Thursday, 9 September 2010

Feature: Halo Reach Legendary Edition Unboxing

Being a huge fan of the halo franchise I was extremely excited when I was able to get my hands on the Bungie space crate. Following a delicate unboxing I was not disappointed. Fans planning on getting their hands on this edition of Halo Reach will be getting not only the definitive edition of the game, but also a whole lot of fan service in the form of notes letters from the Halo universe. Then of course there is the Noble team monument and Dr. Halsey's personal diary on creating a Spartan.


The crate in which all this goodness is packaged in is a fairly durable collectors piece itself, designed to be something you would expect to find in the halo universe. Once inside you are greeted with the collectors edition of the game and a letter both snugly fitted in to tight polyester. What grabbed my attention was not only the quality of design of the collectors edition box but the accompanying letter. The letter explains on how the Noble team monument was actually a museum piece which was rescued and had been passed down eventually to you.


The collectors edition packaging is actually one of the most satisfying pieces of game packaging I have ever handled, and I do like my collectors editions of games. This even trumps the legendary edition of Halo 3 in terms of case quality. Though I don't think anything could beat the Halo 3 helmet in terms of functionality - being able to store the master chiefs trilogy plus ODST in one commemorative helmet was a master stroke. But the Reach packaging stand alone is not only durable but impressive - the feel of it as you pull it from the outer ONI black box is nothing short of legendary.


The game is encased in it's own little section which detaches away from the main box. It is here where you get some of the best fiction a company has ever released as an companion piece. Dr. Halsey's journal is a work of sheer quality as is the various clippings featured with it. I don't wish to ruin it so I shall leave it at that, fans of Halo will not be disappointed.


The Noble team monument, crafted by the guys at McFarlane toys, is every bit the quality collectable any halo fan would want. Sculpted and moulded to perfection, complete with adjustable weapons this monument captures each of the noble team with pinpoint accuracy. This piece along with the letter explaining it's origin, plus all the contents of the collectors edition is what makes this Legendary edition of Halo Reach truly Legendary.

Leon Goldstone, Contributor

Tuesday, 7 September 2010

Tech Report: A Look At Epic Citadel

With the impressive specs of the recent iPhone 4, along with the iPad and iPhone 3GS, we always new that Apple’s stylish little handhelds had tantalizing potential that seemed destined to be unlocked at some point. The question was whether or not the system’s slightly limiting development environment, in combination with the high development costs in creating graphically fully featured releases would prevent such a thing from ever happening. With Epic Games’ Epic Citadel Demo a glimpse of that potential has been realised, finally showcasing just what the iPhone range of Power VR SGX GPU’s can do.

This is probably the first time that we have seen anything that pushes Apple’s mobile devices in such a way, as although titles such as Epic’s own Doom Resurrection, and Capcom’s Resident Evil 4 looked good, they were far from demonstrating what was really possible. Despite this, the Epic Citadel demo whilst appearing very impressive is actually not that technologically advanced, featuring very few high-end shader effects and a lack of heavy dynamic lighting – something usually found in UE3 games. It does look very good however, and makes the point that having good art is sometimes more important that having the most advanced tech.




The above screenshots show the game running on an iPhone 3GS (pinched from a friend while on lunch) and are easily above original Xbox quality. The level of texture detail is incredible for a handheld device, looking far better than anything we have seen on either the PSP or even Nintendo’s 3DS, and the subtle but pleasing inclusion of some basic dynamic lighting, plus additional tone mapping brings a sense of depth to the image.

More impressive still is the use of a very cleaver LOD system, which means that pop up is never as intrusive as you’d expect when looking upon far away areas, and that the high levels of detail effectively remain on screen for longer.



