Visual design also harkens back to the seventh gen era – aggressive specular and harsh colour grading is the name of the game, almost reminiscent of an Unreal Engine 3 release. Stranger of Paradise doesn't seem feature these systems - or if they are there, they aren't especially well implemented. Light bounce, for instance, is typically simulated with global illumination systems, and surface qualities are simulated by using additional values - like albedo, reflectivity, and roughness - in lighting calculations, also known as physically-based rendering. Most modern titles use a mix of techniques to approximate the way light behaves as it interacts with different materials. However, remarkably, Xbox One X gets closest to a locked 60fps from all available options, albeit with the uglified rendition of the game's visuals common to all last-gen machines and – unforgivably – on Xbox Series S too.īut let's go back to the technology and what we mean by 'dated' elements in the renderer. It's not possible on any of the current-gen machines with only PS4 Pro code running on PS5 getting close. Even so, the demands placed on our consoles are significant – to the point finding any machine capable of providing a locked 60fps proves to be a remarkably difficult experience. The problem is that the tech is clearly dated, to the point where core rendering elements are reminiscent of the PlayStation 3/Xbox 360 era. Early reports suggested shouldn't expect a technical stunner, but as a new full-price Final Fantasy adventure seemingly built on the Nioh engine, the potential was there for something interesting and worthwhile. Stranger of Paradise: Final Fantasy Origin is Team Ninja's latest, a fast-paced action game that serves as a prequel to the original Final Fantasy.
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