12/16/2023 0 Comments Resogun runs at 1080pThe technology behind the cube-based construction of each level is as typically ingenious as you would expect from a Housemarque title. Our engine supports up to 500,000 but in actual gameplay scenarios, it rarely goes over 200K." In gameplay, dynamic cubes with collisions, floating around, you can get up to 200,000. "All of the cubes that you see flying around - there's no gimmick, no point sprites, it's not a particle effect, they're actual physical cubes. "The entire environment - everything - is built up from these voxels," explains Kruger. Housemarque's approach in realising the digital carnage is intriguing: environments are created from hundreds of thousands of cubes, each of which is individually animated by GPU-accelerated physics. We recommend Google Chrome for best playback performance of 60fps streaming video.Īlternative 720p60 version: Capable hardware required for smooth playback.Įnormous explosions, waves of enemies and bullet storms are all par for the course, backed by the screen-filling pyrotechnics you've come to expect from this developer. Impressive stuff, and Housemarque hasn't even begun the polish and optimisation stage, with the boss in particular singled out as being very early. We like to provide high quality download versions of our 60fps videos, which should play back with no problem on computer or current-gen console, and we're happy to do the same with Resogun - but should point out that while the download is 720p60, the game unequivocally runs at native 1080p full HD with no impact to frame-rate.ĭownload/ Mirror/ Mirror (right-click, save as) An excerpt of Resogun gameplay captured directly from PlayStation 4 development hardware, and presented at 60fps. We saw that in Super Stardust, but Resogun takes that to the next level. Spectacle isn't handed to you on a plate - you earn it. The rollercoaster-style thrill of the modern day score attack game is defined very much by the player's skill - the better you become, the more exciting, tense and dangerous the experience feels - and as a bonus, the more insane the on-screen effects. These are games that are conceptually at odds with the modern day triple-A experience - spectacular scripted set-pieces, infinite lives and hand-holding gameplay simply aren't part of the equation. Gameplay clearly hails from the old-school "score attack" arcade tradition - a genre that has unfortunately fallen by the wayside during the current-gen era, represented by just a handful of games like Super Stardust and Geometry Wars. "But we wanted to try something different, so we added this layer of gameplay where you collect humans, take them to the escape pods and then you get rewarded with power-ups in the process." "Resogun is to Defender what Stardust is to Asteroids, so we try to keep the same qualities as Stardust: hectic gameplay, lots of explosions, simple controls," says Harry Kruger. It's a game that not only validates your next-gen console purchase with all the technological whizz-bangs you could ask for, but delivers the same style of gameplay that made you fall in love video games in the first place. Resogun works because it combines state-of-the-art tech and next-gen visuals with an extremely simple concept - the exact same core-gamer-pleasing formula that made Super Stardust HD one of the best shooting games of the current generation. Remember when Mark Cerny talked about GPU compute becoming more important a few years into the PS4 lifecycle? Resogun - a launch title - is already putting the Radeon graphics hardware through its paces with a range of effects that could only be done on a system built upon a surfeit of GPU power, a console like PlayStation 4. Resogun ticks all the boxes in what we would want from a console exclusive - it's feels great to play, it's technologically groundbreaking, visually arresting and built from the ground up with the capabilities of the host hardware specifically in mind. It's day one of Gamescom 2013 and Digital Foundry is attending Sony's indie showcase, playing Housemarque's PS4 debut and talking tech with the developer - and we're hugely impressed with the game. Essentially this version would have been a port." When you're developing for multiple platforms, the weakest platform basically becomes the lead platform. Quite simply the result wouldn't be the same. "The approach would need to have been a lot different and we'd have to have cut a lot of corners. "Resogun definitely would not be possible on this generation of hardware," says Housemarque lead programmer Harry Kruger.
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