The iPhone version of the UE3 only supports the use of OpenGL ES 2.0, thus only working on the latest models of the device. Although it’s not just iPhone 4 users that will benefit from this upgrade in graphical quality with titles that use the engine. The demo even manages to run smoothly on the older iPhone 3GS or iPad whilst either missing, or simply toning down specific visual effects.


iPhone 4


iPad


iPhone 3GS

On the 3GS that I used to sample the demo, the framerate largely hovered around the 30fps mark, only really dropping down in areas where lots of detail is visible in wide open spaces. In these areas the framerate can, and will frequently drop down to around the 20fps mark, whilst also introducing some serious input lag that temporality ruins the otherwise responsive controls.

Available memory, and memory bandwidth for the GPU seems to be the main issue here, as does GPU clock speed – it’s faster in the iPhone 4 compared to the 3GS and iPad. However, even with these small cutbacks in visual fidelity Epic Citadel is firmly above other titles on either device, and represents just the kind of visual step forward we could be seeing in future titles.



Outside of the highly polished nature of the demo’s texture mapping, and filtering providing us with lavish image quality, and the subtle inclusion of dynamic lighting (backed up by a custom lightmass GI baking solution), there isn’t much that is all that technically impressive - Specular reflections are hardly new even if the still look great. Most of what makes Epic Citadel look so good comes down to using high quality art assets, and good overall art in general – both of which are lacking in most current iPhone releases.

This is especially true for games running on lower spec platforms. Some of the most impressive looking PS2 titles used good art to simulate far more advanced effects without the means to do them natively, thus holding up against their Xbox counterparts.


Of course, increasing the quality of the art assets used takes both time and money, and one of the reasons that we haven’t seen such high production values in a iPhone game yet is largely down to the software market that it will be entering into. Most titles sell for less than £7 on the AppStore, even less than £3 in many cases, meaning that it will be harder for developers to claw back the increased costs involved of embarking on higher-end projects. And the risks may not be worth the rewards.

However, at least the option is now wide open for software houses to choose, and it’s likely that getting your game up and running using a decent middleware solution like UE3 is far easier than developing your own advanced, fully custom iPhone engine. The real question is whether or not it circumvents enough of the additional development costs incurred by significantly ramping up your art assets. But that is something that can only be answered by individual publishers themselves, and until then, all we can do is watch, wait, and see what happens.

Sunday, 5 September 2010

Tech Analysis: Vanquish Demo (360 vs PS3)

We all remember the travesty that was the PS3 version of Bayonetta. It was hardly the best example of solid multiplatform development, instead representing exactly what happens when a publisher chooses to take a game perfectly designed around the advantages of one platform’s unique specifics, and converting it to another without doing the same.

On one hand you had the sublime 360 version of the game, complete with full resolution alpha and particle effects, detailed, vibrantly coloured textures, and a fluid 60fps framerate. On the other, there was the distinctly sub-par PS3 game, with its washed out textures, lower resolution effects buffers, and a framerate that was for the most part cut in half.

The game’s lavishly detailed nature, in combination with so many high res alpha effects was ideally suited to the huge amount of bandwidth provided by the EDRAM situated on the 360’s GPU, but was a poor fit for the PS3’s bandwidth starved RSX in its original form. Of course this shameful port was nothing to do with the game’s original creators Platinum Games. Instead it was converted and shipped out by a team at Sega, who wanted a PS3 version of the game out shortly after the 360 game’s release in Japan.

Thankfully for Vanquish, Platinum Games are at the helm of both versions of the game, and have developed it from the ground up – using the Bayonetta engine no less – optimising it in a way that takes advantage of both platforms without being more tailored for one than the other. In short, they have achieved an impressive example of platform parity, in which the PS3 build is every bit as solid and technically accomplished as the 360 one.

Arguably, there have been some noticeable changes in regards to what the engine is rendering on screen to make this happen; not least of all the slightly sub HD resolution of the game, along with the toned down use of alpha effects. Although this in it self is no bad thing, and is required for parity to be reached without large differences between builds. What is commendable, is that the development team at Platinum Games not only understood what needed to be done for their next venture, but that they have achieved it whilst still creating a visually impressive experience with plenty of intense action.



