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- #METAL GEAR RISING REVENGEANCE ALL CUTSCENES 720P#
- #METAL GEAR RISING REVENGEANCE ALL CUTSCENES PATCH#
- #METAL GEAR RISING REVENGEANCE ALL CUTSCENES CODE#
Otherwise, the presentation of the game's many video cut-scenes is aided by having AA running through the original render, producing a markedly more polished look whenever the story is being pushed forward. The set-up calls to mind Bayonetta on 360, and though jaggies are easy to pick out when deliberately scouting for long edges, the issue isn't apparent when the combat moves as quickly as it does here. Right off the bat, as far as image quality is concerned we see each platform turning in a crisp 1280x720 native resolution, albeit with no anti-aliasing applied over the top.
#METAL GEAR RISING REVENGEANCE ALL CUTSCENES 720P#
Be sure to select the 720p HD option and use the full-screen button for full resolution. "Xbox 360 owners concerned at the screen-tear in the demo can rest easy - the final game engages v-sync and still runs more smoothly than the PS3 version." Metal Gear Rising: Revengeance compared on Xbox 360 and PS3. To focus on the image quality side of the equation first, we compare the two versions with matching clips in our head-to-head video below, supplemented by a hefty comparison gallery.
#METAL GEAR RISING REVENGEANCE ALL CUTSCENES PATCH#
To see if the margin has narrowed at all in the ensuing months of development, we put the final PS3 and 360 releases to the test, each with the launch day 1.01 patch installed. Other contrasts included the use of a percentage closer filtering (PCF) technique on PS3, resulting in rougher looking shadows from a distance, but otherwise it turned out to be a close call indeed.
#METAL GEAR RISING REVENGEANCE ALL CUTSCENES CODE#
Our tentative analysis of the demo code showed great promise in taking this approach, with the only notable differences between the PS3 and 360 versions being the higher quality video assets on Sony's platform, and the lack of v-sync for the Microsoft sampler. I looked at official trailers and other game data from Metal Gear Solid: Rising and tried to make our engine fit with what I saw." Due to memory constraints on both consoles, it also proved necessary for the speed of Raiden's slicing animations to be carefully measured while in this mode, avoiding too many chunks being created in quick succession.Īs such, Metal Gear Rising: Revengeance is designed from the ground up through Platinum Games' in-house engine, and as with Vanquish, PS3 serves as the lead platform here.
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He explains that "at first, our engine wasn't capable of doing something like cutting through an opponent anywhere. Implemented by Platinum Games' system programmer Tsuyoshi Odera, the system as it appears in the final game has no direct link to the one seen in Kojima Productions' original E3 demo. This bullet-point mechanic allows Raiden to slice through object geometry to generate tinier, independent chunks - ranging from incidental objects such as crates, to giant bridge structures with multiple supports.
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Where before we had the "Zan-Datsu" slicing mechanic weave into a slower-paced, stealthier game locked to 30FPS, we now have in its place a frenetic 60FPS action title built in a mould closer to that of Bayonetta's - though with key uses of the original slicing concept.
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With the swift change of developer, we also see a major shift in approach to its design specifics, especially compared to the game's original unveiling at Microsoft's E3 2009 conference. It's been an unusually rocky road for a Metal Gear project, but with Platinum Games' capable coders and designers taking the mantle from Kojima Productions, Rising has at last broken away from the threat of development hell and gone gold for both PS3 and 360.
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