This is accessed by the player through depressing the left and right analogue sticks simultaneously, God of War-style. This covers off the inclusion of the only noticeably new plot point added to the revised game - it turns out that Waynetech has developed a new system for absorbing kinetic energy, storing it in the suit and then allowing the wearer to access it when a power gauge reaches the max, giving a short boost of additional strength. Wii UĪnti-aliasing aside, the biggest difference from a visual standpoint is the inclusion of new "armored" costumes for both the Dark Knight and Catwoman. Batman: Arkham City - PlayStation 3 vs.Use the full-screen button on the bottom-right of this window for full 720p resolution. New costumes aside, FXAA is the key addition here." Batman: Arkham City compared on Xbox 360 and Wii U. "Wii U Arkham City has much in common with the existing PS3 and Xbox 360 versions. Unfortunately, on the flipside, the additional blurring detracts from the quality of the artwork, with specular highlights in particular dulled significantly.īut let's check out how the Wii U version compares visually with its counterparts with a series of head-to-head videos produced by matching up the new release with our existing Arkham City Face-Off assets, along with a fresh quad-format comparison gallery. On the one hand, high contrast edges are smoothed significantly - a welcome addition. However, the arrival of FXAA is something of a double-edged sword. The original console versions of Arkham City operated at native 720p with no anti-aliasing employed at all so we might expect a welcome bump in image quality from the addition of the AA tech on Wii U. The only real exception comes in the form of the addition of NVIDIA's FXAA post-processing technology. And that cuts both ways too - the changes we saw in the E3 media assets don't appear to have made it into the final game, so the rejigged LODs which brought out additional detail in some areas (and cutbacks in others) are gone - what we have here is pretty much the standard Arkham City experience. In-game, image quality is a very close match indeed for the existing console versions. There are still some LOD transition "popping" issues but the texture problems we've seen previously are all but resolved. Existing renders from the Rocksteady work wouldn't be useable owing to the changes in character costumes.īut it's not all good news, unfortunately. Those low-res shadowmaps from the now infamous screenshot? They appear to be confined to a pre-rendered video sequence, presumably dumped from the Unreal Engine editor, and are nothing more than an oversight. So it's with a mixture of relief and slight disappointment that we can report that Batman: Arkham City Armored Edition is actually a pretty close match to the Xbox 360 game, from a visual standpoint at least. A post-E3 preview event revealed unfinished code plagued with bugs and texture issues - all of which didn't quite tally with press assets showing a considerably rejigged Wii U version with some image quality enhancements over the existing game. The state of the game was a cause for genuine concern once we managed to get hands-on with a pre-release playable version. Images like this one that emerged just after the launch suggested a game with fundamental compromises over the existing Xbox 360 release, while frame-rate analysis of the E3 trailer strongly hinted at a sub-par performance level. Expectations were rather low as Batman: Arkham City Armored Edition booted up on our US import Wii U.
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