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Graphical Fidelity I Expect This Gen

The textures in the Onimusha demo....

1624eda1af05f3574da49cb8c96efcb7.gif


YyVBmtgdGBZHCs8d.jpg
VjmjMinJStZ5wPaT.jpg
MV5a2Z7QYu0mXE7y.jpg


At least I like the demo and the combat but the graphics are underwhelming
 
Show me any frame from GOW 2018 or Ragnarok that has this level of fidelity. There are tons of examples in this trailer that easily places this game a generational step above prior GOW.

pMRviH20nMjvSYYS.png
Again with this "look at this cutscene" shit.....
Haven't you learned from your SM2 experience or are we still pretending "in engine" would mean anything at all?
 
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Literally the only good thing about wolverine are logan's arm details :lollipop_squinting:

Boy, how can insomniac shit out multiple games so fast i wonder...

Still have to watch gow vagina long trailer, not sure if i'm ready for 27 min of yapping :lollipop_squinting:
 
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That's literally the point. If this was Ragnarok, Kratos/Atreus/whoever would be lit up like a Christmas tree.
lol no, we`re talking about direct light AND scripted scene/Cutscene here...
Literally the one lightsetting that looked good since the dawn of raster tech, even without RT, "sunset".

vJA2q7F.png
 
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Idk watching the God of war stuff - cutscenes look great, and moments look great but some of it looks straight up bad when it's gameplay. I think it's the lighting, like the main character gets those weird highlights on the model when the lights not right

BJpMwJIjzt7zZAEY.png
k3MZRjIFvhPhOPtq.png
A9r7DLTCrMDfa4eN.png


Edit; maybe it's just the hair?
 
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And some says it looks like ragnarok lol
3j6uuGoySzQiZHrp.png
I think you could have chosen a better pic tbh, except for the hair, the model in this pic look very ragnarock-ish.

Compare the geometry on that sword to the geometry of fatekeeper sword...


f3-1763515846656.jpg



new gow improving from ragnarock doesn't mean much when ragnarock baseline was so mediocre, now it look like a decent\ok nextgen game but far from the top.
 
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This is 100% scripted part, they can anything with the lighting (like in cutscenes).

Huh? Just because a scene is scripted doesn't mean the limitations of real-time rendering disappear. If that was the case, then Ragnarok cutscenes would have no problem looking comparable to this. Unless you're saying they do?
 
There is definitely something wrong with Deborah's in game model. Below shots are not some of her "best shots" (and mind you I wanted to find these kind of shots) but they are so much good and natural looking.

How did they manage to make in game model so much worse? It's so stupid that one honestly thinks that Sony really wanted to uglify her. Boggles the mind, yeah?

PCIeLWsDrUwqyylB.jpg
27J2AzQ15SKoroK5.jpg

Addendum: Ragnarok Faye looks much much more better.
 
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Idk watching the God of war stuff - cutscenes look great, and moments look great but some of it looks straight up bad when it's gameplay. I think it's the lighting, like the main character gets those weird highlights on the model when the lights not right
Yep.
Outisde of cutscenes the lighting visibly breaks here and there. Much better than the predecessor, but a far cry from even a garbage RTGI implementation like in Indi.
If I had to guess I´d bet on a probe system with a denser grid and more updatecycles than before. If there is any RTGI in there they royally fucked it up.
What are you even saying here? Do you even know?
I see repeating patterns.
 
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Huh? Just because a scene is scripted doesn't mean the limitations of real-time rendering disappear. If that was the case, then Ragnarok cutscenes would have no problem looking comparable to this. Unless you're saying they do?

Game is large and they have to bake everything. Ragnarok has places with good bakes (Jotunheim) and places with ZERO lighting (Vanaheim), it looks broken in those places.

There are plenty of good looking cutscenes in Ragnarok (and plenty of bad looking ones as well). Without RTGI it's all based on human labour.

Good bakes:

52OBQICLQfwaH37d.jpeg
xJHxTD2zu1cNYxiD.jpeg
Z0a7hdvmzJ8HQw7l.jpeg
up4iV5YlphuU0L9U.jpeg


I don't have examples of bad bakes on cloud storage...

There is definitely something wrong with Deborah's in game model. Below shots are not some of her "best shots" (and mind you I wanted to find these kind of shots) but they are so much good and natural looking.

How did they manage to make in game model so much worse? It's so stupid that one honestly thinks that Sony really wanted to uglify her. Boggles the mind, yeah?

