Graphics, second has better graphics, because "new generation" consoles need a better looking game to their "powerful" hardware, which in reality is just marketing because consoles can't even handle normal Sleeping Dogs properly, so they decided to make money from this game again an released it again, including on PC.
Different Sub/Appid, +1 to library, meaning you'll have a sleeping dogs and a sleeping dogs definitive (like deus ex human rev and deus ex human rev Directors cut) that's another set of cards/boosters/chievos for you if you already own sleeping dogs. Let's see, better graphics but i think its just the free HD textures replacing the vanilla textures entirely instead of being an free optional add on. oh and adding all dlc's to it.
It may or may not run better than sleeping dogs.
"Now I know that a fair few PC gamers are asking what the difference between the Definitive Edition and the original game with an HD textures pack is - here's your answer: we've redone a lot more than just the textures. We've also reworked character faces, added particle and ambient effects such as volumetric fog. Furthermore, the draw distances have been substantially improved and the gameplay has seen a lot of tweaking. Things that might have been too easy or difficult have been rejigged. Additional breakable enviroment objects have also been introduced so you can have more fun tossing enemy thugs around. On top of all these technical improvements, you've also got the added bonus of almost all previously released DLC packs - that includes outfits, cars and extra story-extending content that amounts to over three hours of additional story gameplay."
Voice acting is expensive, I'm not going to argue with that. And from a financial point of view, you're right. But it wouldn't have been an "extra language": French or Russian or German would have been extras; Cantonese would simply have been the appropriate language to use for a game set in Hong Kong with a cast of Hongkongers (if that's a word). If you have seen an original language version of Inglorious Basterds, you know what I mean.
I took a look at IMDB and they cast all Asian-American actors for the voices. But, for example, the actor playing the protagonist is... of Korean descent. What's the point, I wonder? Maybe it was about the looks and not the speaking.
Agreed. And the Whispered World exception only happened because they caved in to pressure. A true exception would be Lone Survivor, where the Director's Cut was a free update on Steam. And I'm particularly pissed off about Guacamelee, because I like Drinkbox and their games.
The Lone Survivor guy should be making a new game, but there's not much information about it. About Drinkbox, I'm afraid I'll get the Turbo BlaBla edition at some point, but it will have to be dirt-cheap.
In developing the remastered version of Sleeping Dogs, United Front Games did its best to ensure that the final result lived up to the "Definitive Edition" moniker, according to senior producer Dan Sochan.
Because United Front Games, the game's original developer, was making the Definitive Edition instead of a third-party port house, the studio wanted to give the project an extra dose of TLC. The remastered package offers the usual slate of visual upgrades, but United Front didn't want to stop there. The Windows PC version of the original Sleeping Dogs remains one of the best-looking games of the last generation, and Sochan told Polygon that the Definitive Edition isn't merely "catching up" to that level on the new consoles.
According to Sochan, the original game with the PC version's high-resolution texture pack served as the starting point for the Definitive Edition. From there, United Front spent a year tweaking the way Sleeping Dogs looks and plays.
The Definitive Edition runs in 1080p at 30 frames per second on both PlayStation 4 and Xbox One. Graphical improvements that Sochan listed include new fog, mist and smog effects; "completely redone" lighting that lends the game a higher-contrast look; secondary animations for objects on bodies, like a chain hanging from a person's neck; additional frames of animation, for smoother movement; hand-modeled upgrades to characters; extra neon signs throughout Hong Kong; and animated lighting for those signs. Sochan pointed out that the sign lighting is something that really sets apart the Definitive Edition: Not even the original PC version had animated neon signs.
United Front also made some gameplay changes for the Definitive Edition. Sochan said the studio was able to crank up the amount of pedestrians by 200 percent, but because the game wasn't fun to play at that point, the developers ended up with a more modest increase in population density. Other changes were based on telemetry data and player feedback from the original game. United Front was able to see where players were getting stuck and frustrated, and in response, the studio tweaked vehicle handling, increased the timing window for counterattacks and smoothed out some difficulty spikes.
