This is a curious difference, and is a similar story for splash effects on Sony's console during one scene - unseen in that moment, even though it's capable of achieving these effects elsewhere. In one case we see light sources are repositioned for a more dramatic effect on 360, while a similar array of lights appear on the opposite side of the stadium later on for PS3. This is a trade-off that could ultimately comes down to personal preference - in the absence of more demanding methods: to blur, or not to blur?Īs we see in the images below, there are also some occasional but drastic changes to the way some scenes are constructed. This benefits some levels more than others, where the high-contrast edges we see in one neon-lit club stage are easier on the eye for the way the jaggies are handled. On the plus side, all the instances of aliasing on 360 look to be more thoroughly addressed, which gives the impression of a much smoother image in practice. Simply put, the further into the distance you look, the less defined these details become. We see the rain splatter on the puddles of an early dock level lacking the same punch as a result, and, indoors, the outlines of cabinets and blinking computer lights are smudged over a touch. In a direct comparison, the resulting image quality on PS3 appears favourable in terms of overall sharpness and clarity, where an additional blurring to the 360 image seems evident on smaller, distant details. To back this up, however, we do see differing implementations of anti-aliasing on each console, with the traditional multi-sample approach sidelined in favour of newer (but varying) post-processing methods. Here we see a very close match in visual fidelity that brings out the best in texture assets and normal mapping - which, again, are of equal quality on both consoles. Both versions run with a full 1280x720 framebuffer - a significant leap forward for the engine on PS3 in particular, given its history of running games like Grand Theft Auto 4 at sub-HD resolutions. In strictly visual terms, there are a number of differences between the two formats - both major and minor - but the native resolution utilised by each doesn't rank as one of them. Use the full-screen button to ensure you see it at full 720p resolution in this comparison video. "In strictly visual terms, there are a number of differences between the two formats - both major and minor - but the native resolution utilised by each isn't an issue." Max Payne 3 on Xbox 360 and PlayStation 3. Let's start off by taking a customary look at a face-off video and our Max Payne 3 720p comparison gallery, which shows directly like-for-like shots from the game. As a result, details in everything from character models, facial animations and texture quality are inevitably ratcheted up a notch, and in terms of visual flair, we end up with a game that gets very close to its cinematic aspirations.īut given the luxury of choice between the PS3 and 360 versions, and in anticipation of the PC release, we're left asking ourselves which is currently the best way to experience this latest instalment in the series. It's clear the studio's time and effort has been poured into developing a slick, cinematic action game, as opposed to arduously realising the large sandbox worlds we're used to seeing in their previous games. (At least until we do.)Įither way, for now it appears Max Payne 3 has been tailored tightly to the dimensions of both console formats, where we find RAGE (Rockstar Advanced Game Engine) being reprised and re-purposed for a more linear 10-12 hour experience. Alas, the PC version will be arriving a little later on, being etched in for a 1st June release, and reportedly boasting some extraordinary recommended specs that could either be indicating that it'll be a much grander realisation of the game or simply an uneven port-job. Today, Max Payne 3 is being delivered to us as a major Rockstar Vancouver production on PS3, 360 and PC, rather than by its original creators at Remedy Entertainment - now of a stronger association with the Alan Wake series. The action-shooter scene has changed though, especially with games like Uncharted 3 laying down the gauntlet. Revolutionary for its use of a trendy Bullet Time mechanic, and for having an early stab at object-based physics and face-mapping (with some memorably quirky results), Max Payne was something of a flagship third-person shooter for PC back in 2001, and it's a welcome sight to see the series return with such commercial pizazz. It's the middle of May, and right on cue a new Rockstar game is making some big noise around our local cinema spots and bus stop ad-boards.
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