![]() ![]() Overall, I think the updated 'classic lighting' is a big improvement over the earlier DE versions, and it resolves one of my major contentions with those games. To see this content please enable targeting cookies. ![]() It's not exactly the same, but it does resemble those releases much more closely, if you'd prefer a more neutral lighting style. I've been discussing the game running under its 'classic lighting' setting but it is possible to turn it off where we get a lighting presentation that is quite similar to the earlier Definitive Edition releases. The opacity and use of reflections on the water do seem very similar though. It tends to appear darker across a range of lighting conditions, which lends the water a slightly more realistic appearance. The revised lighting also significantly affects the colour of the water across all three games. It does vary a little from the original, but I think it gives the game that sun-baked Miami look that the original title tried to achieve. Even still, there are some changes, like how the sun takes on a vibrant, overwhelming look at sunrise. Vice City probably fared best of the Definitive Editions, with an overall visual appearance that didn't feel too far from the original game. If we circle back to the original title, we see similar artistic flourishes, which helped define the look of this early PS2 classic and definitely set it apart from the Definitive Edition on consoles. The sky also has a very different appearance here. The original Definitive Edition remasters present with a clean, sterile tone, while the new iPhone versions give it an obvious blue-green tint. Here's how the mobile ports of Grand Theft Auto: The Trilogy - Definitive Edition fare on iOS, with a top-end iPhone 15 Pro used to put the games through their paces. As the day fades away, this effect takes on a hazy, orange look, as the sun's rays travel through a thicker layer of atmosphere. If we go back to PS2, this kind of fog effect served a dual purpose, obscuring pop-in on the relatively weak hardware, and providing a sense of atmospheric scattering, so its replication on iPhone doesn't need to occlude as much distant detail. ![]() During gameplay, distant detail is occluded somewhat by a sort of blueish distance fog, giving the game a hazy and slightly oppressive feel. Looking at the iOS version of the game it's clear that the lighting has been dramatically overhauled to bring it more into line with the original games. Basically, all three titles look bland when measured up against their PS2 forebears, which had distinctive visual styles. GTA 3 lost its blue and green tint, and Vice City had a pretty neutral look. San Andreas was the most severely affected, lacking the sepia-toned haze that defined the original release. The GTA Definitive Edition titles adopt a very different visual tone from the original games. So how do modern iPhone and iPad devices cope with these divisive remasters and do the new lighting effects rehabilitate their visual designs? These promise the same updated graphics, paired with considerable lighting improvements. Some two years later, these titles have been released for mobile devices, with versions for iPhone, iPad, and Android. At the same time, the reworked lighting was very different from the original titles and the updated assets didn't hold up to close scrutiny. These Unreal Engine 4-powered game updates modernised the three classic PS2-era GTA games - GTA 3, Vice City and San Andreas - with much more advanced rendering technology. The Grand Theft Auto Definitive Edition remasters were highly controversial and to this day, their quality remains contentious. ![]()
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