On the PC we elected to use sub-pixel morphological anti-aliasing (SMAA), as the algorithm doesn't appear to blur the art in any noticeable way while also providing better sub-pixel coverage on long edges. Furthermore the slight blurring of the visuals actually suits the game's graphical style fairly well and we never feel any sense of compromise with the slight hit in overall clarity. As expected, there is some texture blur and visible sub-pixel shimmering on fine details as a consequence, but the dark nature of the game and the somewhat muted colour scheme means that jaggies are never a real issue. The native 720p framebuffer is joined by the inclusion of a post-process anti-aliasing solution (in this case FXAA) for this latest outing, which helps to smooth out the overall presentation, whereas previous instalments featured no anti-aliasing whatsoever. In addition to an even more accomplished use of dynamic lighting compared to its predecessor, Dead Space 3 manages to make some noticeable visual improvements in other areas. Use the 720p option and switch to full screen mode for the best effect. Here we're comparing Xbox 360 with the PC version of the game. "The PC version of Dead Space 3 has some minor enhancements, but the two console releases are essentially identical in one of the closest games we've seen." It's remarkable how close the console versions are, but there are some improvements on the PC game. The following videos should make the point and, if they're not enough, hopefully an extensive triple-format comparison gallery will make the point. Dead Space 3 is one of the closest multi-format projects we've seen this side of Criterion Games' Need for Speed: Most Wanted, and of course Visceral Games' own Dead Space 2 - another extremely close game across Xbox 360 and PS3. In that respect, while the formula may be lacking in surprises and that all-important scare factor, it still provides some gripping entertainment, something that it successfully carried across to multiple platforms with seeming ease. On a visual level the use of a deferred lighting set-up brings with it an accomplished use of dynamic light and shadow that does a great job of completely immersing the player in the foreboding world Visceral Games has created. As Isaac carefully traverses the ruins of decaying ships in the cold dead of space, the demented screams of the Necromorphs echo from multiple directions, while the stomping soundtrack during combat quickly engenders a sense of urgency. There's a strong argument that the more action-based changes mean that the core of the survival horror experience has been slowly slipping away since the first Dead Space, but the use of some outstanding audio/visual exposition still infuses this new sequel with plenty of atmosphere during the more traditionally themed areas of the game. In many ways this more action-focused direction is a logical progression for a series which has become increasingly cinematic with each instalment. The Dead Space series has successfully delivered gripping survival horror across two excellent games so far, but in producing this third instalment the developers faced a serious challenge: how to push the franchise forward without simply covering old ground? Visceral Games adopts a similar 'bigger is better' approach to the one used by Capcom with its recent Resident Evil games, upping the sense of scale by introducing expansive set-pieces and more traditional shooting scenes into the mix. ![]() 7.7GB (disc one), 7.6GB (disc two)- optional
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