Digital Foundry analyses Redfall on Xbox: 'a sad tale of unfulfilled potential and profound technical issues'
Redfall is an open world first-person shooter that combines mechanics-driven, immersive sim-style design with optional cooperative multiplayer. It promises a vast Unreal Engine 4-powered world to explore while casting aside the shackles of the last-generation Xbox One hardware with a release exclusively targeting Xbox Series consoles and the PC. Alas, things have perhaps not gone quite as planned.
As in many other open world games, Redfall features a dynamic time of day system with an appropriately dynamic shadow map that changes based on the angle of the darkened sun looming above. From a distance, the world of Redfall holds up surprisingly well - the map is easy to parse with visible landmarks dotting the landscape while screen-space shadows help tie everything together.
There are many other issues. Shadow quality is unacceptable throughout. The game updates its shadow map position on a per-frame basis according to the angle of the sun, which is nice, but the poor resolve produces severe visual artefacts. Lighting is also questionable at points - the lack of proper dynamic indirect lighting is painfully obvious when interacting with characters throughout the world.
Even when they're working correctly, the behaviour feels inelegant. It's difficult to play a stealthy character as foes are either overly sensitive or not sensitive enough, removing any sense of immersion. They can function acceptably well in normal combat but it's still not where it needs to be. Beyond resolution, however, there are a handful of visual differences between Xbox Series X and Series S. Firstly, screen-space reflections are disabled on Series S during gameplay. Puddles, reflective floors and pools of blood alike all lack that additional sheen you get on Xbox Series X. Given how lightweight Unreal Engine 4's SSR can be, I'm surprised it has been disabled on Series S in its 30fps quality mode.
Firstly, traversal stutter occurs when moving between different sections of a map. This is a side-effect of how Unreal Engine 4 handles open world environments and it occurs on every platform including PC. Secondly, in scenes filled with transparency effects, such as smoke and fire, the frame-rate can dip significantly as long as these effects remain on-screen.
Belgique Dernières Nouvelles, Belgique Actualités
Similar News:Vous pouvez également lire des articles d'actualité similaires à celui-ci que nous avons collectés auprès d'autres sources d'information.
A day after Redfall's release, Microsoft details summer Xbox Games ShowcaseMicrosoft has chosen today to announce final details of its Xbox Game Showcase, which will also feature an in-depth loo…
Lire la suite »
Toothless Redfall piles pressure on Starfield to carry Xbox in 2023With the anticipated Redfall proving a rather disappointing addition to the Xbox library, all hope now lies with Bethesda's interstellar RPG Starfield to deliver the first-party blockbuster Microsoft seriously needs in 2023.
Lire la suite »
Phil Spencer apologises for Redfall, says letting Xbox fans downs has been 'difficult'Xbox boss Phil Spencer has commented on Redfall, saying that he's 'disappointed' and letting down the Xbox community has been 'difficult.'
Lire la suite »
Phil Spencer apologises for ‘disappointing’ Redfall and claims Xbox was expecting better reviews | VGCXbox boss Phil Spencer has apologised for the launch state of Redfall and claimed Microsoft was expecting better reviews. 'We would never strive to launch a game that we thought was going to review in the low 60s – it’s not part of our goals.'
Lire la suite »
Phil Spencer apologizes for Redfall's 'disappointing' launch but promises to keep working on itXbox boss Phil Spencer addresses Redfall's poor launch: 'I'm disappointed.'
Lire la suite »
Games Inbox: Redfall is not the worst video game of 2023Games Inbox ✉️🎮 | Xbox has go to get a grip on its line-up. Who really has any faith in Fable, Avowed, or a new Perfect Dark after how Redfall turned out?
Lire la suite »