Anyone that played the first Risen on Xbox 360 will know exactly how bad it was; texture pop-in was ridiculous and the frame-rate would frequently drop to unplayable levels.
The problem was that the game was made for PC, without any consession to the console edition. That meant the huge memory requirements the game was designed for weren’t matched by the console hardware.
A different angle is being taken for Risen 2: Dark Waters, which should allow the game to run properly on all systems. The world is being broken up into smaller sections that can be loaded into console memory in smaller chunks.
The potential issue is that the breaking up of the world will compromise what many PC players liked about the original, namely the wide-open landscape without any loading times. When we asked publisher Deep Silver whether the console version of Risen 2 has had a negative impact on the PC version, they replied with a sharp “no”.
“It’s all about how you approach the problem,” said Risen 2 brand manager Pete Brolly. “The problem with Risen 1 was that the island was huge and basically had one big texture map placed on top of it – it wasn’t exactly designed with console optimisation in mind.
“We fixed that by cutting the island up into smaller bits but letting you travel freely between them. The only compromise is that there’s a loading screen between islands, but nothing else in the PC version has been dumbed down to fit.”
Our most recent hands-on preview of Risen 2: Dark Waters can be found here.
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Paul Younger
Founder and Editor of PC Invasion. Founder of the world's first gaming cafe and Veteran PC gamer of over 22 years.
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Published: Mar 2, 2012 03:27 pm