them into. Aiding you in this task, is a small, rather illegible diagram showing you where on the train to load these shells, and the also the position of the engineering room, required for fixing up the train as it sustains damage.

It is clear that the game wants one person to load in the shells, another to distract the boss, another to look after the engine room, and someone to take control of the gun turret. This is great if you’re playing with four other people, but by yourself, it’s a hopeless mess. The key here is teamwork, something that your AI buddies don’t have a clue about. They’ll simply stand around getting killed and leaving you to do all the work, making the challenge so much harder. And as you are running back and forth trying to load the shells you’ll be frequently attacked, being thrown off the train and forced to restart the whole encounter all over again.


With two or more people playing this doesn’t become so much of an issue, making finding a solution for dealing with a boss easier to find, and coordination almost second nature. Of course playing with friends is likely to yield better results. But either way, the multiplayer sessions allow the game to be far more playable than going it alone. It’s just a shame that the single player campaign seems to be completely tacked-on the end of the game, like LP2 was designed to be an online only experience.

During online play the battle points system still gets in the way, which is unfortunate. With all four players sharing the same battle gauge, each player can only afford to die two or three times at the most before the gauge runs out and everyone starts the entire chapter again. On your own you could afford to take a more few chances and die a handful – or two - of times before exhausting your battle gauge, even though the overall fight is made much harder without a coordinated team behind you.

That said Lost Planet 2 isn’t a bad game by any means, it’s actually pretty good at times. A potentially great experience, let down massively by Capcom’s insistence on shoehorning in new and unwanted gameplay mechanics to a system which didn’t require radical change. The return of the TE meter works in the game’s favour, and the core gameplay on offer is almost fun as it was in the first game. However, it’s just that the new elements that have been added really threaten to break apart the game, and on many occasions they do so almost effortlessly. When this happens, all of the hard work and solid gameplay mechanics built up by the original LP is completely overshadowed, leaving an experience which is an excise in frustration.

Visually the game can’t be faulted. It looks stunning! LP2 delivers some of the most detailed texture work seen in a videogame so far, along with splashes of intensely delivered particle and smoke effects. Again, being some of the best we’ve seen. The Arkrid creatures are all incredibly detailed; lots of impressive shader effects, bump mapping, sheen and reflections. The environments, like with the first game, are filled with wide-open sprawling vistas, packed full of personality and intricately crafted characteristics. Most of all, the entire game looks and feels distinctly organic, never looking like a fake plasticky resemblance of reality.


It’s rather unfortunate then, that the gameplay fails to live up to the technical heritage on offer, with the solid core experience broken down and compromised by the developer’s need on including new and gimmicky features. All Capcom had to do was to take what worked in the first Lost Planet, and then up the ante with this sequel. Being bigger and more bad-ass, doesn’t mean better, and although it is clear that Capcom wanted to have a scale that was so much wider than in the first game, they have failed to provide suitable gameplay and progression system to really back this up.

In the end, Lost Planet 2 is one of 2010’s biggest disappointments, failing to live up to the standards set by the original game, and placing too much emphasis on the multiplayer aspect. Not enough thought has being put into solo play, and it shows. That, along with the ridiculously outdated (for this style of game) save and continue system, makes this sequel a rather substandard experience for all those concerned.

The original Lost Planet, as it stands, is a much better choice if you want to experience some of the delights of E.D.N III, and although this sequel does still deliver some (very brief) flashes of brilliance, it also completely misses the mark most of the time.

VERDICT: 6/10

Tuesday, 13 April 2010

IQGamer's Top 5 Tech Titles For 2010

Over the next couple of months this generation is set to witness another wave of technically proficient and defining titles, following on from last year’s Uncharted 2, this year’s God Of War 3, and Crysis, from a few years back. It’s for this reason that IQGamer has presented you with our top five titles to look out for on a technical level. Games which potentially, will not only push the barriers of what is possible on their respective platforms, but that will also showcase the perfect blend of art and technology fused together for outstanding graphical excellence. Some of these of course will transcend that notion, being as relevant for their gameplay as well as their graphics.

