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Bringing A Plague Tale: Requiem to life

3liteDragon

Member
Hi everyone! I’m Nicolas Bécavin, Lead Engine Programmer on A Plague Tale: Requiem. The game launches on October 18, and I’m here to give you a little preview of what you can expect tech-wise!

Taking the next-gen leap

We decided to develop A Plague Tale: Requiem on PlayStation 5 to set ourselves completely free from last-gen constraints and make the most out of the features brought by the new gen. The potential it offers is incredible! Take the load time for instance: it is reduced in a way that makes new map and level design possible. With an increased memory on top, we get better draw distance which means you’ll be able to see way farther. Horizons will literally expand! The result is a much more open environment than introduced in the first game.

Unleashing the rats

Rats are a key feature of A Plague Tale, and for this second game we wanted to push new-gen possibilities to the max to bring the rats-induced horror and trauma to a next level. The number of rats on-screen has been multiplied by 60, growing from 5,000 to 300,000! It’s a good number to convey the vision of the apocalypse which keeps increasingly oppressing our heroes. We’ve also changed the aspect of their movement, so that they look like a giant wave, much like a tsunami crashing down on you. We’re lucky to work with our own, in-house engine and rely on it to tackle challenging renderings like this one, of an element which is completely specific to A Plague Tale.

Shedding a new light on an overcast world

Thanks to the power of the new GPU, the quality of lighting can be drastically improved. With a wide array of technical tools and reduced constraints, we can accentuate the role of light, and new situations which involve light can be introduced. Hugo and Amicia will discover new sensations as they travel south, and so will the player! Thanks to this new level of detail, they’ll experience an atmosphere enriched with beams of lights and enhanced lighting over atmospheric elements such as volumetric fog.

A new-gen feast for the eyes

Requiem’s tech doesn’t only take players to a setting with a more vivid atmosphere, but it will also bring more depth to the visual simulation in general. This includes increased geometric quality: technically, there are more polygons over the mesh! The resolution of textures is also improved. A good example of how these advancements affect in-game experience is the high level of details with which terrains will be rendered. For instance, we heavily rely on parallax occlusion mapping to add tiny volumetric details over terrain and props. There will also be more physical and dynamic objects, which will affect how clothing is rendered.

3D space

On top of all this magic, the spatial experience will be enhanced thanks to 3D Audio. That means you’ll be able to perceive where the character who is speaking is located: behind or in front of you, above or below… Players will be completely surrounded by the game and engaged in a much more realistic and immersive way.

The PlayStation 5’s new controller, the DualSense, has also been one of our central points of focus. It brings exceptional immersive tech through haptic feedback and adaptive triggers. I’m going to hand it over to two of my fellow studio members to explain this further.

Using the DualSense controller to break down barriers between screen and player

Hey everybody! We’re Asobo Studio’s Cyril Doillon, Lead Programmer, and Aurelien Piters, Audio Director. We’re super excited about everything the next gen brings to the game… with a special mention to the PS5 DualSense controller! It brings a whole new level of realism and immersion to A Plague Tale, with a whole bunch of new features added following Innocence. It’s been incredible to work on and we’ve strived to make the most of this brilliant technology. Here to let you in on DualSense innovations we’ve got in store for you in A Plague Tale’s next chapter!

Haptic feedback and Adaptive Triggers

One of the most ground-breaking innovations brought by the DualSense controller are haptic feedback and adaptive triggers. We’ve started thinking about their implementation while working on the next-gen adaptation of Innocence, which gave us an idea of the most relevant choices for our new game. Requiem will introduce real physical response and gameplay improvements tied to it. The sensory feedback provided will create realistic sensations in the use of weapons and tools. If a weapon requires more pressure for instance, adaptive triggers will adjust the sensation of effort given to the player. Concerning the sling, if you hold the button too long, you’ll lose precision. Adaptive triggers will give the impression that shooting becomes harder, which also works for the player as a marker to measure the right time to shoot.

Amicia will also have a new weapon: a crossbow, which will answer to the same law. At the same time, its physics are not the same as the sling’s. It’s more powerful but it’s slower to use and to equip. Such sensory qualities will find their place in the simulation thanks to adaptive triggers. You’ll have to press a first time to equip the crossbow, then a second time to shoot. This next-gen vibration technology allowing us to tie a physical reaction to the player’s input is quite incredible for us developers. We were used to working with image and sound, now we can create direct effects on the player’s fingers to simulate a real tool.

