It's really only the PS4 Pro version that falls short, which is certainly a disappointment as the hardware is more than capable of pushing beyond 1080p. Looking across all versions, the results are almost universally excellent with base consoles offering full 1080p60 playback, Switch stacking up about as you'd expect and Xbox One X running with a higher resolution. Please enable JavaScript to use our comparison tools. So if you're looking for differences, this is what you can expect to find. The other difference lies in shadow resolution which is reduced slightly resulting in chunkier edges. This is mostly an issue when playing in docked mode, as the loss in detail is difficult to spot on the smaller screen when using a Switch Lite or an original Switch. As a result, surfaces appear somewhat less sharp than on the other consoles, especially at oblique angles. Firstly, texture resolution is reduced, as is texture filtering itself. There are two main differences between the Switch and other versions, however. It's an interesting but somewhat expected split outside of the Pro version, but even when playing at the lowest resolutions, the game looks great across all platforms. Speaking to Playtonic, there are plans to look at it again but for reasons unknown, the game as is ships looking essentially identical to the base console. What sticks out here is the resolution on Sony's supercharged console, where you would expect something higher than the base consoles. On Xbox One S, PlayStation 4 and PS4 Pro, the game runs at a locked 1080p. After a few seconds, however, resolution increases to around 2016p before reaching full 4K after moving forward.Ĭuriously, dynamic resolution is only used on Xbox One X - all other versions use a fixed resolution. The lowest I counted was 1584p which occurs when certain stages, such as stage four, are loaded. It reaches this resolution most of the time with dips occurring only when rendering frame-time exceeds 16ms. Xbox One X uses a dynamic resolution system, targeting native 4K. Played in docked mode, the game delivers a fixed resolution of 1360x765, while portable mode runs at 960x540 - which is where I feel it looks best due to the smaller screen. Video capture demonstrates rather well the immense scalability of Yooka-Laylee and the Impossible Lair from Switch all the way up to Xbox One X.Īs a major focal development point, the Switch game is fascinating. The nature of the development process here is fascinating in that the studio built the game from the ground up to run at 60 frames per second on Switch, the idea being to set the standard on the least capable system and then scale upwards. Unlike the original Yooka-Laylee, however, every single version of The Impossible Lair was developed in-house at Playtonic, whereas Team 17 handled the PS4 and Xbox One conversions of the previous game. This time around, the game is available across all major platforms on day one including Switch, PlayStation 4, Xbox One and the PC. It's an example of gameplay first with clean, legible level design, smooth performance and great contrast between the background and foreground. Obviously, part of this stems from the design itself - the game is played from a side-view as opposed to a free-roaming environment and this allows for clever visual tricks such as 2D elements used in the distant background alongside 3D structures. This new game is both more visually striking than the original and much more fluid across every platform. Like the original Yooka-Laylee, Impossible Lair is built in Unity and it quickly demonstrates both improvements to the engine and an evolution for the Playtonic team itself. It's built using 3D graphics but plays out entirely in 2D - much like Retro Studios' Donkey Kong Country: Tropical Freeze. With bright colours and richly detailed stages, Yooka-Laylee and the Impossible Lair is a great-looking side scroller. The team has succeeded admirably and the process employed in delivering a fluid, fun experience across all systems is fascinating, and very much a departure from the norm. Unlike the original Yooka-Laylee, Playtonic opts to target 60 frames per second - a tall order, especially on Switch. This new game is a bit of treat, standing strong next to both the original DKC games and Retro Studios' Tropical Freeze - but what makes this project especially interesting from the DF perspective is its performance target across all console platforms. Think of Yooka-Laylee and the Impossible Lair as as a modern day take on Donkey Kong Country. Where the original Yooka-Laylee exploited Playtonic's Rare pedigree with a modern take on Banjo-Kazooie, the sequel is a very different animal.
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