Posted on December 9, 2013 AT 12:09pm
Crystal Dynamics teamed up with Sleeping Dogs developer United Front Games and Nixxes (who worked on the Legacy of Kain series) to buildTomb Raider: Definitive Edition, according to a post on the PlayStation Blog.
Crystal Dynamics executive producer Scot Amos, who authored the post, offered up some new details on the improvements the three studios were able to bring to Tomb Raider: Definitive Edition. Because it’s the most important thing in the world right now, Tomb Raider: Definitive Edition will run at native 1080p, which required the teams to boost texture resolutions by over 4 times their original resolutions.
Definitive Edition will also boast noticeably improved subsurface scattering technology for more realistic lighting effects with solid/semi-solid matter, more immersive environments courtesy of bending foliage and cloth movement thanks to better physics modeling, increased destructibility, better shader and lighting effects “adding dynamic sweat, mud, and even blood for a new level of visual acuity that reacts on Lara in different situations,” the TressFX technology from the PC version that simulates each strand of Lara’s hair independently, and—as touted during Spike’s VGX awards this week—a completely redesigned head and face model.
“We’re very proud of what our combined teams at Crystal, United Front Games, ad Nixxes have accomplished with Tomb Raider: Definitive Edition,” Amos wrote in his post. “It’s been a privilege and a labor of love for us, and we hope you relish playing it as much as we did making it.”
Tomb Raider: Definitive Edition launches on the PlayStation 4 and Xbox One January 28, 2014. To see these improvements in action, check out the trailer for the next-gen port shown during VGX.
Source: PlayStation Blog
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