Gaming News A Plague Tale Requiem: An Even More Immersive PS5 Version?
If especially the Xbox Series X | S version talks about it, especially for the title’s arrival on Xbox Game Pass, the PS5 version of A Plague Tale: Requiem has quite a bit to offer.
The next-gen for more immersion
In just a few days, players will finally be able to browse A Plague Tale: Requiem, the sequel to the adventures of Amicia and Hugo, as the title will be available on October 18th for PC, Xbox Series X|S and PlayStation 5. In addition, today we are interested in this latest version, since Nicolas Bécavin, the main programmer of the game engine, and Cyril Doillon, the main programmer, spoke on the official PlayStation website to extol the merits of the new generation of machines. and in particular the PlayStation 5.
First, we learn that loading times have been reduced, while the display distance between the first work and Requiem has been increased drastically. These two dates, made possible by the power of the new machines, gave the developers the opportunity to conceive a “new design of maps and levels”. This is what is meant by that The levels are now much more open than before.
The power of new technologies has also allowed this sequel to show an even more realistic world, also more organic, with stunning textures, eye-catching lighting effects, dynamic objects – Nicolas Bécavin particularly mentions the clothing that follows the heroes’ movements – and ever-increasing polygons.
Requiem’s technology will not only draw players into a more atmospheric environment, but will also add depth to the overall visual simulation. Among other things, this improves the geometric quality: technically, more polygons are displayed! Texture resolution has also been improved. A good example of how these advancements affect the gameplay experience is the impressive level of detail at which terrains are rendered. To give an example, we rely heavily on parallax occlusion mapping to introduce minute volumetric detail into terrain and props. There will also be more realistic and dynamic objects that will affect clothing rendering. Nicolas Bécavin, lead engine programmer for A Plague Tale: Requiem
For their part, the rats, who were already impressive in A Plague Tale: Innocence, will do it even more in this new installment, since their number has been multiplied by 60, just that.
Rats are one of the central features of A Plague Tale, and for this second game we wanted to push the boundaries of next-gen as much as possible to make the fear and terror they inspire even more tangible. The number of rats on screen has increased 60 times, from 5,000 to 300,000! At least that’s what is needed to translate the vision of the apocalypse that is slowly approaching our heroes. We also changed the look of their movements, they now look like a huge wave, a bit like a tsunami that engulfs you. We’re fortunate to have our own in-house engine and we trust it to handle display challenges like this, it’s a fully A Plague Tale specific item. Nicholas Becavin
A PS5 version that has more than one trick up its sleeve
In addition to the various features mentioned above, the PlayStation 5 version of the game also offers some additional advantages, starting with an improved sound experience thanks to 3D audio and the DualSense speaker, but also all the other technologies of the remote control. As one might guess A Plague Tale: Requiem uses adaptive triggers to amplify the sensations when Amicia uses the slingshot or even a crossbow, a brand new weapon.
For example, if a weapon requires more pressure, adaptive triggers adjust the sense of effort transferred to players. And as for the slingshot, if you hold the button down for too long you’ll lose precision. Adaptive triggers make you feel like shots are getting harder, which is also a good indicator for players to know when to shoot. Amicia will also have a new weapon: a crossbow, to which the same rules apply. But at the same time, its physics will not be identical to that of the slingshot. It will be stronger, but it will take longer to use and equip. These sensory qualities find their place in the simulation thanks to the adaptive triggers. You have to press the button once to equip the crossbow and then a second time to shoot. Next-generation vibration technology that allows us to associate a physical response to player actions is truly amazing to us programmers. We are used to working with images and sounds and today we can create effects directly at the touch of a button from our players to simulate a real object. Cyril Doillon, lead programmer of A Plague Tale: Requiem
Haptic feedback, on the other hand, amplifies sensations when characters move. For example, the different steps during a sprint are indicated by small jerks in the controller so that players can feel the rhythm of the race. Better, the movements of the rats are reflected directly in the DualSense.
The possibilities it creates give us a whole new dimension of gameplay: you will be able to feel the movements around you, you will know where the rats are coming from! The game offers you more intense situations through an increased awareness of the environment, which will include not only direct interactions but also mid-range elements. Cyril Doillon
As a reminder, A Plague Tale: Requiem is expected for PC, PlayStation 5 and Xbox Series X|S. The title will integrate Game Pass from its launch.