Sackboy: A Big Adventure-How Sony Addresses Intergenerational Inequalities • .net

In my view, launching a console wouldn’t be perfect without a good platform game. Thankfully, Sony and its developer Sumo Digital offer the perfect game for the PlayStation 5 with Sackboy: A Big Adventure. This is a beautiful game and a fascinating example of a developer aiming to cross generational gaps. While Sackboy defends the power of PlayStation 5, PS4 and PS4 Pro are also supported. The question is whether Sumo Digital has provided the magic you’d expect from a platform-specific next-generation launch title. But at the same time Will it still provide a good experience for existing PlayStation hardware owners?

First of all, it’s worth emphasizing that Sackboy: A Big Adventure may be leveraging the characters and aesthetics of the LittleBigPlanet title, but the game concept itself is quite different: it’s a 3D platform. Think of it as an experience of Super Mario 3D World-Fun, quirky, exciting and engaging. The important difference from the LBP title is that there is no creation mode. The alternative is a great, simple, simple platform with visuals that actually put the underlying Unreal Engine 4 at its pace.

And it starts with a real-time 60 frames per second cutscene. This simply looks spectacular. When the camera zooms in on the world of Sack people, the amount of detail shown on the display is breathtaking, but stealing the show is the work of carefully crafted lighting and materials. The combination of volume, glowing dynamic lights and ambient shading gives you a realistic look and feel. And Fantastic. It is amazing. This also applies to materials created for games. The physics-based bag material itself is combined with a small transparent alpha bit designed to simulate fraudulent fibers across the surface. LittleBigPlanet has always focused on real-world materials, but Unreal Engine and striking art design make it shine. The extraordinary defocused depth of field works in conjunction with dynamic camera work to create great things. Basically, the team uses many of Unreal Engine 4’s features in combination with powerful art direction to create what looks like a pre-rendered movie.

So what about the game itself? Now, as always in the series, Sackboy combines real-world objects and materials for that world. You’ll come across a wooden board with a realistic grain pattern, swinging a spindle made of sponge material, running through a field of yarn, or climbing a piece of leather. Everything has been mashed up to create this impressive and detailed world. Like the Super Mario 3D World, the camera is fixed, tracks up to four players in the environment, and looks and feels great overall.

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Sackboy: A Big Adventure-Digital Foundry Video Technology Review.

The game also makes good use of techniques such as screen space reflections. Yes, SSR is old news at the moment, but I was surprised at the application of this game. SSR is applied to many shiny and shiny materials, but is very effective and rarely reveals its limitations, as it is often limited to such objects rather than large surfaces. ..

So, at this point, the PlayStation 5 release title looks great, but keep in mind that the game runs on PS4 consoles (both professional and amateur). Therefore, seeing how sumo scales between consoles is a fascinating exercise. Let’s start with the traditional indicator resolution. Testing has shown that the average resolution settles at about 75% of 4K-1620p, with the potential for dynamic resolution scaling. Unreal’s temporary antialiasing and supersampling combine with this to create a game that looks almost smooth. As you can imagine, moving to the current generation of platforms will result in significant savings. PS4 Pro settles down to 1080p, and vanilla PS4 seems to be operating close to 720p. If this sounds really low, remember that this is the game the PS5 is the target of the showcase. You also need to take into account the needs of Unreal Engine 4. Many of its features are being performed, so something needs to be given. I’ve seen it in many current generation UE4-based titles.

Here’s an example of a game that scales nicely over seven years and three renditions of PlayStation hardware, but it’s important to emphasize that resolution isn’t the only point of differentiation-far away from it. I am. Sumo strategically sandwiched the presentation. The game also looks great on the PS4 platform, targeting 60 frames per second, but a direct comparison shows a lot of changes. The quality of shading is significantly reduced and the screen space is more reflective. The removal resulted in dramatically different lighting in some locations and adjusted material work.

The cutscenes bear the brunt of the difference, but the main cuts in the game are the overall level of detail, effects, and material paths. So, for example, at the first level, the entire thread field is simply removed on the PS4 platform. If you haven’t seen it on your PS5, you probably won’t notice it. This is a good candidate for visual enhancement. Next-generation consoles look great, but losing them doesn’t compromise visual quality. This can be seen throughout-PS4 simply no longer has many additional minor details. This will create a more detailed game across Sony’s new machines, but will reduce the PS4’s behavioral details, probably due to the overall aesthetics of the game. In short, PlayStation 5 gets a more luxurious presentation.

But visual fidelity isn’t the only difference-there’s also reading. Utilizing the PS5 SSD, Sackboy can move between areas very fast, so it matches more closely with something like Super Mario 64. Once you enter the level, you will quickly see the transition screen and move to the next area. It’s super fast. However, on PS4, loading is perfectly fine, but it matches what you would expect from a UE4 game running on this class of hardware.

So so far, I think it’s clear that Sackboy is using the PS5 smartly. It’s not a game changer, but it does provide many great visual features that greatly enhance your overall presentation. Plus, it’s very sharp to launch, but how does it work? It can be divided into two different areas: cutscenes and gameplay. On all three platforms, gameplay typically delivers a stable delivery of 60 frames per second, and PlayStation 5 offers essentially the perfect update. This is just one example of performance perfection. The PS4 is based on the early stages and will hold up as well. This is an important area that platform games must offer. You need a stable frame rate, and sumo does just that. I have to say that I spent less time on the PS4, but so far it’s very good (I wanted to test the 4-player mode, but it failed due to a lack of controllers). However, when the cutscene is reached, the GPU load increases and the lock to 60fps is replaced with a “up to 60fps” read. This is a slight improvement on the PS4 Pro, but again, it’s not entirely perfect.

It’s no exaggeration to say that Sackboy is the perfect game to launch with beautiful presentations and tight gameplay, but I felt it was worth emphasizing, so one more thing I would like to mention briefly. There is. That is the key aspect of Little. Big planet experience. The original game relies heavily on The Go Team’s work and can be found here at Sackboy, but there are many here as well. The original soundtrack is great, but there are also licensed tracks combined with specific levels focused on timing. If you remember Rayman Legends’ rhythm action level, that’s the same situation here-3D only. It works beautifully and influences the selection of licensed music.

Overall, Sackboy: A Big Adventure is like a win, providing a great launch gaming experience for the PlayStation 5 as well as a generational release. Before this generation began, I expressed concern about cross-generational releases. I was worried that supporting older consoles would prevent new machines from offering everything possible. Developers need to deal with excessive restrictions. I still support this, but what I’ve learned from Sackboy is that certain game concepts can actually comfortably span intergenerational divisions in a way that doesn’t adversely affect the overall experience, yet. Is to provide a very valuable visual boost for cutting-edge hardware. This is a good example of how cross-generation was done correctly and I highly recommend it.


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