PCIeLWsDrUwqyylB.jpg
27J2AzQ15SKoroK5.jpg

Addendum: Ragnarok Faye looks much much more better.

rqALjohVpkpyTZP3.jpg
lyDcM7xc8dRuQhP5.jpg


Yeah, i think she looks a bit better (outside of hair).
 
These are my thoughts about the last 3 days

- Fatekkeeper looks fire, literally one of the most impressive looking game right now
- Ill looks insane, if the animations and graphics looks like that in the final game than it is one of the new benchmark games for this genaration.
- Wolverine looks mehh..., just like SM2 it has some nice cutscenes and sequences but in gameplay everything becomes average and flat. Im sure there will be good looking parts but on average it will look just ok.
- GOW: F looks good but nothing crazy, there are improvements compared to GOW: R but its still fall behind other games in alots of areas. And it has the same problem like Wolverine where the gameplay parts has lots of flat parts and average lighting.
- Clutch looks incredible, it has some of the best car modeling i have ever seen. The material quality and shaders are truly ahead of anything else. Also the environments and lighting look really good (was expected with UE5). Can't wait to see the gameplay reveal. Hopefully it is not full arcady and the graphics don't get downgraded. Im looking forward to this as a racing game enthusiast.
 
Ok. Finally watched Laufey, and I must say they've really cranked things up visually. It's really not as bad as I feared and a clear step above Ragnarok. Anyone saying it looks identical... the hell guys? Show some evidence to prove your point. I've literally been playing Ragnarok for the last several months and can tell you 90% of the game looks nothing like this. Cut scenes come somewhat close and Kratos comes even closer (they already exceled at that since GOW 3), but nothing else does. Just... look at this. How is this not an noticeable upgrade?

51440939858_f41aab75ef_o.jpg


Versus:

qHtErIaFloEa5QA6.png


Or

pIWMt2Ywtrvalk52.png


I think some are looking at it with rose tinted glasses. The environment for the first 8 minutes and 30 seconds look pretty weak, but the moment she squeezes out of the cave, suddenly everything looks wayyyy better.

It's still not the massive leap I hoped for, but as a current gen title, it would be the one to beat amongst PS studios at least. Not a very high bar at the moment... but still. There are some issues though:

1) No RTGI as far as I can tell. Not seeing a secondary bounce from sunlight. Likely probe based or just fully baked

DLrnQ0N1AsnRtzLL.png


Another example below of missing secondary bounce.

3n3Io31XCNYAAV3O.png


2) Hair rendering looks good at a distance, but becomes an aliased mess in a few close ups. Looks good most of the time, but just something i noticed

pzDwyFYXKobTUVHk.png



3) Ground textures and details look so basic with tons of flat textures without visible PoM or tessellation in the opening section. UE 5 has spoiled us with nanite levels of details that this looks so... bleh

Vw5NHauKPM8YsNcb.png



Though this seems to apply only up to first 8.5 minutes until she crawls out of the cave in the shot above. It's all wayyy better after that point. Even a lot of foliage and vines that had no AO before have proper shadowing or AO after. Seems like the opening area needs some end to end polish.


4) Really thin foliage/shrubs seem to have gotten no upgrade whatsoever. Straight up 2D cards with no AO to ground them. This will likely remain in the final game, I think.

5GiGmX7EHhJz6nvN.png


5) Some particle effects are unstable/low res. They are fizzling throughout and likely running at half the framerate. Thought SSM had nailed GPU particles already. Not sure what's going on there... Not an easy thing to screenshot, but you will see what I mean around this area. All the flying/floating embers are a bit off compared to the rest of the presentation
d5dMkOdUIVMyN8OF.png



6) Her model could use some RTAO, even if they can't pull it off for the rest of the environment. And with such long flowing hair, it's leaving insufficient shadowing on her scalp, forehead, face, neck or back. Depending on where the light is, it sometimes look like a wig on a bald person as a result. This alone would make her a lot more pleasing to the eye. She looks fine in more perfectly lit scenarios, like the start menu

8e7PpgXDcO6xtxBW.png


versus:

YZKQN7pCi0IB8urQ.png




This is an issue with light and shadow rendering in realtime. Not the model. Same as Grace in RE Requiem. If only they had PT.... :messenger_loudly_crying:


But the game is still a looker overall, unless you really want to cherry pick shots because you have some unresolved beef with this franchise. Tagging a few random examples in spoilers before I piss people off with this post length. Lol

9eOY8mn2aGSgC2JH.png
RZsYgJcBTwFcsSJ8.png
fKJF8zUb8QhIQVRU.png
sKbj8kABUAYp98RT.png
m2qKvF5u7dVvs1qX.png
yBh8ORfoK8sSa9B8.png
4FPnxncIj1NFR2HV.png


I repeat 2018/Ragnarok does not look anything like this 90% of the time! Moments like this are once in a few hours in that game.

