Titanfall is the most anticipated upcoming Xbox one video game title.
Developed by Respawn Entertainment, Titanfall is a first-person
. Titanfall is Microsoft exclusive game and it would be released on March 11,2014 for Microsoft Windows, Xbox
.
Titanfall was highly praised by gamers and developers when it was
first revealed at E3 2013, the game took home with it over 60 E3 awards.
Microsoft and Respawn Entertainment reassured the gamers that Titanfall
will blur the lines between PC and console graphics, the Xbox One
version of the game will look as immersive as PC.
Respawn Entertainment earlier launched the Titanfall alpha testing phase for the Xbox One version of the game. The game’s
textures in alpha version were inferior to the one that were shown in
trailers
by the developer, this topic caused a lot of noise within the Titanfall
community and the developer was highly criticized. To elucidate the
matter, Respawn Entertainment stated that Titanfall’s texture resolution
was packed down in order to reduce
the download size of the game so that it could be tested easily.
The matter got chaotic when an industry insider and neoGAF user codenamed Crazy
Buttocks On A Train claimed that Respawn Entertainment was hiding the facts and the textures
of Titanfall alpha were final for the Xbox One version of the game. To
this, Respawn Entertainment responded that their previous statement is
true and that would gain nothing by lying on the issue.
To check the real difference between the resolution and textures of alpha and original (PC) version of Titanfall, Dual Shockers managed the time put up a screenshot comparison of both the versions. The comparison
screenshots
were taken directly from the alpha gameplay footage of Titanfall (the
one that features least compression) and from the “Angel City Demo”
Titanfall PC trailer.
Below you can see the Titanfall screenshot comparison between Xbox One
alpha and PC version. Screenshots taken from trailer featuring the PC
version of the game will be below the Xbox One alpha version of the
game. As stated by Dual Shockers, “We tried to portray elements as
similar as possible, even when not identical, as of course we did not
have direct control of the footage.”
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