So, it’s not a train wreck by any means.
Cut scenes are looking great. The character model fidelity feels like it got a huge upgrade, which is really impressive considering those elements are animated in real-time.
SlimySnake
mentioned ground detail, which crazy enough, does look amazing. I noticed it immediately, the way I noticed the dense geometry of the interior environments in Alan Wake 2. Is it a funny thing to priortize? Maybe. But I can appreciate the intense effort it took to get this right.
I’m not turning the camera to stare at the in-game model of Cloud that traverses the environment. I’m looking for fiends to fight and leveling up the team. And the particle effects from all the magical elements are absolutely stunning. That visual feedback of power is what you want in a next-gen RPG.
If I stand back and soak in all the detail of Kalm, it’s impressive. It has the tonal vibe of a Disneyland biome. It resonates.
Maybe the lighting is sub-par. It hasn’t been a distraction for me. When specific beats need to look good, they actually look great!
But yeah, maybe they’ll move to Unreal Engine 5 for the final installment. But overall I think they nailed this for Rebirth.
I HAATED the NPC character models in Remake. Those were embarrassing. They’ve gotten an upgrade in Rebirth. I’m thankful for that.