A few key changes could make the game substantially better on current-gen hardware.
It’s an eye-catching blend of third-person action titles, combining lightning-fast horde modes with inter-team competition.
Unlike many of its forebears, Exoprimal is a polished shooter game that centres around co-op PVE combat.
It’s an effective structure that provides a good enough excuse to justify the action.
There’s also plenty to appreciate in terms of the visuals.
Exoprimal has effective indirect lighting throughout, with light bouncing and scattering through constrained indoor environments.
Key locations are distinguishable from a distance, and this is backed up by waypoint-style navigation.
Raptors spill out of portals like paint, flooding the battlefield with foes.
These waist-high enemies go down quickly, but can quickly overwhelm players if you let them get too close.
Still, the huge dinosaur crowds are an impressive visual feat.
The other problem I took some issue with is the game’s low-quality screen-space reflections (SSR).
In general, the screen-space reflections also tend to look a noisy and unstable.
On the plus side, the opening cutscene does feature more coherent RT reflections.
The game’s Gears of War-esque characters and focus on synthetic characters also invites some comparisons to generations past.
Series S faces more significant performance challenges, with more regular and substantial frame drops.
Cutscenes also run in less-than-ideal shape, dropping to the 30s at worst with highly inconsistent frame-times.
VRR-capable displays do solve the majority of these issues, even on PS5 with its 48Hz-60Hz VRR window.
From a rendering perspective, Exoprimal clearly makes some substantial compromises to achieve its dinosaur hordes.
Capcom should consider some key changes to make Exoprimal substantially better on current-gen consoles.
With those two changes, I think Exoprimal would fare a lot better on current-gen hardware.