The Spyro Reignited Trilogy’s Visual Disconnect

<p>The <em>Spyro Reignited Trilogy<&sol;em> is not an insignificant effort&period; Toys for Bob deeply cares about the <em>Spyro<&sol;em> franchise&period; The lengths they went to in order to recreate the original trilogy is staggering&period; Without access to the source code&comma; one of the engineers developed the Spyroscope&comma; a tool that basically scans assets from the games down to their precise layout&comma; location&comma; and size&period;<&sol;p>&NewLine;<p>Despite the amount of love poured into this project&comma; The<em> Spyro Reignited Trilogy<&sol;em>&&num;8216&semi;s visuals fall flat&comma; especially compared to the <em>Crash N&period; Sane Trilogy<&sol;em>&&num;8211&semi;another Activision published remake of a beloved PlayStation franchise&period; The extra flourishes present in every scene fully realize Insomniac&&num;8217&semi;s original vision&period; Previously barren landscapes feel lived-in in a way the original PlayStation could only dream of&period; From beginning to end&comma; though&comma; there&&num;8217&semi;s a sense that this package lacks the same visual consistency that makes the <em>Crash N&period; Sane Trilogy<&sol;em> so impressive&period;<&sol;p>&NewLine;<p>To be clear&comma; <em>Spyro Reignited<&sol;em> does impress from time to time&period; Its physically based lighting and screen space reflections are no worse than you&&num;8217&semi;d expect a modern high-end game to look&period; Character animations are lively and expressive and some of the scenery is breathtaking&period; <em>Spyro&colon; Year of the Dragon<&sol;em>&&num;8216&semi;s art direction&comma; in particular&comma; stands out&period; Some of those environments are mesmerizing&period; Unfortunately&comma; not all of it holds up to this standard&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;11&sol;27114938&sol;46183914&lowbar;1935486729840066&lowbar;1827637132819169280&lowbar;o&period;jpg"><img class&equals;"aligncenter size-large wp-image-142626" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;11&sol;27114938&sol;46183914&lowbar;1935486729840066&lowbar;1827637132819169280&lowbar;o-1024x576&period;jpg" alt&equals;"" width&equals;"1024" height&equals;"576" &sol;><&sol;a><&sol;p>&NewLine;<h3>Unreal Engine 4<&sol;h3>&NewLine;<p>Much of this comes down to the team&&num;8217&semi;s standard use of the Unreal 4 Engine&period; Toys for Bob uses the engine&&num;8217&semi;s signature Temporal Anti-Aliasing to mixed results&period; The TAA provides strong coverage with little to no jaggies&period; It&&num;8217&semi;s certainly temporally stable&comma; but I can&&num;8217&semi;t get behind the trade-off in clarity&period;<&sol;p>&NewLine;<p>This console generation&&num;8217&semi;s obsession with post processing has nearly hit its climax with the<em> Spyro Reignited Trilogy<&sol;em>&period; Rather than offering the razor-sharp clarity typically associated with games&comma; it imposes a softer film-like look&period; Some may say this is a deliberate artistic choice&comma; but that disregards how blurry it is&period; <em>Final Fantasy 15<&sol;em> has been the only game this gen to offer even worse image quality with the most obtrusive TAA I&&num;8217&semi;ve ever seen in my life&period;<&sol;p>&NewLine;<h4>Looking a Little Soft There&comma; Spyro<&sol;h4>&NewLine;<p>To add insult to injury&comma; Toys for Bob lazily implemented Xbox One X support by running it at the same paltry 1440p resolution as its PlayStation 4 Pro counterpart&period; With no other upgrades except maybe a slight boost to shadow quality according to <a href&equals;"https&colon;&sol;&sol;www&period;youtube&period;com&sol;watch&quest;v&equals;AeqsasnGHJc">Digital Foundry<&sol;a>&comma; the end-result is softer than I expected from a 2018 video game&period;<&sol;p>&NewLine;<p>This 1440p game looks blurrier than many 1080p and even some 900p games&period; Developers need to stop this unhealthy obsession with AA methods that soften image quality&period; Either use AA that increases sharpness&comma; like MSAA&comma; or don&&num;8217&semi;t use it at all&period;<&sol;p>&NewLine;<p>Stacked up to <em>Crash<&sol;em>&comma; the image quality is worlds apart&period; Without the overly-aggressive TAA&comma; even at 1440p on Pro&comma; the <em>Crash<&sol;em> games end up looking sharper than Toys for Bob&&num;8217&semi;s remake&period; If we take a step further&comma; examining the Xbox One X version of the <em>Crash N&period; Sane Trilogy<&sol;em> running at a fully native 4K&comma; it&&num;8217&semi;s no contest&period;<&sol;p>&NewLine;<p>It&&num;8217&semi;s not entirely fair to compare the two releases because they run on different engines and different engines place different demands on hardware&period; That&&num;8217&semi;s a fair assessment&comma; but considering the raw GPU grunt and extra memory bandwidth&comma; running an identical resolution on the Xbox One X and PS4 Pro is a massively missed opportunity that could have allowed the assets to shine in a way Toys for Bob would