There are also refreshing features coming to communicate character movement: haptic feedback is used to simulate the effect of every step while sprinting, producing little jolts for the player to feel the sprint’s rhythm, giving the impression to be right by the side of the characters and share their sensations.

Haptics-enhanced audio

The audio is also fully reworked with haptic feedback. Swarms of rats can be subtly felt through the pad, through stereo vibrations. It’s as if you could touch sounds. That’s also the case with explosions and real-time cinematics; they’ll affect you physically thanks to the range of sensory input offered by the DualSense controller. The opportunities it presents brings a whole new dimension to the gameplay; you’ll be able to feel movements around you, such as where the rats are coming from! The game will offer richer situations thanks to a heightened perception of the environment which will include not only direct interaction but also semi-distant elements.

DualSense Speaker

Another innovation brought by the DualSense is its built-in speaker. We use it to play the sound of weapons when no headset is used, giving audio feedback to the player when using the sling and the crossbow. It delivers a far more dynamic experience, with the possibility to hear an arrow or a stone in the air. It’s a third speaker given to the player, which allows for subtle feedback to be delivered on top of the rest of the soundtrack, acting independently of the music and the ambient sound.

A Plague Tale 2.0

To sum it all up, we’ve been fully embracing all new tech opportunities in order to provide a more open environment, with more light, more details, more geometry, more texture. Oh, and more rats! We hope you enjoy all these prospects and will be ready to embark on Amicia and Hugo’s next journey on October 18! You can pre-order the game now on PS5.
 
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jm89

Member
giphy-downsized-large.gif
 

MikeM

Member
Going to play on GP day 1, but wish it was day 1 on the PS sub service. The previous game used the Dualsense well.
 

clarky

Gold Member
It's weird that Sony has the marketing deal for this game, but it will be on MS's sub service on day 1, not Sony's.
I dont think i has a deal, seen plenty of stuff you youtube from the xbox side as well.

Usually marketing deal involves only stuff from one platform holder? I think they are just trying to highlight its also coming to PS with enhanced features to combat the GP marketing.
 

RoadHazard

Gold Member
I dont think i has a deal, seen plenty of stuff you youtube from the xbox side as well.

Usually marketing deal involves only stuff from one platform holder? I think they are just trying to highlight its also coming to PS with enhanced features to combat the GP marketing.

Alright. Still wish this was coming to PS+ though! Now that I'm a subscriber I kinda don't want to buy games that are on GP but not on PS+, because what the fuck Sony?
 

Banjo64

cumsessed
Is it mandatory for these devs to put out these fluff pieces or do they do it out of the goodness of their hearts? How many different ways is there to say ‘yes we’re making use of the adaptive triggers, microphone and smart rumble’?
 
I dont think i has a deal, seen plenty of stuff you youtube from the xbox side as well.

Usually marketing deal involves only stuff from one platform holder? I think they are just trying to highlight its also coming to PS with enhanced features to combat the GP marketing.
Dualsense is a big deal, I'm sure that's the only difference between the versions give or take.
 

JaksGhost

Member
Alright. Still wish this was coming to PS+ though! Now that I'm a subscriber I kinda don't want to buy games that are on GP but not on PS+, because what the fuck Sony?
You're going to be in a constant cycle of FOMO because of this and it's not Sony's fault.
 

RoadHazard

Gold Member
You're going to be in a constant cycle of FOMO because of this and it's not Sony's fault.

Yeah, but also I have too much shit to play thanks to PS+, so I feel less inclined to pay additional money for games I kinda want to play but not that badly.
 

adamsapple

Or is it just one of Phil's balls in my throat?
The number of rats on-screen has been multiplied by 60, growing from 5,000 to 300,000!
Requiem’s tech doesn’t only take players to a setting with a more vivid atmosphere, but it will also bring more depth to the visual simulation in general. This includes increased geometric quality: technically, there are more polygons over the mesh! The resolution of textures is also improved. A good example of how these advancements affect in-game experience is the high level of details with which terrains will be rendered. For instance, we heavily rely on parallax occlusion mapping to add tiny volumetric details over terrain and props. There will also be more physical and dynamic objects, which will affect how clothing is rendered.
To sum it all up, we’ve been fully embracing all new tech opportunities in order to provide a more open environment, with more light, more details, more geometry, more texture. Oh, and more rats! We hope you enjoy all these prospects and will be ready to embark on Amicia and Hugo’s next journey on October 18!