I can see 2,3 and 5 and may be 6 getting some improvement depending on how close to release this is. But overall, it should still look like a proper current gen game when it's out.


Correct. No RTGI. Evidence above ChiefDada ChiefDada
Agreed 100% there is a noticeable jump from Ragnarok, just not enough to be considered satisfactory in my humble opinion, there are some weaknesses, but it can look delicious, and the animation quality is impressive too.

Maybe off-topic but I had to bring this up, according to Alanah Pearce, she worked on the writing of the game way back and it seems like Santa Monica replaced all of her work with another one's work. Good job to Santa Monica lmao, people are kinda shitting on her. 😇

 
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Game is large and they have to bake everything. Ragnarok has places with good bakes (Jotunheim) and places with ZERO lighting (Vanaheim), it looks broken in those places.

There are plenty of good looking cutscenes in Ragnarok (and plenty of bad looking ones as well). Without RTGI it's all based on human labour.

Good bakes:

52OBQICLQfwaH37d.jpeg
xJHxTD2zu1cNYxiD.jpeg
Z0a7hdvmzJ8HQw7l.jpeg
up4iV5YlphuU0L9U.jpeg

All of these "good bakes" look bad for current gen standards. All of them.
 
The textures in the Onimusha demo....

1624eda1af05f3574da49cb8c96efcb7.gif


YyVBmtgdGBZHCs8d.jpg
VjmjMinJStZ5wPaT.jpg
MV5a2Z7QYu0mXE7y.jpg


At least I like the demo and the combat but the graphics are underwhelming



In the latest DF video they put out, John mentioned its the same demo from Gamescom last year, so there's a bunch of room for improvement between now and September.
 
DF vide basically confirms no current gen tech here:


RedC RedC posted a nice AI Summary:

Digital Foundry State of Play June 2026 Reaction Summary



Overall Impression

Digital Foundry's reaction to the June 2, 2026 State of Play was generally positive.

They described it as:
  • a solid show
  • no real stinkers
  • no major dead spots
  • a good mix of big Sony titles and interesting third-party games
Their main caveat:
  • it was not mind-blowing
  • there were few genuine surprises
  • but almost everything shown looked at least interesting or technically competent.


God of War: Laufey

Biggest Sony Reveal

DF starts with the final reveal because they viewed it as one of the biggest announcements.

The game appears to be:
  • a new God of War entry
  • starring Laufey / Faye
  • built on the 2018/Ragnarok gameplay lineage


Gameplay Takeaways

Combat looks:
  • faster than the Kratos games
  • still clearly evolved from modern God of War
  • more agile due to Faye's movement style
Big gameplay difference:
  • Faye appears to have a real jump
  • not just context-sensitive ledge traversal
DF sees this as a meaningful mechanical change because modern God of War spends so much time on movement, traversal, and environmental navigation.


Visual Impressions

DF thought the game looks like a clear upgrade over Ragnarok.

Praised:
  • better lighting
  • more detailed environments
  • improved foliage
  • higher-quality character models
  • strong hair simulation
  • better bounce lighting / GI look
They specifically note that Faye's hair is much more advanced than her depiction in Ragnarok.


Technical Caveats

Still visible:
  • SSR reflections
  • shadow maps
  • some lighting oddities
  • some possible hair aliasing/artifacting
DF notes the footage was:
  • PS5 Pro
  • using PSSR
  • targeting 60 FPS
There were some frame drops in the footage, but they stress it is too early to judge performance seriously.


Marvel's Wolverine

Strong Showing From Insomniac

DF praises Insomniac's productivity this generation.

They point out that including Spider-Man Remastered, Wolverine would be Insomniac's fifth PS5-era release, which they see as extremely impressive compared to most modern AAA studios.


Visual Direction

DF does not think Wolverine is pushing real-time rendering boundaries.

But they do think it is:
  • handsome
  • clean
  • colorful
  • smooth
  • technically polished
Insomniac is praised for making smart, realistic technical choices rather than chasing every expensive rendering feature.


Ray-Traced Reflections

DF notes Insomniac continues using RT reflections well.

Their approach:
  • focus on glossy / mirror-like surfaces
  • avoid rougher reflections that create noisy denoising artifacts
DF sees this as the right compromise for current console hardware.


Blood System

One of the standout technical details:
  • Wolverine has a volumetric-looking blood globule system
Blood appears to:
  • hit the ground
  • have volume
  • run downward
  • behave like more than a simple decal
DF considers this a neat technical touch because the game is much more violent than Insomniac's usual output.


