Face-Off: Bodycount
Fade to Black.
| - | Xbox 360 | PlayStation 3 |
|---|---|---|
| Disc Size | 5.6GB | 5.59GB |
| Install | 5.6GB (optional) | - |
| Surround Support | Dolby Digital | Dolby Digital, DTS, 5.1LPCM, 7.1LPCM |
Conceived as the spiritual successor to Criterion's much-loved Black, Bodycount fails to make an impact on the battlefield, delivering an experience that feels rushed, unpolished and to a certain extent unfinished. It's a bitter blow for those hoping to get a current-generation taste of what made the Burnout makers' FPS so much fun to play. In that respect, the baton has been passed to EA stablemates DICE, and we can only hope that Battlefield 3 is the game that delivers.
The main talking point in Bodycount is the inclusion of destructible environments. Unfortunately, the harsh reality is that it does very little for the gameplay experience. Sure enough, windows and doors can be blasted to pieces, ceilings collapse, and walls are routinely demolished, but the range of destruction on offer is limited to specific objects, leaving this element of the game feeling somewhat basic in nature. It's a shame, because some of the environments on offer - a meagre five if you care to count - do come across as being fairly well designed, if a little small.
But what about the multi-platform conversion aspect? Has Codemasters' new Guildford studio successfully provided a graphically solid experience on both formats? How well does the core technology hold up to handling a fast-paced shooter, where the rendering load can be particularly unpredictable?
A video comparison of Bodycount on Xbox 360 and PS3, running at 50 per cent speed. Use the full-screen button for full 720p resolution, or click the link below for a larger window.
Unfortunately, as our head-to-head video and Bodycount 720p comparison gallery reveal, the results are particularly disappointing. There are a number of issues that impact on the visual consistency of the game, ranging from poor image quality, low-resolution effects, and unstable performance, all of which serve only to distract you from the gameplay on offer. In truth, many of these problems are more than likely down to the unoptimised and unpolished nature of the final product, rather than the underlying technology behind it.
In terms of native resolution, both games appear to be sub-HD. Bodycount appears to renders at 1024x720 on the Xbox 360 and 1024x640 on the PS3, both featuring post-process anti-aliasing. Image quality is noticeably better on the Microsoft platform, with smoother edges and less in the way of blur. There's visibly more detail on offer in some scenes too, although the differences we see are larger than what we'd expect to find from a mere 80-line deficit - there's another important factor at play here, and perhaps that comes in the form of the anti-aliasing on offer.
It's difficult to speak with absolute authority on the latest forms of advanced post-process anti-aliasing (their impact on image quality seems to change on a game by game basis) but it seems to be the case that FXAA is used on the 360, which appears to deliver ample coverage over and above what 2x MSAA (multi-sampling anti-aliasing) would usually provide. Sub-pixel details also benefit from some smoothing too, at the expense of some slight, additional blurring. Along with the upscaling taking place, things do look a little soft, and there are still some unsightly edge artifacts in full view, particularly evident in smaller environmental details.
A couple of comparison shots designed to illustrate the difference in resolution and the impact that the post-process anti-aliasing technique(s?) have on the overall image quality. There's a definite blur on 360, which is emphasised still further on the PlayStation 3 version.
Quite what is going on with the PS3 version isn't as clear. Another post-process anti-aliasing solution definitely appears to be present, but which one - custom or otherwise - we can't say for sure. From the nature of the pixel structure, our best bet is that some kind of simpler edge filter is being implemented, which seems to blur the overall image somewhat whilst providing poor coverage in comparison to the solution found on the 360. Alternatively, it may simply be the case that the same filter as the Xbox version is being used, and it just doesn't perform as well on the lower-resolution framebuffer.
While the basic rendering set-up obviously impacts on the overall quality of the artwork, we also find that a few assets have been either pared back or are missing on the PS3, although generally speaking both versions are still pretty close. For example, some of the textures dotted about the environments are a little lower in resolution, appearing less detailed as a result. Texture filtering takes a hit, with the sometimes harsh mip-map transitions hinting that a trilinear solution is present, rather than a low level of AF (anisotropic filtering). Also, we see that there are fewer plants and foliage elements scattered about the landscape, along with some that are smaller and less detailed. All of this suggests that Codemasters struggled to an extent with the split memory setup of the PlayStation 3.
