![]() "Image quality is clean on console with the chosen post-process anti-aliasing techniques providing the most noticeable point of difference between 360 and the PlayStation 3." Hitman: Absolution compared on Xbox 360 and PlayStation 3. So far so good, but how well does Hitman: Absolution's share of technical achievements fare across multiple platforms? Let's start with the requisite head-to-head videos covering both console versions and the PC edition, backed up by a comprehensive triple-format comparison gallery. From crowded town centres to packed rush-hour train stations, Agent 47's actions directly affect those around him - a quick showing of firearms shocks surrounding individuals, while witnessing gunfire and hand-to-hand combat sends them fleeing in panic. On top of this, the other main change comes from the Glacier 2 engine's ability to render hundreds of characters on-screen at any given point, creating some densely populated environments in parts of the game. ![]() The lighting model is also engineered using deferred shading techniques, allowing for many more dynamic lights in any given scene compared to IO's previous work. ![]() For one, IO eschews the 60Hz gameplay of its last title, instead targeting a 30FPS update in line with most other titles this generation, while a more subtle version of the grain/noise filter used in Kane and Lynch 2 gives Hitman: Absolution a grittier look. Powered by IO Interactive's new Glacier 2 engine, Hitman: Absolution builds upon some of the artistic and technical choices of the older Kane and Lynch titles while making dramatic changes to the rendering set-up in a number of areas. ![]() It's been six years since we last saw Agent 47 in action in the entertaining Hitman: Blood Money, with creators IO Interactive temporarily putting the series on hold to work on its mostly forgettable Kane and Lynch titles.
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