Seeing as Vanquish features a wealth of more advanced shader effects and post processing than Bayonetta, the game effectively renders in 1024x720 on both platforms in order to keep performance up, with edge smoothing being available through the use of 2xMSAA (multi-sampling anti-aliasing).

What is impressive is the fact that Platinum Games have managed to get anti-aliasing up and running on both platforms to an equal standard, and that the vast majority of alpha effects are rendered in full resolution matching the framebuffer – fire being the only one which sticks out as being slightly lower. And that’s also on both PS3 and 360.

The use of 1024x720 with 2xMSAA means that the FB just about squeezes into the 360’s 10MB of EDRAM, and that given the tweaks made to the underlying engine doesn’t put too much of a strain on PS3 performance, other than in heavy load situations, in which both versions suffer. In fact, as you will find out later, it is the PS3 game which initially fares a little better in this area.



As you can see in our screenshots, both versions look pretty much identical with only very subtle differences between them. The PS3 game appears to be a tad sharper, whilst the 360 version appears a little more pristine overall. Though most of the time they really do look the same in motion. It is likely that the ever so slightly cleaner look of the 360 build is down to the machine featuring a better scaler contained within its GPU, compared to the relatively poor horizontal scaler found PS3’s RSX, which simply features a bilinear solution. Although in this case there’s hardly anything between the two.

Brightness levels also appear to be slightly different on both versions, as does the look of the shadowing. Although it isn’t a case of one looking better than the other, with any differences being down to the way both machines respective GPU’s deals with certain effects. For example, in terms of the shadowing, both the PS3 and 360 versions actually use the same type of filtering, though it does seem to be implemented a little differently.

You could also point out that the lighting looks a tad washed out on the PS3 game, however that is as much due to the gamma differences between the two consoles video outputs than any technical limitations. In any case the precision of the lighting is the same on both versions, and adjusting the RGB settings for HDMI on PS3 and 360, along with your TV settings, helps bring this into line.

Either way it is safe to say that Vanquish looks as good on the PS3 as it is on the 360, with no glaring differences to be found like the ones so easily apparent in Bayonetta. Things like texture detail and filtering are the same across both versions, as is the use of post processing effects and alpha buffers for transparencies, so it’s basically like for like.



In our early tech report of the game we found that some of Vanquish’s pre-release screenshots had huge amounts of post-processing visible, some of which we thought would never make it into the actual game. Well, as it turns out most of it is in fact correct and present in the demo, although without being enhanced specifically for supersampled PR bullshots.

Here we have some impressive screen distortion effects, coupled with per-object motion blur rarely seen outside of the PC space, but that is becoming ever more feasible on consoles as developers find new ways to optimise their engines even closer to suiting the hardware.

Like with the rendering resolution and use of AA, post processing looks identical on both PS3 and 360, with the cool motion blur effect helping in making the game’s 30fps update appear smoother than it actually is.



So far what we’ve discovered about Vanquish is par the course for parity, with pretty much every area of the game looking the same on both platforms. Impressively, the PS3 version has had nothing in the way of visual cut-backs, even having proper MSAA and full res alpha buffers, which is a testement to Platinum Games’ resolve about getting their flagship engine working identically across both platforms.

Interestingly, the developers were actually quoted as saying that the PS3 was the lead platform for Vanquish, and that they were optimising the engine to ensure that any differences would not be detrimental to the overall experience – something they have managed to achieve in a very short space of time. But is there anything that points to that fact being apparent in the way Vanquish as been built up to operate?

Nothing conclusive, I have to say. Although we can see that texture detail has been paired back from Bayonetta; no doubt to save on memory in order to keep things the same on PS3, and that the use of alpha heavy effects has also been cut down on slightly. However the game’s the use of far more advanced shaders and lighting, with some computationally heavy post process effects (per-object motion blur) clearly circumvents this, providing a more impressive visual range but in vastly different areas.

