Graphical Differences Between PC and PlayStation Version
Although their gameplay is almost identical, the two versions have several differences in their graphical look.
- The level selection and level loading screens are fully polygonal in the PC version, while they are made out of 2D elements in the PS1 version.
- The 3D models have more polygons in the PC version than in the PS1 version.
- The PC version has colored lights (although only with the hardware accelerated rendering), the PS1 version does not.
- The levels have different architectures in the two versions.
- The checkerboard patterns are more evident in the PS1 version, which has also rougher-looking slopes than the PC version.
- The skies have orbiting planets in the PS1 version, they do not in the PC version.
- When an object is created in the PC version, it appears abruptly. In the PS1 version, a seed (when a tree is created) or 2/3 "energy clusters" (when a boulder or a synthoid is created) fly to the selected square, while rotating polygons assemble into the object.
- When an object is absorbed in the PC version, it disappears abruptly and generates a number of "energy rings" which quickly disappear. In the PS1 version, it disassembles into rotating polygons, while a seed (when a tree is absorbed) or 2/3 "energy clusters" (when a boulder, a synthoid or a sentry is absorbed) fly to the player's POV.
- The explosion of the sentinel is seen from the player's POV in the PC version and as a non-interactive scene in the PS1 version.
- After a level has been beaten in the PC version, a vortex made of a spiral and a number of triangles appears above the sentinel stand; in the PS1 version it does not, but is mentioned anyway in the manual.
- In the level-ending hyperspace scene, in the PC version the POV looks up into the vortex, while it looks down toward the synthoid in the PS1 version.
Read more about this topic: Sentinel Returns
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