That's close to double the amount of polygons, so this isn't some small upgrade we're seeing. In the Xbox version, the characters are made of 4,000 polygons. For those number-crunching lovers, the PS2 Tenchu characters are made of roughly 2,500 polygons. In fact, the in-game models are now the same ones used in the game's cinematics. Return from Darkness also features drastically improved character models. The light flickered and reflected off Ayame in the most subtlest and impressive of ways. One scene had Ayame with her back against an illuminated paper sliding door. Lucky for us, the Xbox's hardware now allows the developers to implement real-time lighting effects, and the look is fantastic. Believe it or not, the lighting in Wrath of Heaven was faked, with a fixed light source illuminating the scene. The game now has a much smoother look to it, with not a jaggie in sight. Immediately noticeable is the full-screen anti-aliasing. Return from Darkness is using just about every effect possible to create a better-looking game than its PS2 counterpart. The most obvious benefit of moving over to the Xbox hardware is graphic quality. The Xbox version of the game is getting much, much more in ways of content, and even PS2 Tenchu veterans will find enough here to tickle their fancy. But those thinking that Return from Darkness is merely a port of Wrath of Heaven with a few extra goodies are sorely mistaken. Scheduled for release next spring, Return from Darkness can be seen as somewhat of a director's cut of the PlayStation 2 hit, Tenchu: Wrath of Heaven.
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