Also, by rendering in 1024x720 with 2xMSAA, and at 30fps, in addition to the changes made with regards to particle and alpha buffers, Platinum Games have allowed for their engine to comfortably fit in with the bandwidth and processing requirements of both consoles, and especially the bandwidth limited PS3, and have built upon these limitations by enhancing the game’s visuals in ways that work within these constraints.



Going back to our comparison of the game itself, we can see that performance across both platforms is far more closely matched than with Bayonetta. In fact, it’s pretty damn near identical most of the time, being one of the best examples of cross platform development we have seen so far alongside Dante’s Inferno and Burnout Paradise.

For Vanquish Platinum Games has targeted a 30fps update rather than going for the more preferable, eye-blazing 60fps found in many Japanese titles, and the decision was definitely the right one. In the case of Vanquish, where the engine is throwing around all kinds of advanced effects and heavy amounts of post processing, having the game maintain a smooth 60fps update would have been next to impossible, and the extra work would have almost certainly impacted on the PS3 version of the game.

Going for 30fps means that not only do both versions maintain a smoother framerate for longer, but also that the developers have managed to implement v-sync on both platforms with differing methods of preventing screen-tear.



Indeed, both versions hit their target framerate for most of the experience, only slowing down slightly when there is an over abundance of stuff happening on screen at once. Although throughout the demo, in the busier sections before facing up to the boss, it is the PS3 version which manages to drops less frames than the 360 one, appearing slightly smoother during general play as a result. These drops are pretty small on both platforms, mainly going down to around 25fps or so for brief moments, or maybe even less for the most part.

During the boss battle things appear to be reversed with the 360 build commanding a slight, but noticeable lead over the PS3 game. In this section the framerate drops down to at least 20fps on the PS3 when the action is at its most intense, whereas on 360, the framerate, although dropping down noticeably is slightly steadier.

Without using video capture equipment we cannot be any more specific, but overall it definitely feels like the PS3 version was slightly smoother for the most part, and that the smaller drops in framerate were less noticeable than on the 360 - the boss battle aside of course.


We mentioned earlier than Platinum Games had managed to implement v-sync across both platforms for Vanquish, and the results are very impressive; the game practically never features any screen tearing on the 360, and absolutely none on the PS3. Interestingly, the way both games deal with screen tear also has a small, but barely noticeable impact on how each version controls.

I’m pretty certain that some kind of frame buffering technique is being used here, especially on the PS3 build which not only demonstrates ever so slightly more controller lag, but also nothing in the way of tearing.

For those who don’t know, triple and double-buffering is a method of rendering multiple versions of the same frame, which are then held in reserved just in case one of them is torn. When this happens the torn frame is replaced with the next one, which should hopefully be clean. As tearing is really only visible when multiple frames are torn this results in an effective method of reducing screen tear altogether when failing to maintain v-sync. In the case of triple buffering, you hold two frames in reserve rather than just one.

My best guess is that the PS3 game is being triple buffered, and that the 360 is using the slightly lesser double buffered approach seeing as it has less lag and practically no visible screen tear. Using double buffering would also consume less memory, which would be better suited for the framebuffer being limited by the system’s 10MB EDRAM.

Saying that, any screen tearing that occurs in the 360 game is so minor and incredibly hard to spot – even when looking for it, that it’s practically not worth mentioning. I could only see it for a fraction of a second on occasion, and that was when carefully looking for it.


In the end both versions perform largely identically with only small differences between them. The 360 game drops less frames in the most intense situations, whilst the PS3 game is more consistently smooth overall, only faring worse in heavy load areas, such as the boss battle. Screen tear isn’t an issue for either build, and the PS3’s use of triple buffering doesn’t affect controller responsiveness to any noticeable degree during regular play. In fact it is the PS3 version of the game that actually just pushes ahead, looking slightly smoother, and sharper overall, though without commanding anything more than the subtlest of leads.

There’s no doubt that Platinum Games have really taken the time and effort to get both versions of the game looking and operating near identically, to the extent that either one is well worth picking on release regardless of platform preference or past experiences.

