GOW3’s dynamic lighting is only possible due to the processing power of PS3’s Cell SPU chips. “I know that it’s something we could do – not incredibly complicated” reveals Asmussen, “It would kind of be like looking in on a small world living in your TV.” GOW’s technical prowess reflects in its native 720p resolution, with a variable frame rate between 30-60 frames per second, depending on the intensity of the scene. