Author: Oliver Mackenzie
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The Batman: Arkham Trilogy on Nintendo Switch should never have shipped in this state
Rocksteady’s Batman: Arkham titles are some of the best superhero games of all time. The trilogy – Arkham Asylum, Arkham City, and the spectacular Arkham Knight – are polished and beautiful action games. Their recent Switch ports, however, seem a little curious. The first two titles make sense, as PS3/Xbox 360-era games, but Arkham Knight…
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A wealth of Unreal Engine 5 games are finally here – so how are the consoles coping?
After years of waiting, Unreal Engine 5 is finally here with a decent roster of full games to look at, beyond the tech demos and samples we had in the past. The early results have been mixed, with some titles exhibiting UE5’s merits convincingly while others have been bogged down by image quality or performance…
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RoboCop: Rogue City beautifully deploys Unreal Engine 5’s high-end tech on consoles
Epic’s Unreal Engine 5 has had a long gestation period. First unveiled about three and a half years ago, the best UE5 efforts – The Matrix Awakens and Fortnite – have come from Epic Games itself, with early third-party releases largely falling short of expectations. There’s a palpable sense that the engine hasn’t gotten a…
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Full-fat Resident Evil Village on iPhone is a captivating tech demo – but hard to recommend actually playing
Apple’s made some big moves to support Mac gaming over the past year, with ports of Resident Evil Village and No Man’s Sky, plus the Game Porting Toolkit translation layer that allows Macs to run PC games. Finally those moves are beginning to pay dividends for Apple’s much more popular iOS and iPad OS devices…
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Alan Wake 2 on Xbox Series X improves on PS5 performance
Alan Wake 2 is one of the best-looking video games ever made. With beautiful lighting and intricate asset detail, it’s a bit of a technical showcase, especially on PC with path tracing enabled. The PS5 release also looks brilliant, as I covered last week, with the similar visuals bereft of some path-tracing niceties and…
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Alan Wake 2 on PlayStation 5 – Remedy raises the bar for visuals yet again
Earned across decades of development, Remedy Entertainment has a stellar reputation for pushing game technology to new heights. From the physics-driven mayhem of Max Payne 2 to the ray-traced brutalism of Control, and of course the volumetrics-heavy wilderness of Alan Wake, each major Remedy release has pushed visual boundaries on its host hardware. Alan…
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Redfall’s 60fps patch works – but this isn’t the redemption story we were hoping for
Redfall was a key 2023 Microsoft exclusive that didn’t land especially well with players or critics. Many aspects of the title were controversial, from the sparsely populated open world to the relatively basic quest design, but the title’s performance was perhaps the most obvious missed target. All preview materials for Redfall showcased 60fps gameplay,…
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Can Warhammer 40,000: Darktide on Xbox match the high-end PC experience?
[ad_1] Warhammer 40,000: Darktide is a rare thing in modern gaming: a PC-centric release, based on unique game engine technology. When it launched last year, it certainly stood out from the crowd with detailed, evocative visuals and extremely detailed environmental artwork, along with extensive ray tracing features. However, it also arrived with a variety…
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Forza Motorsport tech review: a pleasing upgrade for series veterans
[ad_1] Six years and five days have passed since the release of Forza Motorsport 7, and Turn 10 Studios have been hard at work on a new entry in the beloved racing series. The simply-titled Forza Motorsport is an advanced track-based racer developed for PC and current-gen console hardware, emphasising advanced detail and sophisticated ray…
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Gran Turismo’s four new 120Hz performance modes are game-changers
[ad_1] Gran Turismo 7 is one of the most fully-featured racing games ever made, with hundreds of cars, dozens of tracks and RT reflections on PS5. However, 120Hz and explicit VRR support have been missing – until the recent release of patch 1.31. What compromises are needed to add 120Hz and VRR support, and is…