Perhaps all that’s left to say is that this is just the demo code of the game, and that there’s still over a month to go until the final release build is shipped. Seeing as I’ll definitely be buying at least one copy of the Vanquish upon release, I will endeavour to get a hold of both versions at some point soon after launch for quick look at what, if anything has changed. Until then it looks like both versions will come highly recommended, whilst also representing another stellar example of multiplatform parity that few developers manage to achieve.

Thanks to Mr Deap for our comparison screens, and AlStrong for the pixel counting.

Friday, 3 September 2010

Sonic & Knuckles Gets Fan Made 3D Makeover

There has been a lot of flack surrounding the newly in-development Sonic 4, with many hardened fans criticising every aspect of the game, from level design and the way Sonic moves, right down to the colour of his eyes. Some of this criticism was genuinely plausible, but some of it was also just a bunch of nonsensical fanboy ramblings intent with rubbishing every facet of the game, whether or not it deserved such a response.

Adding more fuel to the fire no doubt, is a recently released video showcasing a brief non-playable demo of Sonic & Knuckles updated for 2010 using a 3D engine. This impressive tech demo of sorts first appeared on YouTube after a fan of Sega’s 16bit Sonic games decided to see just how one of the old Megadrive titles would look like if directly converted into 3D (or 2D with 3D graphics), keeping the original gameplay style intact.



Just days after being posted on the site the video has received more hits that any of the official Sonic 4 footage available for viewing, and in many peoples eyes represents how Sega’s flagship character should be like in a modern day 2.5D remake. Although this update is not immune to some negativity either.

Taking around two to three weeks to complete the video was put together by rendering 3D graphics over recorded gameplay footage of Sonic & Knuckles taken by the user. Most of the project’s development took place in 3DS Max, with special effects and additional polish being added via Adobe After Effects. According to the video’s creator it was “It was designed as a graphical demo to see how well classic Sonic gameplay and level design would adapt to 2.5D.” and the result I might add is particularly impressive.

As you can see, compared to both official, and unofficial gameplay footage of Sonic 4 this 2.5D demo of Sonic & Knuckles definitely seems to capture the true spirit of those classic Megadrive games. But of course, it would, being a direct recreation of one of them. However, what’s more impressive is the fact that for a simple non-playable, fan-made demo, it looks far more polished than anything we’ve seen of Sonic 4.



Whereas Sonic 4 still looks to be capitalising on the character’s speedy nature, this video shows a more traditional, sedate Sonic traversing a small opening segment of the Mushroom Hill Zone with far steadier, less erratic movements. You can also see, when sizing up the two games, how glitchy parts of the environment collision detection is in Sonic 4, with the blue hedgehog getting stuck after exiting from small half-loops, and other such areas.

The overall look of the demo video is also very impressive. Its creator has taken the familiar style of Sonic’s world and has beautifully adapted it into 3D with all its original charm and detail intact, whilst enhancing it with some stunning lighting effects, solid texturing, and plenty of anti-aliasing. None of it is being done in real time though, and neither of the current-gen consoles could authentically replicate theses graphics with the same kind of image quality seen in the video. However this CGI rendering of Sonic’s 16bit world is a good indication of what it could look like if a real 2.5D game were to be created.

In many respects the end result is significantly better than anything we have seen in Sonic 4, and makes you wonder just why Sega decided against going down a similar route when developing their re-envisioned Sonic sequel. Using recorded gamplay to build up a rough pattern of how the game engine could work seems like a no-brainer to me, and would perhaps provide a better base in which to build new features on top of in order to create a ‘fresh’ take on an old idea.

Seeing as the release date for Sonic 4 has been pushed back to sometime this fall, the team at Dimps has every opportunity to fix the few glaring issues that are apparent in previous builds of the game, and they are ‘aware’ of these problems. Although in the meantime maybe someone should point them in the direction of this S&K video, perhaps as a reminder to see just what many fans are expecting from an authentic Sonic sequel.

