Since we were lucky enough to be sent PlayStation 5, Xbox Series and PC versions of Assassin's Creed Shadows, we have quite a lot of videos to share today now that the review embargo has been lifted. We also took a great number of screenshots on PlayStation 5 Pro as we know some of you enjoy them quite a lot. We also recorded a commented video focused on the console versions but we couldn't find the time to do it in English. The YouTube version has automated subtitles, it's not ideal but if you really want to hear our thoughts on the game, it's the only way. Feel free to ask questions in the comments though, we'll be happy to give you a quick reply. Note that the footage of the commented video is more or less the same as in the others.
To take advantage of higher resolution and extended ray tracing, you'll have to make do with a 30 fps framerate, but fortunately, from what I've been able to see over my 30 hours or so playing the game, it's stable and perfectly playable. To tell you the truth, I actually played in this mode most of the time, and it was a real treat. I'm going to nitpick a little on the rendering of shadows, which I often find to be lacking on consoles, and ACS is no exception at times. As in the other modes, there's also a bit of image instability on the ground. There are also a few traces of aliasing on wooden or bamboo fences, and always a slight shimmering effect on more distant elements or foliage. All in all, though, image quality is very satisfactory and the game really does offer some magnificent, highly detailed environments. Ray tracing is applied here for global illumination, as in the other modes, but there's also some ray traced reflections in action. In puddles, this is very obvious compared to other modes, but for the rest of the liquid surfaces, it all depends on their size and the elements you're looking at. A boat's lantern will retain its reflection in the water when it's out of frame, and trees generally do too, but some elements disappear as soon as they're out of frame. Character reflections use SSR, and generally speaking, it seems that ray tracing is not activated for elements with which you can directly interact. This is obviously a bit of a shame, but this isn't the first game to carefully select what gets a reflection or not.
Technical considerations aside, ACS really is a highly accomplished game graphically speaking. There's necessarily a certain continuity with Valhalla, but the leap forward is, in my opinion, really substantial thanks to RTGI. The Japanese landscapes are more inviting to contemplate than in Valhalla, and they offer a bit more variety than those of Odyssey. The passage of the seasons is a big plus in terms of visual variety, but I sometimes had the impression that they followed one another in a rather random fashion, rather than in a logical, coherent order. This may be due to key passages in the script that forced the passage from one season to another, but apart from the flashback sequences that take place outside the open world, I didn't get to see winter and snow until about twenty hours into the game, and unless I'm mistaken I think I saw the other seasons on several occasions. Maybe I missed something.
Talking about the seasons, I didn't find that they added much in terms of gameplay. In the summer, for example, there's more tall grass to hide in, and in winter, the little puddles in the gardens are frozen over, so you can't hide underwater, but as I didn't get much snow in my experience, I can't say that it bothered me much... One thing I wanted to note about the game's aesthetics when the snow comes is that the whole open world isn't necessarily covered in snow, depending on the regions you're traversing and the altitude you're at. A touch of realism that I found pretty cool, as is the condensation coming from the character's mouth or his horse when it's cold.
Of course, there's also dynamic weather and a day/night cycle, with effects that look great, including the wind, which blows particularly hard, giving the engine the opportunity to display a whole lot of particles: dust, leaves, flower petals - everything is in motion, sometimes a little exaggeratedly, but it result in very lively environments. Another detail that makes the game truly superb is the sky. There have been quite a few games that have disappointed me in this respect on consoles, including Star Wars Outlaws and Avatar recently, but here I have to admit that I was amazed. The clouds don't suffer from the typical display problems seen in other games where they're handled volumetrically, and I found them visually super-realistic, to the point of often lingering over them during my long hours of play. This might just be me, but ACS offers some of the best cloudy atmospheres I've ever seen in the medium, and this contributes to the very positive impression I have of the graphics. The same goes for all the volumetric effects, which add a lot to the scenes and transform the atmosphere in a very nice way.
The very first time I launched Performance mode during the game's prologue, I confess I was a tad disappointed. This is rather surprising, given that in Monster Hunter Wilds, this was the mode that made the best impression on me, even though it was running at 1080p in Capcom's game. Compared to the PS5 and Series X versions, the result is clearly much better, with a higher resolution, but when I started playing ACS in Quality, then Balanced mode, I was moderately convinced. Come to think of it, this first impression must have come from the few sacrifices that had to be made to ensure a stable framerate at 60 fps. For example, the draw distance is shorter and there sometimes is much less foliage on screen. Changes in level of detail and pop-in effects are also much more noticeable, as are changes to shadow cascades. Image stability is also a little poorer than in the other modes, so aliasing or filtering problems are easier to spot. As some of you may know, I'm a bit of a nitpicker when it comes to visual rendering, and this is partly explained by the fact that I play less than two meters away from my two TVs, a 55" LG CX and a 77" LG C1. When you're this close to such screens, the slightest visual flaw is much easier to see. Objectively speaking, even if I can criticize it for certain visual shortcomings, Performance mode does its job well. From what I've seen, the framerate doesn't seem to suffer, or at least it manages to stay within the VRR window. During my captures, while VRR was not activated, I didn't notice any slowdowns, and there is no tearing as far as I can tell. There's just one last detail I'd like to mention, a rather glaring image reconstruction problem, due to PSSR I imagine. To see for yourself, take a look at the last Performance mode screen I've added to my Gamersyde article; you can see quite clearly that when it's snowing hard, the game has trouble reconstructing the image in a satisfactory way, resulting in a very blurry image. I don't know if the other modes suffer from the same problem, as I wasn't able to reproduce the same circumstances, but it's certainly obvious in Performance mode.
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