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YouGamers.com Reviews Penumbra: Overture - Episode 1

Penumbra: Overture - Episode 1


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ESRB rating: Mature ESRB: Blood and Gore,Language - Mild,Violence
Publisher: Lexicon Entertainment
Genre(s): Action / Adventure
Home Page: http://www.penumbra-overture.com/
 






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By: Aaron Barnes May 01, 2007

Peeking behind the curtains

The visuals in Penumbra: Overture aren't AAA-caliber but this isn't amateur hour in the graphics department either. Using OpenGL for rendering, the engine makes use of the latest shaders and lighting models, but it also produces some clipping problems and texturing errors on ATI cards. This is because the current Catalyst drivers (at the time of this review) have spotty support for the most recent OpenGL 2.0 implementation, particularly under Windows Vista (in Windows XP though, the game is playable save for the odd graphical glitch). The impetus here is on ATI, however, who clearly have missed the boat entirely with broken OpenGL support in their Vista drivers. All credit must go to Frictional Games for releasing a fully-functional Linux beta though.

A small ray of hope in the darkness...
Well, at least they left the lights on!

Overall, the graphics engine is very capable; the textures, while lacking in variety, are all well-detailed, particularly with the Shader setting set to Medium/High and Texture Quality set to High. Of particular interest is a Noise Filter option which applies a film grain quality to the final rendered output. This option has little effect on performance but I found that I was drawn more into the game world with it set to Off anyway (individual tastes will vary, of course). This game is all about atmosphere and lighting is crucial to completing the necessarily creepy ambiance. Where Doom 3 overdid flashlight-in-the-dark gameplay, Penumbra: Overture makes good use of it and along with glowsticks and flares, it gives a solid impression that one is truly lost in a dark environment. Here, light is to be cherished, and the graphics engine supports that premise with excellent use of bloom lighting and shadows.

Minimum spec means minimum settings.
Our recommendations produce these visuals.
The best hardware, of course, offers the best views.
Better still with a widescreen monitor.

The game's suggested minimum requirements are far too low for a rewarding visual experience. To play this game on even the recommended requirements is to play at the lowest settings where all lighting detail is lost, textures are washed out and the game is simply a shell of what it's meant to be. The YouGamers minimum is the absolute lowest for experiencing this game as the developers intended. The most important video card feature for this game is support for the latest OpenGL vertex and pixel shaders, and both ATI and NVIDIA have budget GPU offerings (AGP and PCI Express) which adequately support GL Shader Language (GLSL) 2.0. Finally, the CPU and memory requirements aren't that steep either. One minor complaint is that resolutions greater than 1280x1024 must be selected by editing the game's configuration file, something that shouldn't have to be done in a 2007 release.

Audio is, on the whole, done well but lacks some variety. Sound effects represent the game environment authentically and effects are of a decent quality; the intermittent whispering voices notch up the feeling of uncertainty and apprehension. Making use of OpenAL for sound chores, the game's system is adequate: the lone audio options are Volume and Use Hardware Acceleration. Turning the latter off had a noticeable effect using both on-board Realtek HD audio and a Creative Audigy 2 ZS add-in card. Without hardware acceleration, there was a distinct lack of positional audio - so key in creating the atmosphere this game requires.

One glitch, however, persisted on all of my test systems: Red's dialogue would always cut off prior to the end of the on-screen captioning. If I didn't read the captioned text in time (the text doesn't pause for input), I'd miss part of the story. Like the compilation of notes in the notebook, the cumulative dialogue should be stored in an accessible place in case it's missed the first time around. On the plus side, the game's music is a treat. It's very well produced, and dynamically changes based on the current situation.



 

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