Final Fantasy VII Rebirth – PS5 Performance Review

Final Fantasy VII remains one of the most beloved chapters in the long-running Square Enix franchise. With Final Fantasy VII Rebirth, the second entry in the trilogy that kicked off with 2020’s FF7 Remake, the game returns to a format much more similar to the PlayStation original, most notably with huge open zones to explore. Today we’ll be looking at the game’s performance on PS5 across its multiple modes of play, taking into account a performance and visual quality patch that dropped just barely ahead of the review embargo.

High Performance Gaming

As a PlayStation 5 exclusive, for now at least, the game mirrors much of the Intergrade upgrade released for the PS5 in 2021. Like Integrade, this is an Unreal Engine 4 game, offering the choice between a Graphics or Performance mode, along with HDR on or off.

The game performed well both before the patch and after, with less than a handful of dropped frames in the 30fps capped Graphics mode even prior to the patch, while the Performance mode makes sacrifices to visuals in order to double frame rates to 60fps. In that mode we see small areas of hiccups in long view distance battles and certainly high bandwidth sections with any heavy particle and alpha effects, or in scenes that use expensive post effects. These are very infrequent, and never worse than 33ms frame time spikes, remaining inside the Variable Refresh Rate range of the PlayStation 5 output if you have a screen that supports it. The absolute worst case found was during a scripted battle attack that filled the screen with effects, during which the game held a locked 30fps in the Graphics mode and a low of 50fps in the Performance mode.

With the 1.01 Patch applied we do see minor boosts in stability from the worst-performing sections. Taking a fixed real-time cutscene that originally dipped to a low of 52fps, things improved to a 54 fps low, meaning we maintain more frames within the required 16ms refresh. This offers a small 4% increase over the previous version, which is all but invisible to the player, but it may have bigger improvements elsewhere in such a wide open and dynamic game. This patch also attempts to improve the image quality issues we covered in our demo performance review and that were noted by the community online.

Visual Quality and Modes

Playing across a wide selection of the game, its visual and technical make-up across both modes is largely identical. As was the case with FF7 Remake, the Graphics mode is the best of the bunch, delivering a full 3840x2160p output that can scale to a counted low of approximately 2880x1620p. The game uses a heavy TAA implementation, which appears to be Unreal Engine 4’s own TAA. Prior to the patch, this also appeared to use the spatial TAAU upscale across the entire frame at the end of the raster output. What this means is that the image, including UI, post effects, alpha etc, will all shift to a lower or higher resolution depending on load, and then the engine uses a bicubic or nearest-neighbour spatial upscale sample to bring the game back to a target 4K output.

This is also true for the Performance mode, which tries to – spatially at least – upscale back to 4K from a much lower base. Performance targets a counted approximate high of the same 2880x1620p level when in non-dense areas of the world with little or no trees, alpha, or post effects present. However, in denser sections or heavy battles, such as when out in the Grasslands or other foliage-heavy areas, it can drop to a counted low of 1920×1080 and remain here for extended periods. Like the Graphics mode, that same heavy TAA looks to use spatial upscale to 4K, though with fewer pixels it is often far softer. Comparing the modes side-by-side, differences come down to resolution and a minor reduction in object Level of Detail, which is likely related to resolution.

The patch seems to focus on Performance mode specifically, as I didn’t see any improvements in image quality or performance on the Graphics mode. What the team appear to have done is attempt a sharpening of the image, to aid the lack of pixel samples, in order to improve clarity and high frequency elements. It does look remarkably similar to FSR1; however, any spatial up-sample technique can look similar depending on the taps made. It could also be an update to the TAAU spatial upscale UE4 Engine to use nearest-neighbour, which creates a slightly sharper but more pixelated image. Either way, the results are certainly not transformative, and this largely comes down to the same reasons I noted in our demo review.

The sharpening does help increase detail and clarity on high-frequency textures and help define edges better. Resolution remains the same as before, as does the low-definition textures. The Temporal AA pass is extremely aggressive and can create lots of ghosting in the image, which does not help the game’s minute details. However, it does provide a largely stable and clean image throughout, giving the game a softer, more post-processed, offline CGI look. This is certainly by design and an artistic intention. Cutscenes are the best showcase of the visual quality in the game, as are the pyrotechnic-packed battles, again harkening back to the magic and effects design of the PlayStation original. Not all is positive with this though, as the game’s large scale seems to have made an even bigger impact on the production assets and variety, which affects the gameplay and real-time segments, although cinematics fare much better due to the fixed camera and asset control the teams have here.

