![]() ![]() ![]() Viewfinder’s early puzzles are mostly concerned with repurposing simple things like walls and doors in your surroundings in order to construct a path to the goal, but new elements are introduced at a steady clip in order to present increasingly complicated conundrums to the use of each composition. It basically allows you to instantly hop back through your movements in each level like you’re CTRL+Z-ing your way back down through the added layers of a Photoshop document. Otherwise you effectively have free reign to experiment with layering your shots on the world at any angle, and this freedom is only further reinforced by the fact that any mistakes you do make are easily undone thanks to a snappy rewind function. There are some important restrictions in place the sense of challenge is preserved by limiting the amount of photos you can capture to the number of sheets of film paper in your camera, and you’re forbidden to place any pictures that will destroy the level’s teleporter exit and thus prevent you from completing it. I never came up against an obtrusive ‘out of bounds’ message, and nor were any of my scenery-shattering shots ever implemented in a noticeably glitchy way. What’s really remarkable is how liberating and seamless the landscape-fracturing photography feels, for the most part. Escher fumbling with his phone in an attempt to open Google Maps. In one late-game level I managed to reach the exit by crafting a collage of inverted staircases so seemingly impossible to navigate that it would have sent M.C. It’s a canny piece of map manipulation that seems simple early on but soon scales wonderfully in complexity, and it’s one of those games where you’re never sure if what you’ve come up with is the solution or just a solution that you invented. You might take a photo of an open door and slap it onto a wall so that you can then pass through to the other side in classic Looney Tunes fashion, or tilt a side-on picture of a bridge towards the edge of an out-of-reach rooftop in order to produce a handy ramp. You can take a photo of virtually anything you can see in each level’s floating island landscape, hold up that 2D image in front of another part of your surroundings, then magically superimpose the shot in full-scale 3D and thus seismically alter the space behind it. The next-gen consoles are not powerful enough to deliver everything at once.Īs for 'Smart Delivery', it means that the game will be upgraded automatically and free of charge if you own it for Xbox One.Viewfinder’s unique method of using trick photography to transform its topography is so brilliant that I can barely even understand how it exists, much less fully explain it. ![]() To reach 120fps, developers can use resolution downscaling or opt to reduce visual effects. Note that even though Dirt 5 lists 4K and 120fps, you are not getting both at the same time. Although not exhaustive, Microsoft's Series X page includes logos for these various optimizations for each game.īelow you see examples of optimization icons found on the Chorus and Dirt 5 game pages. Some developers may decide to implement ray-tracing support for more realistic lights and reflections, while others may prioritize 120fps for smoother gameplay. However, not all games will be "optimized" in the same way. There will be 30 optimized games at launch, says Microsoft, including titles like Assassin's Creed Valhalla, Dirt 5, Forza Horizon 4, Gears 5, and Watch Dogs: Legion. These games are referred to as 'Xbox Series X/S Optimized Titles'. Xbox Series X/S gamesXbox Series X and S will be backwards compatible with games from all previous Xbox generations, but obviously you will also find games optimized specifically for the new consoles. Look for logos indicating Smart Delivery, 120fps, ray-tracing, and more. ![]() Microsoft has confirmed that 30 games will be optimized for Xbox Series X and Series S on launch day. ![]()
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