Sounds great, can't wait to play this day 1 on game pass.
 
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adamsapple

Or is it just one of Phil's balls in my throat?
Looks like Asobo are doing the press rounds.


Thanks to Nicolas Bécavin for taking the time to answer our questions! A Plague Tale: Requiem will release October 18 on Xbox Series X|S and PC. The game will also be available day one with Xbox Game Pass for Console, PC, and Cloud Gaming (Beta).

Xbox Series X|S are the only Xbox consoles Requiem will be released on. What is the reason for this choice?

We came to this decision early in the process, as we had a shared vision for Requiem; we wanted to create a next step in the adventure, a 2.0 experience, not just a re-enactment of the first game. So, we quickly came to the conclusion that we had to set ourselves free from old-gen constraints to take complete advantage of the new gen. The game’s scope has grown consistently wider this way, with more content and better life expectancy, and heightened game-specific features such as the rats and the environment, resulting in a much bigger game with a fresh feel.

All eyes are on the rats! We’ve seen a mind-boggling number of them in the extended gameplay trailer. Can you tell us more about this new generation of monstrous pests?

Rats are central to A Plague Tale, the horror of the game revolves around them, and we wanted to have that multiplied. The first major visual impact is the number of rats appearing on screen. It’s increased from 5,000 to 300,000. We’ve also reworked the aspect of the swarms they form; instead of creating whirls as in Innocence, their movement will appear as a giant wave, something like a tsunami of rats. Many sequences have been precomputed to best control this effect. They’ve also become more intelligent, they’ll move with more awareness of the environment, will know how to avoid light better. We owe a lot to our own, in-house engine, that we’ve been developing alongside our different projects, as it allows us to focus on such specific features, without having to rely on an external team.

What about character animation, how did your motion capture technique evolve?

Requiem introduces full motion capture to A Plague Tale. Innocence was already using body motion capture; we now have facial motion capture on top. A Plague Tale is a deeply moving tale about the cruelty of the world and it’s so meaningful to have an actress lend a human face to Amicia and communicate the many emotions she’s subject to throughout the game. So, we’re extremely happy to bring this new layer of emotion to the game.

Will there be other important visual enhancements?

The new gen allows for a much more immersive and dynamic visual environment. That includes enhanced draw distance, which contributes to the sense of openness which distinguishes Requiem from its prequel. There will also be a great deal of extra details thanks to the power of the GPU, from improved lighting to more detailed textures. So you can expect a far more vivid experience of the world of A Plague Tale!



A Plague Tale: Requiem Screenshot





A Plague Tale: Requiem Screenshot
 
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TheGecko

Banned
You know, I really enjoyed the first one. It seemed a nice change of pace from everything else out at the time. Looking forward to this.
 

Roxkis_ii

Member
The first game didn't really appeal to me, so I doubt the second will, but I can't lie, the game looks really good.

Side note: I don't know why I read Astounding as Astroturfing lol.

(Nothing against op)
 
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Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
A game using a bunch of the DualSense features in "hopefully" interesting ways.
Im in.........on PC.


I was so sure this was announced as an Unreal Engine game......they are still using their in-house engine?
Hells, yeah good on them.
Ive got Gamepass but ill still be buying this on steam.

P.S Is the Gamepass deal only for Xbox or is it also for PC Gamepass.
 

SlimySnake

Flashless at the Golden Globes
I am just not feeling the visuals here. It still looks very last gen despite what they say about upgrading the visuals.
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
I was so sure this was Unreal Engine.
But its still their in-house engine so for me thats a huge plus.

From everything ive seen this game is gonna be a graphical showpiece.
 

Topher

Gold Member
A game using a bunch of the DualSense features in "hopefully" interesting ways.
Im in.........on PC.


I was so sure this was announced as an Unreal Engine game......they are still using their in-house engine?
Hells, yeah good on them.
Ive got Gamepass but ill still be buying this on steam.

P.S Is the Gamepass deal only for Xbox or is it also for PC Gamepass.

"Focus Entertainment's A Plague Tale: Requiem showcase brought us the long-awaited release date for the sequel — A Plague Tale: Requiem will launch into Xbox Game Pass and PC Game Pass on October 18th."
 

Black_Stride

do not tempt fate do not contrain Wonder Woman's thighs do not do not
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