Game Structure

DF suspects Wolverine benefits from being more linear than Spider-Man.

That may allow:
  • better set pieces
  • more detailed environments
  • tighter pacing
  • more Naughty Dog-style cinematic action
The train / chase sequence stood out as one of the most exciting moments.


Overall Take

Wolverine looks:
  • polished
  • violent
  • technically conservative but smart
  • likely one of PS5's stronger upcoming exclusives
DF expects it to be a major release, especially given Insomniac's track record.


Rayman Legends Retold

Surprising Rebuild

DF initially questioned why Rayman Legends needed a remake because the original still looks excellent.

But the reveal changed their mind.

Instead of a basic remaster:
  • the game has been rebuilt in full 3D
  • apparently using Snowdrop
  • while preserving the original gameplay structure


Visual Praise

DF strongly praises the new look.

They describe it as:
  • playable CG movie-like
  • visually beautiful
  • faithful to the UbiArt spirit
  • modernized without disrespecting the original
Technical notes:
  • PBR materials
  • strong lighting
  • ray tracing
  • 60 FPS target


Switch 2 Interest

DF is especially curious about the Switch 2 version because Ubisoft claims:
  • same ray tracing features
  • 60 FPS
They suspect the controlled camera and 2D-style gameplay may make this more achievable than something like Star Wars Outlaws.


Main Hope

DF hopes this sells well enough to justify:
  • a proper new Rayman game
  • or a similar rebuild of Rayman 2
Overall, they consider it one of the most pleasant surprises of the show.


Ace Combat 8: Wings of Theve

John's Personal Highlight

John was extremely excited for Ace Combat 8.

He praises the series for combining:
  • arcade dogfighting
  • light realism
  • dramatic storytelling
  • strong visual design
  • incredible music


Technical Notes

Ace Combat 8 appears to use:
  • Unreal Engine 5
  • a new 3D cloud system
DF especially praises the clouds.

They say the new cloud system may allow Project Aces to build sky spaces almost like levels, with cloud formations functioning as structures to fly through.


Presentation

The game looks:
  • gorgeous
  • cinematic
  • more advanced than Ace Combat 7
  • more real-time in its storytelling presentation
DF hopes the game pulls back from Ace Combat 7's still-image-style cutscenes and leans more into real-time cinematic sequences.


Overall Take

DF thinks it looks exactly like what an Ace Combat sequel should be.

John is clearly all in.


Stuntman Hollywood

Biggest Surprise For John

DF was surprised by Stuntman Hollywood.

The concept appears to revive the Stuntman formula:
  • perform movie-style driving sequences
  • follow director commands
  • execute stunts in real time


Licensed Movie Car Angle

The trailer references or includes cars inspired by:
  • Fast and Furious
  • Miami Vice
  • Knight Rider
  • Back to the Future
DF thinks the idea of combining Stuntman gameplay with officially licensed film/TV properties is brilliant.


Influences Mentioned

The developers reportedly cite:
  • Burnout
  • Split/Second
as inspirations.

DF sees this as promising because arcade-style stunt/racing games have been rare for years.


Caveat

The trailer starts heavily cinematic, and DF notes the gameplay footage does not look quite as flashy as the CG-style presentation.

Still, the concept itself impressed them.


Until Dawn 2

New Developer

Unlike the original Until Dawn, this sequel is not from Supermassive.

Developer:
  • Firesprite
Known for:
  • Horizon Call of the Mountain
  • The Persistence
  • PlayStation VR work


Game Style

DF expects the same basic formula:
  • interactive horror
  • branching choices
  • QTEs
  • characters can live or die based on player decisions
Peter Stormare's character appears to return in some capacity.


Technical Impression

DF thinks it looks:
  • attractive
  • likely Unreal Engine 5
  • not obviously boundary-pushing
  • but visually solid
They also joke that the characters look "ultra douchy," which they consider appropriate for this kind of horror setup.


Overall Take

DF is interested, especially because Until Dawn helped define the modern cinematic horror-choice genre.


Tomb Raider: Legacy of Atlantis

A Remake Of A Remake Situation

DF frames this as interesting because Tomb Raider already had:
  • the original 1996 game
  • Tomb Raider Anniversary
  • the recent 1–3 remaster collection
Now Legacy of Atlantis appears to be another major reimagining.


Visuals

DF says it looks:
  • handsome
  • clearly Unreal Engine 5
  • modernized heavily
  • with visible Lumen-style lighting/reflection characteristics
They note the footage shows mixed 30 FPS and 60 FPS clips, but they do not take that as final performance evidence.


Gameplay Context

John pushes back on the idea that classic Tomb Raider aged badly.

He argues the original still works because its climbing and navigation create a real sense of challenge and reward.

Oliver suspects this remake may be more hand-holdy and modernized.


Overall Take

DF is curious to compare:
  • original Tomb Raider
  • Tomb Raider Anniversary
  • Legacy of Atlantis
They think the new version looks promising.


Kemuri

Ikumi Nakamura's New Game

Kemuri is from Ikumi Nakamura's studio.

It appears to be:
  • a stylized yokai-hunting action game
  • with co-op elements
  • and a very striking visual identity


Visual Praise

DF strongly praises the art direction.

Highlights:
  • comic-book-style speed lines
  • motion blur used for readability
  • strong particle effects
  • superhuman movement
  • Ghostwire Tokyo-like yokai influence
Oliver says it is not normally his kind of game, but the visuals are so eye-catching that he is interested anyway.


Main Concern

John initially worried it might be a generic class-based online/mobile-style game.

But the trailer made him more optimistic.


Onimusha: Way of the Sword

Demo Released After The Show

John played the PC demo and came away impressed.


Performance

On a high-end PC:
  • max settings
  • ray tracing on
  • DLSS Quality
  • no frame generation
He reports:
  • roughly 130–140 FPS
  • very stable frame times
He praises Capcom's RE Engine as extremely optimized.


Gameplay

DF likes:
  • the combat
  • the challenge
  • the main character's attitude
  • the revival of the Onimusha franchise
They note it does not push visual boundaries like Pragmata, but it looks attractive and runs extremely well.


Capcom Praise

DF compares Capcom to Insomniac in one key way:

Both have strong internal tech and pipelines that allow them to ship high-quality games at a reasonable pace.

Oliver specifically praises Capcom for being able to revive series like Onimusha without needing every project to justify a $300M–$400M budget.


September 2026 Release Traffic

DF notes that many games appear to be clustering around September 2026 to avoid GTA 6.

Mentioned:
  • Wolverine
  • Onimusha
  • possibly other major releases
They joke that developers moving away from GTA 6 shows "cowardice," but obviously understand why publishers want to avoid competing with what could be the biggest entertainment launch ever.


Sony's Showcase Strategy

DF contrasts Sony with Microsoft.

Sony tends to:
  • reveal games closer to release
  • spread announcements across the year
  • avoid showing everything years in advance
Microsoft tends to:
  • concentrate announcements in big June showcases
  • sometimes reveal games many years before release
Example discussed:
  • Fable
DF views Sony's approach as more restrained, though with exceptions like Intergalactic.


Final Verdict

DF's overall view:

The June 2026 State of Play was:
  • solid
  • well-paced
  • technically interesting
  • not packed with huge shocks
  • but filled with credible, good-looking games
Biggest highlights:
  • God of War: Laufey
  • Marvel's Wolverine
  • Rayman Legends Retold
  • Ace Combat 8
  • Stuntman Hollywood
  • Onimusha: Way of the Sword
The show did not completely blow them away, but they considered it a strong presentation with no obvious misses.

Those are good bakes for GOWR - not current gen quality lighting. Faye GOW doesn't have it as well.
I recall much, much better looking instances in Ragnarok, and GoW 2018 as well. But much worse as well, especially Ragnarok.
 
I think I´ll steal that "we see a lot of continuity here" phrase. Sounds a bit more diplomatic than "same old shit"
You Know GIF

Watching it now. the excuses they make for wolverine looking mid are infuriating.

They are trying whatever they can to be as nice as possible. Where is Alex?!!

RedC RedC posted a nice AI Summary:

Digital Foundry State of Play June 2026 Reaction Summary



Overall Impression

Digital Foundry's reaction to the June 2, 2026 State of Play was generally positive.

They described it as:
  • a solid show
  • no real stinkers
  • no major dead spots
  • a good mix of big Sony titles and interesting third-party games
Their main caveat:
  • it was not mind-blowing
  • there were few genuine surprises
  • but almost everything shown looked at least interesting or technically competent.


God of War: Laufey

Biggest Sony Reveal

DF starts with the final reveal because they viewed it as one of the biggest announcements.

The game appears to be:
  • a new God of War entry
  • starring Laufey / Faye
  • built on the 2018/Ragnarok gameplay lineage


Gameplay Takeaways

Combat looks:
  • faster than the Kratos games
  • still clearly evolved from modern God of War
  • more agile due to Faye's movement style
Big gameplay difference:
  • Faye appears to have a real jump
  • not just context-sensitive ledge traversal
DF sees this as a meaningful mechanical change because modern God of War spends so much time on movement, traversal, and environmental navigation.


Visual Impressions

DF thought the game looks like a clear upgrade over Ragnarok.

Praised:
  • better lighting
  • more detailed environments
  • improved foliage
  • higher-quality character models
  • strong hair simulation
  • better bounce lighting / GI look
They specifically note that Faye's hair is much more advanced than her depiction in Ragnarok.


Technical Caveats

Still visible:
  • SSR reflections
  • shadow maps
  • some lighting oddities
  • some possible hair aliasing/artifacting
DF notes the footage was:
  • PS5 Pro
  • using PSSR
  • targeting 60 FPS
There were some frame drops in the footage, but they stress it is too early to judge performance seriously.


Marvel's Wolverine

Strong Showing From Insomniac

DF praises Insomniac's productivity this generation.

They point out that including Spider-Man Remastered, Wolverine would be Insomniac's fifth PS5-era release, which they see as extremely impressive compared to most modern AAA studios.


Visual Direction

DF does not think Wolverine is pushing real-time rendering boundaries.

But they do think it is:
  • handsome
  • clean
  • colorful
  • smooth
  • technically polished
Insomniac is praised for making smart, realistic technical choices rather than chasing every expensive rendering feature.


Ray-Traced Reflections

DF notes Insomniac continues using RT reflections well.

Their approach:
  • focus on glossy / mirror-like surfaces
  • avoid rougher reflections that create noisy denoising artifacts
DF sees this as the right compromise for current console hardware.


Blood System

One of the standout technical details:
  • Wolverine has a volumetric-looking blood globule system
Blood appears to:
  • hit the ground
  • have volume
  • run downward
  • behave like more than a simple decal
DF considers this a neat technical touch because the game is much more violent than Insomniac's usual output.


Game Structure

DF suspects Wolverine benefits from being more linear than Spider-Man.

That may allow:
  • better set pieces
  • more detailed environments
  • tighter pacing
  • more Naughty Dog-style cinematic action
The train / chase sequence stood out as one of the most exciting moments.


Overall Take

Wolverine looks:
  • polished
  • violent
  • technically conservative but smart
  • likely one of PS5's stronger upcoming exclusives
DF expects it to be a major release, especially given Insomniac's track record.


Rayman Legends Retold

Surprising Rebuild

DF initially questioned why Rayman Legends needed a remake because the original still looks excellent.

But the reveal changed their mind.

Instead of a basic remaster:
  • the game has been rebuilt in full 3D
  • apparently using Snowdrop
  • while preserving the original gameplay structure


Visual Praise

DF strongly praises the new look.

They describe it as:
  • playable CG movie-like
  • visually beautiful
  • faithful to the UbiArt spirit
  • modernized without disrespecting the original
Technical notes:
  • PBR materials
  • strong lighting
  • ray tracing
  • 60 FPS target


Switch 2 Interest

DF is especially curious about the Switch 2 version because Ubisoft claims:
  • same ray tracing features
  • 60 FPS
They suspect the controlled camera and 2D-style gameplay may make this more achievable than something like Star Wars Outlaws.


Main Hope

DF hopes this sells well enough to justify:
  • a proper new Rayman game
  • or a similar rebuild of Rayman 2
Overall, they consider it one of the most pleasant surprises of the show.


Ace Combat 8: Wings of Theve

John's Personal Highlight

John was extremely excited for Ace Combat 8.

He praises the series for combining:
  • arcade dogfighting
  • light realism
  • dramatic storytelling
  • strong visual design
  • incredible music


Technical Notes

Ace Combat 8 appears to use:
  • Unreal Engine 5
  • a new 3D cloud system
DF especially praises the clouds.

They say the new cloud system may allow Project Aces to build sky spaces almost like levels, with cloud formations functioning as structures to fly through.


Presentation

The game looks:
  • gorgeous
  • cinematic
  • more advanced than Ace Combat 7
  • more real-time in its storytelling presentation
DF hopes the game pulls back from Ace Combat 7's still-image-style cutscenes and leans more into real-time cinematic sequences.


Overall Take

DF thinks it looks exactly like what an Ace Combat sequel should be.

John is clearly all in.


Stuntman Hollywood

Biggest Surprise For John

DF was surprised by Stuntman Hollywood.

The concept appears to revive the Stuntman formula:
  • perform movie-style driving sequences
  • follow director commands
  • execute stunts in real time


Licensed Movie Car Angle

The trailer references or includes cars inspired by:
  • Fast and Furious
  • Miami Vice
  • Knight Rider
  • Back to the Future
DF thinks the idea of combining Stuntman gameplay with officially licensed film/TV properties is brilliant.