Characters and World Details

The models of characters are easily the most impressive elements of the game. Depending on the sequence and areas in question, we have some strikingly beautiful effects in battle, with alpha flames mixed with extensive GPU-accelerated particles and physics-based destruction and interaction. Many sections have some well-placed spot, point, and area lights that cast high-quality shadows that stretch and dance. Outside, the shadow map cascade is noticeably short in both modes, but the game does mix shadow maps on characters to emulate a contact-hardening look for legs that occlude closer to the contact area of the ground and a more diffuse top half that is further away.

The cinematic sequences can be even more impressive, as the increased and improved lighting and shadows means that models can now be seen in the best light, literally. Material quality, self-shadowing, subsurface scattering, and bone rigging of faces and movement is dramatically better. Add in the cinematography of each, and the extensive use of expensive sprite sample bokeh depth of field, high quality per-pixel motion blur and no camera or radial blur offers, for the most part, the sharpest and most impressive visuals of the game. The Graphics mode is much better due to the significant pixel increase and thus sharper image, but both modes offer effects parity just at a lower precision.

That said, the high and lows are often enough to stand out. These come down to a few key aspects based on my analysis here. The TAA is strong, and although motion blur is off for camera motion, per-object blur on characters looks excellent but can add to the soft image. Texture filtering is still too low in both modes, although texture assets themselves as well as the MipMap bias in the performance mode do not compensate for the resolution shift. Screen space reflections can be good on some surfaces, but fall down with low sampling and little denoising from the TAA, causing artifacting – specifically on water bodies – even in cutscenes.

The biggest problem is that the game is chock full of low-fidelity walls, rocks, pictures, fabrics, signs, and even characters.

The biggest problem, though, is that the game is chock full of low-fidelity walls, rocks, pictures, fabrics, signs, and even characters. Compounding this is that some have very drab colours with blended browns, greys, and blues with little surface detail. As such we have a game that can both rise and fall on the visual rollercoaster. The lack of high-fidelity detail in the world as a whole makes it hard to pick out distinct objects or characters aside from when in battle or cinematics. It leaves many areas looking soupy in the Performance mode and soft in the Graphics mode. Using Cloud himself as an example, the lighting and material in some areas can leave his skin and details shiny and plastic looking, breaking physically based shading rules. In addition, his textures and detail can be soft, with hair cards causing fizzle. These issues extend across NPCs, teammates, and substantial portions of the game world.

Summary

Final Fantasy VII is a classic and Rebirth delivers on providing an incredible next chapter of the remake trilogy. This is a performance review though and on performance the team has delivered a near rock solid game that caters to both 30 and 60fps players. On a visual front though, it suffers from similar, and due to scale, more issues than Remake. This leaves a mixed impression, and though I hate to say it, it can look closer to a cross-generation game in some of the worst-case scenarios with regard to material details and quality.

The patch offers a small but noticeable increase to this, but more is required to aid the assets, and I feel this is beyond a simple patch. Asset quality and details can be muddy, even in the 4K mode, and even if other increases come in the form of improved Mip bias, adjusted TAA, or improved screen space shadow sampling, it would not resolve the lion’s share of the issues. That could only be improved with updated and higher quality assets and materials in the affected areas. Polygon count and textures would be the biggest focus for a later patch, which could transform the game’s look in those weaker areas. The team may be able to improve the game further, but at least you can play without any concerns on the performance side, and 30fps may have never looked so good.

Age of Mythology: Retold Coming to Xbox and PC Later This Year

Age of Mythology: Retold, the upcoming remaster of the 2012 Age of Empires spin-off of the same name, will release on Xbox and PC simultaneously later this year.

Age of Mythology: Retold is a real-time strategy game by World’s Edge and Xbox Game Studios. In it, players can command gods from Greek, Norse, and Egyptian gods in epic battles over warring territories in single-player or co-op campaigns. Although Age of Mythology doesn’t have a concrete release window, the game will launch as a day one Game Pass alongside its release on Steam and Xbox consoles.

