![]() This is aided by the updated visual effects and enhancements.Īlong with the visual enhancements, Provinciano has gone through every mission and tweaked them for this version. Despite the technically less superior quality screens on the 3DS, the visuals are spot on and still look sharp. Besides it would not have added that much to the experience, given that the game is trying to emulate games from the 80s. Whilst initially it might seem a shame that this version of the game has not been given a 3D treatment, its absence is understandable considering it is largely a one man operation. This change not just solves the problem of moving the game to a smaller screen but actually creates a more immersive and pleasing experience. The smaller screen found on the handheld led to the creation of a “dynamic” camera which zooms in and focuses on the player. Great care has been made to utilise the second screen as effectively as possible, resulting in a unique UI (User Interface) as well as most of the HUD (Heads Up Display) being moved away from the top screen, freeing up more valuable screen space. The DX version can be seen as a labour of love by the games creator, Brian Provinciano, and has subsequently been described as the definitive version of the game. This DX version is specifically created for the 3DS, incorporating all of the previous updates released for the PC version, as well being carefully redesigned to run at its best on the new system utilising the benefits of a second screen. Then Retro City Rampage DX for the 3DS cannot be deemed a mere port when compared to the other versions of the game found on Xbox 360, PS3, Vita, and PC. What defines a video game as a port? Often this refers to when a game appears on a different platform to the one it was designed for, yet remaining as close to the original version as possible.
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