Overall, this leads to parts of the environment on the Sony console looking a touch more barren in places, with clarity and sharpness also taking a hit. Some of these differences only really stick out in a direct A to B comparison, so generally don't jump straight out at you when playing normally. A minor plus point to bear in mind is that the PS3 game appears to have a very minor advantage when it comes to the engine steaming in higher quality assets.
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Comments (51) Latest comment 9 months ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
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What were Codemasters doing? A lot of devs have done a lot more, much better looking games that can at least do 720p at 30FPS.
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"Who ever wins, we lose"
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What about other games? What about japanese games?
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And as usaly the PS3 looks bland and the X360 gama is crazy.
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There were so many explosive barrels and barely any destruction anywhere. It was like the barrels were used as a distraction.
Killzone 3 has about the same amount of destruction. All i could really find in both was a few pillars and doors. Killzone is the better game though.
This game dosent have a place in my collection.
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Not quite right. Look at the game's sizes - they are identical. More over, ps3 version size is slightly less. How can there be high quality lossless sound, if the game's sizes are identical? It's just means, that all the sound assets are identical across the platforms. Only thing that ps3 does is transcoding lossy compressed sounds into LPCM, which is pointless from quality point of view.
And it's just doesn't matter. Majority of gamers won't even notice higher quality sound, even with hi-fi sound system. You need certain skills to notice quality difference.
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Am I the only one that feels empathy for these poor developers that probably worked really hard with good intentions and unfortunately finished with a product that didn't come together as they'd expected, and are probably reading these spoilt consumer comments?
Personally I'd say, better luck next time chaps, and take whatever you can from this experience so that the same mistakes aren't made next time.
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"And it's just doesn't matter. Majority of gamers won't even notice higher quality sound, even with hi-fi sound system. You need certain skills to notice quality difference."
What utter BS. I'm sorry but your talking out of your ass. Its not difficult at all to notice higher quality sound. Again i'm affraid your talking nonsense there.
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"What utter BS. I'm sorry but your talking out of your ass. Its not difficult at all to notice higher quality sound. Again i'm affraid your talking nonsense there."
To you - maybe. To me - maybe. To majority of gamers - it's difficult.
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They have to win our custom with a good quality product. If they can't bother producing one, are you suggesting we feel sorry for them and buy it anyway out of pity?
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You raise a good point sir, I just can't help but feel sorry for the devs reading this thread with glassy eyes and a bottle of whisky. I'm not suggesting we buy it of course, just perhaps a slight injection of compassion.
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Also, whisky is a good idea, pass me your glass.
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Wait for the 360 version to drop to a tenner and it might be worth a quick go.
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Actually you can polish a turd
youtube.com/watch?v=hBj6PonX14A
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As for all the other comments on here, it's a real shame that such vitriol can be produced by a game that most of you knew you were never going to buy in the first place. As I suspect one of the few who on here who was born before the mid nineties, I am not so dulled to the current gen graphics that I need top-tier performance in order to think it looks "good"; shit there are still some PS2 and Wii games that I've been looking at recently which I think look great.
What most of you need to understand is that this was the output of a group of people who poured a lot of time and effort into it over the probably 2 or so years it was under development. A group who were likely under staffed, under experienced with the tech, and working 70 hour weeks under enormous pressure from the publishers to squeeze out the product before the big influx of AAA titles in the lead up to Christmas. Now as consumers it is absolutely our job to tell them why we are dissatisfied with the aspects of their game that didn't work, or why it doesn't meet our needs in terms of features, gameplay etc. But just saying "this is absolute shit!", and calling them every name under the sun is of no help to anyone. How can we expect new teams to create good games if they're not allowed to make mistakes, and learn from their failures?
Let's be honest, if this game had been released even 4 years ago in the early lives of the consoles it would have gotten a much better reception. The real problem is not the game itself, it's the market it was released into. Marketing has indoctrinated us to believe that only AAA blockbuster titles are worth our time - indeed, there is only one pricepoint for new games - £40. Asking us to pay the same for this as, say, Deus Ex or Skyrim is obviously ridiculous. But sadly there is no B-movie equivalent in games, either from the publishers marketing or in the minds of the typical gamer. If this had been marketed as a budget game, and released at a £20 price point, I'm sure it would have done much better (ala Earth Defence Force).
And finally, I found the article itself interesting. I'm not sure why there are so many complaints that the guys wasted their time analysing a poorly polished game. Surely, from a technical viewpoint, this is just as enlightening as a big budget release. It should serve to make us all appreciate the AAA titles even more, and realise how good the other devs are at pushing ageing hardware to its limit just to satisfy our constant need for better eye candy and more realistic explosions, lest they be decried for having "shit graphics".