1: Alan Wake

Remedy Entertainment’s unique take of the survival horror genre has been in development for six long years, and in that time scarcely anything has been seen of the title. The recent trailers however, have shown that those six years could well be worth the wait, with an eerie, Stephen King meets Silent Hill style approach to the mood and atmosphere, and a action focused, episodic style of gameplay which looks set to bring freshness to a somewhat worn out genre. Visually, the game looks like being the poster boy for lighting for the 360, with some of the most impressive dynamic lighting seen outside of PS3’s God Of War 3, whilst also providing a range of post process filters, and some amazing texture work.



2: Halo Reach

Microsoft’s 360 exclusive sets to re-write the rulebook of just what is possible on their white box of tricks in the eyes of rabid PS3 fanboys. In reality the 360 has always been capable of such graphical feats, but having a title display them all at the same time is a welcome sign that developers are finally trying to seriously push the machine. ‘Reach’ is one of the first titles to be pushing up too 40 lights sources on-screen at once, from the glow given off from firing your Plasma rife, to the reflections shining off the surrounding lights. In addition, a healthy use of normal-mapping combined with improved texture detail, gives far more depth to the various surfaces found in the game, whilst a higher rendering resolution and trillinear filtering brings up the image quality significantly from Halo 3 and ODST.

There’s more of course, but for now why not check out the impressive gameplay video below, which showcases exactly what we mean.



3: The Last Guardian

More of an artistic inclusion that a purely technical one, but a game nevertheless that has the potential to truly blend artistic beauty with awe-inspiring technical brilliance. We’ve already seen the wonderfully smooth and completely natural looking animation from earlier trailers, which by far moved me in a way most games routinely fail to do, ‘feeling’ alive rather than just looking like it. A mixture of detailed texture work, painted textures, hand drawn inspired main character model, and lovely HDR lighting effects combined with ‘that’ animation make this one to look out for. More intriguing though, will be the bond between the boy and the creature, and the unique gamplay mechanics it could bring to the table. This is easily one of the most exciting titles for us at IQGamer, regardless of any technical merit that might be bestowed upon it.



4: Lost Planet 2

Capcom’s sequel to the 2006 hit is looking every bit as sweet as the first game, with bigger and badder enemies, huge screen-filling bosses, and some of the best particle effects we’ve seen so far on both PS3 and 360. More detailed texturing, improved lighting, better filtering and an overall higher image quality is just some of the things this sequel brings to the table. The first game however, introduced us to much of this anyway, so it will be far more interesting to see how the co-op campaign works out, and how the collecting of alien residue is still required for survival. Despite not being high on many people’s hype list it is right up there on our radar, and we’ll be sure to be taking a long hard look at the game upon its release.



5: Crisis 2

Maybe this one should be higher up on the list but you will find out why not in just a moment. The first game is still, by a long way, the most technically accomplished game ever made. If you have the PC to run it Crysis will push around on ‘enthusiast’ settings pretty much every graphical effect buzzword known to man. And at 1080p 60fps for a short while, if you’re lucky. ‘Crysis 2’ is attempting to do exactly the same thing but with a strong focus on consoles this time around.

The game already seems to be implementing ambient occlusion, along with simulated god-rays, dynamic lighting, volumetric effects and various specular and refraction techniques also. Not too mention particle effects and an impressive real-tie physics system. Sadly, it all currently looks rather poor when shown in high definition on the consoles, with low resolution textures, bilinear filtering, no anti-aliasing, and slightly sub 720p rendering res. These two screenshots here and here show what were talking about, whilst the vid below shows how impressive it can look in motion.



So there you have it, IQGamer’s top five technically advanced titles to look forward to. All of those are definitely no-brainers in terms of graphical might and technology, but some of them might also genuinely take their respective genre’s in altogether different directions, doing for gameplay what others have done for graphics. Or maybe, some will in fact do both, proving we have lots of power and imagination left to be gleamed from the current batch of consoles. Either way you can expect us to be providing our flagship tech analysis on at least three of those above five titles, and most likely full reviews for all of them too.

Lastly, you might be wondering why there aren’t any Wii titles on that list. Well, seeing as it IS a list of the most technically advanced titles coming to consoles, we didn’t think something that can push Nintendo’s little white slab to its limits quite justifies a place amongst titles running and competing on superior hardware. Artistically speaking, both Metroid Other M and Super Mario Galaxy 2 are certainly candidates for the race of ‘best visuals’, just not in the overall technical sense. Although, you cannot deny that both games are technically beautiful, working in and around the constraints of the aging Wii hardware.