Influences Mentioned

The developers reportedly cite:
  • Burnout
  • Split/Second
as inspirations.

DF sees this as promising because arcade-style stunt/racing games have been rare for years.


Caveat

The trailer starts heavily cinematic, and DF notes the gameplay footage does not look quite as flashy as the CG-style presentation.

Still, the concept itself impressed them.


Until Dawn 2

New Developer

Unlike the original Until Dawn, this sequel is not from Supermassive.

Developer:
  • Firesprite
Known for:
  • Horizon Call of the Mountain
  • The Persistence
  • PlayStation VR work


Game Style

DF expects the same basic formula:
  • interactive horror
  • branching choices
  • QTEs
  • characters can live or die based on player decisions
Peter Stormare's character appears to return in some capacity.


Technical Impression

DF thinks it looks:
  • attractive
  • likely Unreal Engine 5
  • not obviously boundary-pushing
  • but visually solid
They also joke that the characters look "ultra douchy," which they consider appropriate for this kind of horror setup.


Overall Take

DF is interested, especially because Until Dawn helped define the modern cinematic horror-choice genre.


Tomb Raider: Legacy of Atlantis

A Remake Of A Remake Situation

DF frames this as interesting because Tomb Raider already had:
  • the original 1996 game
  • Tomb Raider Anniversary
  • the recent 1–3 remaster collection
Now Legacy of Atlantis appears to be another major reimagining.


Visuals

DF says it looks:
  • handsome
  • clearly Unreal Engine 5
  • modernized heavily
  • with visible Lumen-style lighting/reflection characteristics
They note the footage shows mixed 30 FPS and 60 FPS clips, but they do not take that as final performance evidence.


Gameplay Context

John pushes back on the idea that classic Tomb Raider aged badly.

He argues the original still works because its climbing and navigation create a real sense of challenge and reward.

Oliver suspects this remake may be more hand-holdy and modernized.


Overall Take

DF is curious to compare:
  • original Tomb Raider
  • Tomb Raider Anniversary
  • Legacy of Atlantis
They think the new version looks promising.


Kemuri

Ikumi Nakamura's New Game

Kemuri is from Ikumi Nakamura's studio.

It appears to be:
  • a stylized yokai-hunting action game
  • with co-op elements
  • and a very striking visual identity


Visual Praise

DF strongly praises the art direction.

Highlights:
  • comic-book-style speed lines
  • motion blur used for readability
  • strong particle effects
  • superhuman movement
  • Ghostwire Tokyo-like yokai influence
Oliver says it is not normally his kind of game, but the visuals are so eye-catching that he is interested anyway.


Main Concern

John initially worried it might be a generic class-based online/mobile-style game.

But the trailer made him more optimistic.


Onimusha: Way of the Sword

Demo Released After The Show

John played the PC demo and came away impressed.


Performance

On a high-end PC:
  • max settings
  • ray tracing on
  • DLSS Quality
  • no frame generation
He reports:
  • roughly 130–140 FPS
  • very stable frame times
He praises Capcom's RE Engine as extremely optimized.


Gameplay

DF likes:
  • the combat
  • the challenge
  • the main character's attitude
  • the revival of the Onimusha franchise
They note it does not push visual boundaries like Pragmata, but it looks attractive and runs extremely well.


Capcom Praise

DF compares Capcom to Insomniac in one key way:

Both have strong internal tech and pipelines that allow them to ship high-quality games at a reasonable pace.

Oliver specifically praises Capcom for being able to revive series like Onimusha without needing every project to justify a $300M–$400M budget.


September 2026 Release Traffic

DF notes that many games appear to be clustering around September 2026 to avoid GTA 6.

Mentioned:
  • Wolverine
  • Onimusha
  • possibly other major releases
They joke that developers moving away from GTA 6 shows "cowardice," but obviously understand why publishers want to avoid competing with what could be the biggest entertainment launch ever.


Sony's Showcase Strategy

DF contrasts Sony with Microsoft.

Sony tends to:
  • reveal games closer to release
  • spread announcements across the year
  • avoid showing everything years in advance
Microsoft tends to:
  • concentrate announcements in big June showcases
  • sometimes reveal games many years before release
Example discussed:
  • Fable
DF views Sony's approach as more restrained, though with exceptions like Intergalactic.