have appreciated&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;11&sol;21141225&sol;11-21-2018&lowbar;1-58-04&lowbar;PM-i5oh0v4o&period;jpg"><img class&equals;"aligncenter size-large wp-image-142638" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;11&sol;21141225&sol;11-21-2018&lowbar;1-58-04&lowbar;PM-i5oh0v4o-1024x576&period;jpg" alt&equals;"" width&equals;"1024" height&equals;"576" &sol;><&sol;a><&sol;p>&NewLine;<h4>Looking a Little Dicey There&comma; Purple Buddy<&sol;h4>&NewLine;<p>If image quality was the only issue&comma; it wouldn&&num;8217&semi;t be worth an entire article&period; Every other facet of its presentation feels underwhelming&period; Too many of its cinematics are pre-rendered&comma; introducing compression that only makes them look worse than the actual gameplay&period; The cinematics and gameplay seem to use nearly identical assets so why not just render them in-game&quest; It&&num;8217&semi;s nothing like the difference between gameplay and pre-rendered cutscenes you&&num;8217&semi;d see in the <em>Final Fantasy<&sol;em> games&comma; begging the question&&num;8211&semi;What&&num;8217&semi;s the point&quest;<&sol;p>&NewLine;<p>Texture work suffers from similar inconsistency&period; Some textures look fine for the stylized kind of experience it&&num;8217&semi;s aiming for&comma; whereas others are a blurry mess&period; Look no further than this article&&num;8217&semi;s featured image&comma; also placed near the article&&num;8217&semi;s beginning&comma; for a shining example of just how bad the games can look at their worst&period; This is another case whereby the Xbox One X&&num;8217&semi;s increased memory pool could have afforded it more high resolution textures in places like this where the other consoles couldn&&num;8217&semi;t get by&period;<&sol;p>&NewLine;<p>In an attempt to make sure everyone gets the same experience&comma; they&&num;8217&semi;re undercutting the high-end users&period; The <em>Crash N&period; Sane Trilogy<&sol;em> routinely hands in much higher resolution textures with no instances of the soup-like messes present in the <em>Spyro Reignited Trilogy<&sol;em>&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;11&sol;21142404&sol;11-21-2018&lowbar;2-00-44&lowbar;PM-idy3j4yk&period;jpg"><img class&equals;"aligncenter size-large wp-image-142639" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;11&sol;21142404&sol;11-21-2018&lowbar;2-00-44&lowbar;PM-idy3j4yk-1024x576&period;jpg" alt&equals;"" width&equals;"1024" height&equals;"576" &sol;><&sol;a><&sol;p>&NewLine;<h4>Why so Plastic Looking&comma; Hunter&quest;<&sol;h4>&NewLine;<p>Beyond the disappointing image quality and inconsistent assets&comma; <em>Spyro&colon; Reignited Trilogy<&sol;em> misses the mark by dismissing fur rendering&period; The <em>Crash N&period; Sane Trilogy<&sol;em>&&num;8216&semi;s fur rendering looks magnificent&period; It adds an extra layer of polish to an already high quality presentation&period;<&sol;p>&NewLine;<p>This is where Hunter&comma; Sheila&comma; and Moneybags come in&period; Cheetahs have fur&period; Bears have fur&period; Kangaroos have fur&period; Do Hunter&comma; Sheila and Moneybags feature the high quality fur-rendering on display in <em>Crash<&sol;em>&quest; No&period; The developers opted for a more simple approach that looks like differently colored textures applied to the skin&period; None of the character designs that should have fur actually have it&period; It&&num;8217&semi;s just another example of how half-assed this presentation feels in comparison to the other PlayStation remake trilogy on the market&period;<&sol;p>&NewLine;<p><a href&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;11&sol;29111002&sol;11-28-2018&lowbar;3-27-14&lowbar;PM-lndce4ul&period;jpg"><img class&equals;"aligncenter size-large wp-image-142640" src&equals;"https&colon;&sol;&sol;cdn&period;bagogames&period;com&sol;wp-content&sol;uploads&sol;2018&sol;11&sol;29111002&sol;11-28-2018&lowbar;3-27-14&lowbar;PM-lndce4ul-1024x576&period;jpg" alt&equals;"" width&equals;"1024" height&equals;"576" &sol;><&sol;a><&sol;p>&NewLine;<h3>Conclusion<&sol;h3>&NewLine;<p>The <em>Spyro Reignited Trilogy<&sol;em> is a lot fun and clearly the definitive way to play the original games&period; They&&num;8217&semi;ve never looked better&period; With that said&comma; despite a two month delay&comma; the<em> Spyro<&sol;em> games still feel unpolished compared to <em>Crash<&sol;em>&period; Sure&comma; the <em>Crash N&period; Sane Trilogy<&sol;em> had more problematic gameplay with major changes to jumping physics and hit boxes to its first two games&period; From a completely visual perspective&comma; though&comma; it blows <em>Spyro<&sol;em> away by miles&period; As another blow to the purple dragon&comma; <em>Crash<&sol;em> also managed to include all 3 games on the disc &semi;&rpar;&period; If further PlayStation remakes continue to happen&comma; I&&num;8217&semi;d rather hand the work off to Vicarious Visions&period;<&sol;p>&NewLine;

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