“In Age of Mythology Retold, we’re not only upgrading the engine and bringing all of those quality of life improvements that you’ve come to expect from World’s Edge, but in addition to that we’re doing even more to update the art,” art director Melinda Rose said in an announcement video. “That means all new 3D models, all new animations, textures, UI, VFX, the whole shebang.”

To showcase Age of Mythology: Retold’s updated 3D character models, Rose brought out life-sized augmented reality models of Medusa, Pegasus, and Cerberus.

“Our goal is to not only pay homage to the past but to breathe new life into this game and maximize the mythology,” Rose said.

Today’s Age of Mythology: Retold news coincides with World’s Edge studio and TiMi Studio Group’s other big announcement that they are working together to bring Age of Empires to mobile devices later this year. In short, 2024 spells exciting times for stalwart real-time strategy gamers across all platforms.

In our review for Age of Mythology, we rated the game a 9.3, saying it “blows open the doors of the series by taking a step away from history and giving the designers a bit more latitude.”

Hopefully, Retold will continue the work its predecessor achieved by providing yet another all-timer RTS game for fans when it releases later this year.

Isaiah Colbert is a freelance writer for IGN. You can follow them on Twitter @ShinEyeZehUhh.

Next Pokémon Squishmallow Accidentally Revealed By Retailer

Dragonite joins the gang.

American retailer Walmart has accidentally revealed the next Pokémon Squishmallow.

Spotted by u/Britzaaaa on the Squishmallow subreddit (via Siliconera), Dragonite will be one of the next Pokémon to feature in the collection. The listing has since been removed by Walmart, but it seems likely that we’ll be getting this one soon. And my goodness, it looks so adorable and so silly.

Read the full article on nintendolife.com

Even Kesha and Doja Cat Couldn’t Help but Check Out Lady Gaga’s Fortnite Collab

Lady Gaga’s appearance in Fortnite Festival Season 2: Unlock Your Talent is so popular that some of the world’s biggest musicians can’t help but check it out for themselves.

Lady Gaga took the stage in Fortnite as part of a recent update that is running until April 22, bringing fans new cosmetics as well as an opportunity to play songs like Applause, Born This Way, and Poker Face in Epic Games’ Guitar Hero-like game mode. It’s a Gaga takeover that is attracting her fans – and big-name talent like Kesha and Doja Cat.

“Never played a video game before in my life but readyyyyy,” Kesha said, posting an image of her newly purchased Lady Gaga skin on X/Twitter.

This is the kind of thing that can send online fans into a meltdown, and Kesha followers did not disappoint. It wasn’t too long before the Cannibal singer’s mentions on X/Twitter were flooded with memes and requests for her to start a Twitch channel.

Doja Cat, meanwhile, has a well-documented history on her Twitch account, dojacattington. She, too, was quick to hop into Festival Season 2 to see how the Lady Gaga content was shaping up. Sadly, she did not have enough V-Bucks to purchase the Chromatica Armor skin and Rain Check emote right away.

And, if her Instagram is any indication, Gaga herself even seems to be playing Fortnite now, coming a long way from her infamous “what’s fortnight” tweet.

“Music. Fashion. Technology. Digital rain for my skin to dance in,” she wrote. “Best day ever. We loved combining these worlds so we could experience music on a whole other level. Feels like this was meant to be. Immersive experiences with art I think really leave an imprint on the soul and it changes the texture of how we experience pop culture. I love Fortnite*. Monsters enjoy!”

Fortnite made a name for itself with in-game musical tie-ins throughout the last decade. Musical giants, such as Travis Scott, Ariana Grande, The Weeknd, Eminem, and Marshmello, have all chipped in to offer players exclusive concerts and goodies. There have also been all-encompassing events that forever alter the course of the experience. Other highlights include the Devourer of Worlds event, which saw players fighting against Marvel’s planet eater, Galactus, and The End, which brought Fortnite Chapter 1 to a close with a bang.

