PS5 and Xbox Series consoles tested.
Trek To Yomi is a fascinating, extremely stylish release.
Its aim is to emulate classic Japanese samurai movies, with Kurosawa and Kobayashi the clear influences.
Shallow depth of field is present in virtually every shot here, emulating the long-lens look of Kurosawa films.
Trek to Yomi also makes a compelling use of lighting effects to really sell the look of certain shots.
Volumetric light shafts are used frequently and characters often appear in silhouette against bright light sources.
I could go on but the fact is that this is a really special looking game.
Looking at how the console implementations work, we should explain how the game’s letterboxing affects resolution numbers.
This doesn’t have an impact on clarity, however - the pixels are still mapped normally.
Even factoring this in, pixel counts aren’t particularly relevant, such is the level of post-processing.
Series S at circa-964p looks similar, but a little blurrier than PS5/Series X’s circa-1602p.
On current-gen, we’re generally seeing a read-out between 40-60fps in typical gameplay.
That said, there is a variety of tricks that can help, with reasonable solutions for each platform.
Firstly, there are two visual options available in the prefs menus that can give us a frame-rate boost.
VRR definitely helps too - especially so on Xbox with its wider supported display refresh window.
Far more compelling though is to simply initiate the PS4 Pro code on PS5 through backwards compatibility.
Even though these workarounds are generally effective, this level of performance is not where it should be.
The native versions of Trek to Yomi really should be running at a stable 60fps on current-gen machines.
And that’s a shame as I really enjoyed my time with Trek to Yomi.