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You did notice how it only features 4 environments, lasts only a couple of hours, has crap AI and did you see the explosions??
Group of motivated young developers under pressure.. my ass..it's an insult to gamers to sell this at full price next to some of the better games out there. There is DLC out there with more substance to it. It would be great if motivated young developers under pressure would recognize that their game isn't up there with the big boys yet and put it out at a budget price point. And screw them anyway.. they made another run of the mill shooter which adds nothing in terms of gameplay or creativity and failed. If you want symphathy try something new, and fail at that..
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Wow, aren't you an idiot. Care to share your sound setup with us?
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Duke Nukem was total shite & people still lapped that up.
I uninstalled the DNF demo after approx 4 mins - my computer went into anaphylactic shock.
But I agree, there should be a B movie game equivalent & appropriate price point.
Isn't that what Sniper Ghost Warrior did with some success?
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"DTS, 5.1LPCM, 7.1LPCM > Dolby Digital, yet that never gets mentioned.
Not quite right. Look at the game's sizes - they are identical. More over, ps3 version size is slightly less. How can there be high quality lossless sound, if the game's sizes are identical? It's just means, that all the sound assets are identical across the platforms. Only thing that ps3 does is transcoding lossy compressed sounds into LPCM, which is pointless from quality point of view.
And it's just doesn't matter. Majority of gamers won't even notice higher quality sound, even with hi-fi sound system. You need certain skills to notice quality difference."
You clearly don't know about digital audio, do you? The size of the assets on disc have nothing to with the output format (Dolby Digital, DTS, LPCM). The reason for the smaller assets on PS3 is down to the better compression.
You suggest that the only benefit of LPCM is that it can be lossless (if the source is losslessly compressed). You forgot the extra 2 channels. You also forgot that LPCM does not need to be encoded at the console and then decoded at the receiver which has two issues: further quality loss, and additional latency.
Most gamer's won't notice you say... really? You say this on an article that focuses on graphics details that most gamers also won't notice? I trust you see the contradiction.
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"You clearly don't know about digital audio, do you? The size of the assets on disc have nothing to with the output format (Dolby Digital, DTS, LPCM)"
Read again my comment. Here is what i said - " Only thing that ps3 does is transcoding lossy compressed sounds into LPCM, which is pointless from quality point of view.". Your sound assets are lossy encoded on the disk, it's a fact. Then you output it in LPCM format. You end up with lossy encoded sound, but decoded and then encoded with LPCM.
"You also forgot that LPCM does not need to be encoded at the console and then decoded at the receiver"
Read some theory (or read my answer in driver face-off) and then try to be smart.
"You say this on an article that focuses on graphics details that most gamers also won't notice?"
Most gamers will notice, because it's visual information. Human eyes significantly more developed, than ears. Every human can see subtle details in images, but not every human can even spot the difference between lossy and lossless sound (mp3 256 kbit vs lossless). It's just our nature. And because of that mp3 is leading sound format for music - majority of people just can't hear the difference. Again, majority - it doesn't mean all people.
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Sound assets are converted from compressed to LPCM in order to be mixed by the sound engine. But for Dolby Digital (and DTS) you need to encode (loss of quality) the master mix, transmit to the receiver and then decode (loss of quality) it at the receiver before it goes into the DAC.
With HDMI you avoid the two steps of encoding into Dolby Digital (or DTS) and then decoding again. That is what I am talking about. Do you still insist there is no advantage to LPCM as output format, aside from the extra 2 channels in 7.1 that I already pointed out)?
Compressed asset->(decode to LPCM)->mix->(encode to DD/DTS)->surround receiver->(decode from DD/DTS to LPCM)->DAC
vs.
Compressed asset->(decode to PCM)->mix->surround receiver->DAC
See the difference?
Saying that people notice graphics more than sound etc is a matter of opinion. Most people on these face-offs comment how meaningless they are and that they can't see the differences. It is a "technical" face-off... and on technical grounds you can't argue that the extra encode/decode won't affect quality... even if you (or "most people" as you insist) can't tell.
Drop a single frame of video and people won't notice. Drop a single 5.3ms audio frame and then tell me you can't notice that.
Lastly, I have read the theory you speak of... that is why I do what I do for a living ;o)