At the very least, the Batman: Return to Arkham remasters are an interesting technical exercise, bringing the newer features of Unreal Engine 4 to two older classics - Arkham Asylum and its sequel Arkham City. Each were originally built on a modified Unreal Engine 3, but developer Virtuos (best known for the Final Fantasy X and X-2 HD remaster) chooses to revamp its character models, overhaul its lighting, and add higher resolution effects across both. The visual changes are often striking - but sadly, glaring issues with performance can't be overlooked.
In the absence of a PC release, the brute force offered by a hardware upgrade can't address the struggling frame-rates. However it does create an interesting setup for a comparison, letting us pit these PlayStation 4 and Xbox One conversions against the original PC code running at max settings. It's worth stating right away that the Nvidia PhysX enhancements on PC remain locked to that platform, and neither console gets the physics-based smoke, particles and debris. But putting this aside, what are the key changes of this remaster?
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First up there's the obvious: the character models. Much like Virtuos' work on Final Fantasy X and X-2 HD, the game's vibrant cast of heroes and villains are given facelifts to varying degrees. Such changes may irk those familiar with the original's stylistic direction; in some cases details are simply amplified, in others we get wholesale overhaul. A case in point: the Penguin gets a complete revamp of skin shaders across his face, adding more stubble in the remaster, and generally rearranging all scarring detail on his forehead. Even his monocle is given a crisper glass material, now uncomfortably crammed into his eye socket. It's one of the most striking changes in the game - but better? It's up for debate.
Other characters like Two Face and Catwoman only get a slight tweak by comparison, where facial detail and animations are identifiably the same as before. For the most part, changes to lighting create the bigger shift where these characters crop up; a shift in colour grading and light sources that cast shadows in different directions. These changes even translate to the game's many pre-rendered cut-scenes: each is thankfully re-encoded using the new engine, with all the remodeled characters and lighting factored in.
Regardless of where you stand on the characters, one aspect that's clearly improved is the use of materials used across both Arkham Asylum and Arkham City. Clothing gets a big upgrade: stitching on Harley Quinn's corset is higher resolution, and there's a more crisply detailed material used across Batman's cape. The remaster mimics the appearance of leather grain here, where before there was a simpler, plastic-like look to suits and capes. That being said, it's not always an improvement: texture quality on Hugo Strange's lab-coat is swapped to leave a plainer normal map in its place, now missing the knitted pattern of the original. Equally disappointing is the reworked hair on PS4 and Xbox One, now producing rougher, less natural results by comparison to PC at max settings.
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In other words, the Return to Arkham changes are appreciated in some cases, but clearly there's an artistic misstep in others. Improvements that are undeniably a step forward include the added textures and objects across the world, especially in Arkham City. PS4 and Xbox One enjoy completely new assets, such as the reshly laid out carpets on the very first scene with Catwoman, adding to the décor of the room. Everything else appears in place, but these subtle touches help fill out otherwise barren spots - and apply to the world outside too.
The other significant change Unreal Engine 4 brings is in the lighting. On console we get enhanced bloom across Arkham city's many neon signs, a more effusive, brighter effect. On the rain-slicked roads below, the light even produces wider, more exaggerated reflections than the original game. The same goes for flames in the smelting chamber - and fire now directly casts light onto nearby surfaces, where even particle effects produce light in the remaster. On the other hand the PC original has its strong points here too; in an early sequence with Bruce chained up, it's curious to see a much stronger bloom and lens flare instead.
There are obvious drawbacks to the remaster's approach to lighting. For example, the stylish light shaft effect is missing for several scenes during Arkham City - and while still used around objects obscuring the moon, it's massively dialled back in those cases. Another curious omission is the depth of field effect, where the focal blur once used across Arkham's distance buildings is missing in the remaster. Everything is in clear view, and the same goes for interior shots with a focus on a foreground character; PS4 and Xbox One versions skip this effect.
The range of graphical changes is considerable. Some are a marked improvement in bringing out the original's details, others a step back - while there are a host of points that lay somewhere in-between. The core gameplay and physics are the same as ever though, and with cloth physics on Batman's cloak working to the same logic it had before. We even see a clear upgrade in effects quality for fire, where alpha is delivered at a far higher grade than the PC's best settings. It's a small change, and you can see everything around it animates as before, but with a sharper, higher grade alpha effect.
Putting PC aside for a moment, let's focus on the difference between PS4 and Xbox One. Native resolution is a big sticking point that weighs heavily on how each version looks. A dynamic framebuffer is used on both consoles, adjusting the pixel count based on a scene-by-scene basis. Curiously, this is handled by permanently fixing the vertical resolution to 1080 pixels on PS4 and Xbox One, while the horizontal axis scales up and down based on load. For PS4, this means we go between 1600x1080 at lowest to a full 1920x1080, but we also see numbers in between. However, Sony's machine spends the lion's share of its time at the higher end of the spectrum, producing clearer results even while in the more GPU intensive outdoors section of Arkham City.
On Xbox One we get less encouraging results. The lowest pixel count we saw is a cut-down 1024x1080, and sadly, even in Arkham Asylum's barren corridors this is a recurring figure. It's rarer to see Xbox One hit a full native 1920x1080 at best, but it's certainly doable in the first opening battle with Catwoman in Arkham City - where there are fewer demands on the engine. We see numbers in between these values, but sadly, the shortfall adds up to create an appreciable gulf in image quality between the two platforms - with textures visibly blurring over at range.
Other graphical differences are worth mentioning. For one, there's a stronger bloom effect on PS4, notably as the camera works its way around the neon signs of Arkham City. Most aspects of these games are identical on either platform, outside of resolution, but the more vibrant bloom effect sticks out consistently in favour of the PS4 release. Another curious dividing point is in ambient occlusion - a softer shading on PS4 around corners of the world. It's a minor change, but does suggest a different screen-space technique used on Xbox One , though there isn't much between them.
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