Final Verdict

DF's overall view:

The June 2026 State of Play was:
  • solid
  • well-paced
  • technically interesting
  • not packed with huge shocks
  • but filled with credible, good-looking games
Biggest highlights:
  • God of War: Laufey
  • Marvel's Wolverine
  • Rayman Legends Retold
  • Ace Combat 8
  • Stuntman Hollywood
  • Onimusha: Way of the Sword
The show did not completely blow them away, but they considered it a strong presentation with no obvious misses.


I recall much, much better looking instances in Ragnarok, and GoW 2018 as well. But much worse as well, especially Ragnarok.

Yeah, vanaheim had entire areas with no lightmaps, hahaha.
 
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Idk watching the God of war stuff - cutscenes look great, and moments look great but some of it looks straight up bad when it's gameplay. I think it's the lighting, like the main character gets those weird highlights on the model when the lights not right

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Edit; maybe it's just the hair?

Faye has some form of dynamic hero lighting. Similar to Kratos and Aloy. That can sometimes interfere with the ambient lighting of the scene. Never been a fan of that but without RTGI or PT, she would likely look worse in badly lit scenes. Would give GAF even more excuses to dunk on her design. Lol
 
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Yeah, vanaheim had entire areas with no lightmaps, hahaha.
Indeed. But then other places looked really good. Like Svartalfheim, and some pretty nice looking stuff in the mines. Asgard is borderline photorealistic at times. And others instead so very inconsistent lighting-wise. The game is huge, plenty of good but also plenty of bad.

Three shots I took back in the day on PS4 Pro, God of War 2018.

RJAqy-Z1.png


f-Ji-Hohq.png


VMASp-Oe.png
 
Indeed. But then other places looked really good. Like Svartalfheim, and some pretty nice looking stuff in the mines. Asgard is borderline photorealistic at times. And others instead so very inconsistent lighting-wise. The game is huge, plenty of good but also plenty of bad.

Three shots I took back in the day on PS4 Pro, God of War 2018.

RJAqy-Z1.png


f-Ji-Hohq.png


VMASp-Oe.png
What a beautiful rock formation !
I'm saving this reference.
 
Remember when I, ChiefDada, pointed out RTGI in Yotei announcement trailer before DF did???



Yeah I think we'll see the same thing for Faye. The soft shadows created from the many emissive lights in the trailer are too high fidelity for standard raster technique imo.

You also thought that PSSR1 killed DLSS.

This game doesn't have RTGI in that announcement trailer.
 
The 60 fps focus and the lack of courage of going all in with a better graphical pipeline has killed Santa Monica and Insomniac. Hopefully Naughty Dog still wants to push the graphical standard.

Laufey and Wolverine look a bit dated and lack most of what the current tech is doing.
 
walter568 said:
What a beautiful rock formation !
I'm saving this reference.
Yeah I loved it, felt like I was straight into the Mines of Moria. Too bad they don't let you spend time there because of the dragon boss fight.

A few more:

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That Poseidon fight is still a banger by today's standards, btw. I was fascinated by the textures, the wet ground, and particle effects in the whole scene especially. GoW III's visuals was designed with passion, zero doubt.

And what we're talking today is lazy copy & paste assets...
 
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That Poseidon fight is still a banger by today's standards, btw. I was fascinated by the textures, the wet ground, and particle effects in the whole scene especially. GoW III's visuals was designed with passion, zero doubt.

And what we're talking today is lazy copy & paste assets...

GOW3 was ahead of its time. I remember when HipHopGamer saw that intro of the game and no one belived him when he said "it's PS4 quality". Then people played the game and their jaws dropped...

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High quality per object motion blur

images
 
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Agreed 100% there is a noticeable jump from Ragnarok, just not enough to be considered satisfactory in my humble opinion, there are some weaknesses, but it can look delicious, and the animation quality is impressive too.

Maybe off-topic but I had to bring this up, according to Alanah Pearce, she worked on the writing of the game way back and it seems like Santa Monica replaced all of her work with another one's work. Good job to Santa Monica lmao, people are kinda shitting on her. 😇


Wait …that means it is dev for 6 years and we only got a trailer?

And ppl were shitting on IO…
 
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that explains the downgrade from last year.

still better looking than anything from sony lol

Whenever I see how disappointing Wolverine looks, I rationalize it by saying "well it's 60fps so that's the sacrifice", but ILL also appears to be 60fps during gameplay so the excuse just evaporates. I mean if this is the price to pay for Insomniac's efficiency this gen then i'll take it, but it even feels like we are regressing, after how mind-blowing Rift Apart can still look today.

Also I really wish Digital Foundry would shut the fuck up calling every game "handsome", this latest update of their vocabulary is already so tiresome. "Bespoke" was bad enough. It's reaching the point where I don't want to watch them any more just because of how predictably annoying they are.
 
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