United Front Games returns to its surprise 2012 hit, Sleeping Dogs, bringing a spruced-up Definitive Edition to both PS4 and Xbox One with all DLC included. In addition to the content bonanza, the studio also takes this chance to improve the game's visual standard, with new atmospheric effects and lighting, among other tweaks, added to the mix. But are such changes impactful enough to bring the game up to current gen standards? And with a cheeky 10 Steam upgrade fee required for owners of the PC original, does it really justify a revisit?
The promise of visual tweaks hangs overhead for all three versions. Geometric detail is particularly broadened, with the opening shot of Hong Kong's skyline filled out with extra buildings. We also get more Havok physics-impacted boxes lying around cafes, while the city's docks are packed with extra cars and flag-lines. No platform misses out here - right down to the extra inventory around the market stalls.
Other tweaks show up in gameplay more directly. World density on consoles comes very close indeed to the PC on its extreme setting, with distant buildings now only flickering with occasional pop-in. The Definitive Edition vastly improves on this point over the original; even when maxed out, visible world streaming issues are apparent. The level-of-detail (LOD) switchover can still be caught on all three platforms, but Sleeping Dogs is hugely improved in this area overall.
Traffic and NPC density is tangibly boosted for these updated releases too, with Xbox One and PS4 delivering a more bustling facsimile of Hong Kong than the PC original. Deftly weaving around traffic proves a little harder as a result, noticeably during pursuits in the Mini Bus Racket mission. In this respect, there's no discernible difference between any of the three Definitive Editions.
Equally, new atmospheric effects such as volumetric fog successfully add a brooding, mysterious air to the city - present and correct on all three platforms. The reworked character models are a mixed bag, meanwhile; regular NPC enemies now avoid the gormless look of those in the original game, bringing more nuanced expressions as they charge forward. But sadly main characters are only touched on in the subtlest of ways; gang leader Winston Chu curiously getting new teeth and eyebrows that flare ever-so-slightly more upwards. You'd be hard pressed to notice it without a comparison shot - but it's there.
Environments are also radically re-lit in spots, with characters illuminated in a more neutral fashion during darker cut-scenes. In a direct showdown with the original release, skin tones appear duller and less vivid, but in effect it likely comes down to an artistic choice by the developer. Elsewhere, we see draw distances for lamplights are broadened in the new edition - for PC, PS4 and Xbox One alike - with bloom halos added around each source.
The issue of lighting is an odd one though, especially once we enter the city at night. In direct comparison, using the PC version's benchmark tool, the Definitive Edition upheaves the designs of every neon signpost in the city - removing the bloom effect too in most cases. And curiously, adverts formerly mapped to the sides of skyscrapers are cut from the opening section. It makes a stark contrast with the original, with the Xbox One and PS4 versions a direct match for the remixed PC edition.
Running via a new 64-bit executable, Sleeping Dogs: Definitive Edition on PC is very closely mimicked by the PS4 and Xbox One versions. Ranging from the quality of normal mapping, motion blur, and shadow resolution, you get precisely the same top-end experience as the PC on its highest settings.
However, up close with characters there are two drawbacks. Firstly, consoles adopt a more intrusive screen-space ambient occlusion (SSAO) effect than the maxed PC playthrough. The less accurate console releases employ thicker silhouettes around objects, character hands and the divots and creases to each face. While the extra shading on console is largely improved over the vanilla PC experience, it's over-baked when compared to the PC's Definitive Edition.
Secondly, a heavier depth of field filter separates the PS4 and Xbox One versions from PC. Neither stand out as better or worse for it though - and the consoles carry an impressive standard of image quality to back the whole presentation. In large part, this is due to both PS4 and Xbox One achieving a full 1920x1080 native resolution to match our PC's selected output - with FXAA to suit. Counting in at just over 17GB in file size for all three versions, we're looking at a state of near-parity between each release.
It's a near-maxed visual experience on console, then - but it's clear where United Front Games has its priorities set. Unfortunately, performance is not high in the running order for Sleeping Dogs: Definitive Edition. Where there's any cluttering of vehicles around the city's downtown area, we see the performance ranging between 20-30fps on both platforms. From our frame-rate analysis, the game hits 22fps at its lowest point on Xbox One, while PS4 shows 25fps at its worst in comparable scenes.
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