Either way this fan-made demo is an impressive piece of work, and could easily form the blueprint for a graphical reworking of the original 16bit Sonic games, keeping their original gameplay intact. Now that would make for an awesome series of XBLA and PSN releases.

Wednesday, 1 September 2010

New Xbox 360 Controller Unveiled

We’ve long suspected that a new 360 controller was in the works, and Microsoft has even mentioned its development in the past at one point. But now it is official, and today the company revealed just what they had been working on.

Those expecting some kind of motion enhanced control additions, or perhaps something more along the lines of a dual twisting Sidewinder style joypad may be disappointed. However anyone looking to gain a much better d-pad for use with the likes of Street Fighter, Tekken, or just about any other games that uses it will be very pleased indeed.


Unlike previous controllers, this new one not only features a brand new d-pad that is apparently suited for fighting games, but also one that is switchable between two different modes. With just a quick 90 degree turn of the d-pad, the base surrounding the + on the controller immediately raises up slightly (by around a few millimetres) to allow for greater precision and more direct movements to be made over the current d-pad on the standard 360 controller. Whilst turning it again makes it submerge back into place.

This adjustable functionality means that gamers should have the best of both worlds – a d-pad that when lowered, will allow for all the smooth rolling motions required for both 2D and 3D beat’em ups, and when raised, used for simpler tasks requiring more straight up actions.


The controller also comes complete with a brand new colour scheme that eschews the traditionally bright, multi-coloured face buttons for differing shades of grey, along with a matt silver finish for most of the casing, whilst the underside of the pad features a shiny black finish like the one found on the controllers that come with the Xbox 360 S.

You may also notice that the rubber groves around the edges of both analogue sticks have been changed. The slightly raised edges are now more pronounced, and the centre of each stick has a noticeable concave indentation for extra grip.

Despite the somewhat radical change in appearance and d-pad functionality Microsoft currently have no plans to make this the standard Xbox 360 controller, or to provide matching console hardware, instead positioning it as a premium item; something for the professionals to use. So anyone expecting similar functionality to arrive on the joypad found boxed up with either the 4GB or 250GB consoles will be sorely disappointed.

The new Xbox 360 controller will only be available as part of a ‘controller plus Play & Charge kit’ bundle – not as a standalone product, and is expected to be released on November 9th in the US for $64.99, with a UK release to follow early next year – February has been sighted.

Tuesday, 31 August 2010

Gran Turismo 5 To Feature 10GB HDD Installation

If you’re anything like me then you’ll always install PS3 games onto the hard drive if there’s an option available. Loading times are just another one of those things – along with poor texture filtering – that you just thought you’d see the back of with each progressing console generation. But like with image quality, there is always a reason, or two, for it to crop up again when least expected.

For Gran Turismo 5 Sony are once again providing an additional install option on top of simply being able to simply pop the disc into the drive and play the game. According to Kazunori Yamauchi (via his Twitter page) GT5’s installation feature will allow for a ‘smooth’ experience, but at the expense of a whopping 10 gigabytes of HDD space – double that of previous PS3 games.

If you just want to play the game, then you’ll only need a paltry 256 megabytes in order to do so. But then I imagine that loading times will be far more noticeable without the installation.

But what of Yamauchi’s ‘smooth’ quote? What could he possibly mean by that? Well, to be fair, those expecting some kind of framerate boost, or better performance in 1080p are going to be disappointed, as it's likely that GT5’s producer simply meant that quicker loading times would mean less noticeable break up between sections of play than if you didn’t install the game.

There’s nothing worse than having a lengthy session of loading screens between some highly impressive, fast-paced racing, and Yamauchi knows this. If nothing else having shorted load times will make for a more seamless experience, one which could be described as ‘smooth’, and very much the opposite of a more jarring ‘stop-start’ nature often caused by poor data management and long loading screens.

Nevertheless, 10 gigabytes is a huge file size, and it will be interesting to see just how much of a difference such a large install will make.