A Plague Tale: Requiem will only be released on next-gen consoles, PS5 and Xbox Series X|S, obviously, unless we consider a cloud version for Nintendo Switch, and developers Asobo Studio explained the reasons for this decision.
A few hours before A Plague Tale: Requiem’s story trailer, engine programmer Nicholas Becavin said: “We decided to develop A Plague Tale: Requiem on PlayStation 5 and Xbox Series X|S to avoid the limitations of older generations and Use the functions offered by the new generation.”
“The potential it offers is incredible! take for example loading time: It is reduced enough that new maps and levels can be designed. With more memory, we get a longer viewing distance, allowing you to see much further. mainly Horizons are expanding! The result is a much more open environment than what was presented in the first game.”
“Mice are a key feature of Plague Tales, and for this second game we wanted to take full advantage of next-gen capabilities to take mouse-induced horror and trauma to the next level. The number of mice on the screen has multiplied by 60It goes from 5,000 to 300,000!”
“It’s a good number to convey the vision of the apocalypse that continues to haunt our heroes. We also changed your moves and now it seems A giant wave, as a tsunami hits the player. We are fortunate to work with and have an engine built by our studio to handle such demanding renders, which is a specific element of A Plague Tale.”
“Thanks to the power of the new GPU, the quality Lighting can be dramatically improved. With a wide range of technical tools and reduced limitations, we can emphasize the role of light and introduce new situations that use light.
“Hugo and Amicia discover new sensations on their journey south, and so does the player! Thanks to this new level of detail, they find themselves a Atmosphere enriched with light rays and improved illumination of elements such as the switchvoluminous fogOh.”
“Requiem’s technology not only brings players into a brighter atmosphere, it also adds more depth to the overall visual simulation. This involves a higher geometric degree—technically speaking, There are more polygons on the screen! Resolution too! Textures have been improved. “
“A good example of how this advancement affects the gameplay experience is the high level of detail with which the rendering will be rendered. For example, we rely heavily on parallax occlusion mapping to add fine volumetric detail to terrain and terrain. There will also be more physical and dynamic objects that will influence how the clothes are decorated.”