Lady Gaga is only the latest star to make an appearance in Fortnite, and she probably won’t be the last. In other Epic news, Disney announced earlier this month that it had acquired a $1.5 billion stake in the game maker, helping secure its future and create an even bigger universe to play in.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Age of Empires 4 follows up series’ best-selling expansion yet with new season and free-for-all mode in spring

Over 25 years into Age of Empires’ history, it seems the storied strategy series is riding a high. Developers World’s Edge have announced their plans to follow up last year’s The Sultans Ascend DLC for Age of Empires 4 – said to be the best-selling expansion in the entire series’ history – with some new additions to the latest RTS instalment this spring.

Read more

Age of Empires Mobile Unveiled From Developer of Call of Duty Mobile, Pokemon Unite

World’s Edge studio and TiMi Studio Group today revealed they are working together to bring Age of Empires to mobile devices, with a planned release later this year.

Age of Empires Mobile will be a free-to-play strategy game with in-game purchases, which will include items to speed up progression and obtain resources. Like the PC games, Age of Empires mobile will feature base building, empire building, combat, and RTS elements. But it’s not strictly an RTS game – rather, it’s a mix of different strategy mechanics, and will also see certain elements of customization for mobile devices. Available characters will span a number of historical eras including the Chinese, Roman, Frank, and Byzantium empires, and will include King Arthur, Joan of Arc, Julius Caesar, Leonidas I, Alexander I, Khalid, Durgavati, and the Queen of Shiba. Players will also be able to compete both alongside and against one another in both 1v1 play and larger siege battles. More content is planned to be added to the game as time goes on.

While mainline Age of Empires games have been developed by World’s Edge, Age of Empires Mobile is being made by Tencent subsidiary TiMi Studio, the same studio that developed Call of Duty Mobile, Honor of Kings, and Pokemon Unite. We spoke with producer Robin Xin and TiMi Studio Group general manager Brayden Fan via email ahead of the announcement to learn a bit more about the partnership, and how it came to be.

So why did TiMi choose the Age of Empires franchise specifically as its next major mobile partnership project? One reason might be that a number of the developers there are big fans of the series. Xin is, certainly, saying it was his introduction to the RTS genre and calling the series “iconic.”

“The original title was how I learned to use a mouse and keyboard,” Xin says. “So when you grow up playing Age of Empires, you learn the different aspects of the game. First off I was always trying to build my base to be more powerful. Then, I got into the combat. And even still, I’m hooked. I’ll watch Age of Empires 4 content creators on BiliBili – although I must admit, I am personally more interested in videos sharing different tactical approaches rather than watching the game’s competitive scene. But just the fact that this series can offer different ways to engage with it, shows why it’s such a great title to work on.”

Age of Empires Mobile differs from TiMi’s previous partnerships in that with Call of Duty Mobile and Pokemon Unite, publishing rights stayed with the IP holder. But for Age of Empires Mobile, TiMi will be the publisher. Fan explains that this is due to TiMi’s “considerable” experience in mobile game publishing, and that both World’s Edge and TiMi have “maintained a strong, deep cooperation” throughout the project.

But that doesn’t mean this will be the exact Age of Empires PC-fans are used to. Xin tells me that this should be considered a “brand-new” take on the series, tailored for mobile users. He explains that some of the differences will include reductions in the number of combat units controlled by players as well as the frequency of operations, and adds “smart assists” to help with controls during troop battles, as well as a simpler UI throughout the game. The goal, he says, is to make the game easier to play so that players can focus more on strategic planning rather than fumbling with the UI.

And there are some new gameplay elements as well, Xin adds:

“Age of Empires Mobile introduces a variety of single-player gameplay modes – some are based on RTS gameplay – but more distinctive is the multiplayer experience. The core aspect being the alliance gameplay. This offers players a chance to team up in massive alliances and take part in epic siege wars, building strength through cooperation and competing against players worldwide.”

Age of Empires Mobile is planned to enter early testing in select regions soon, and pre-registration is expected to be available today.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

Skull And Bones review: an exceptionally boring live service shipping sim

Ubisoft boss Yves Guillemot recently said Skull And Bones is a “quadruple-A game”, which I think is very accurate, actually. “AAAA” is the sound that escapes my lips as I embark on yet another hour-long sail to retrieve some logs, or when I’m doing my little deliveries and a brigantine starts on me. After 11 years in development, Ubisoft’s pirate game isn’t necessarily a disaster, I just think its live service model has transformed piracy from a roguish lark on the waves into a tremendously dull series of shipping tasks.

Read more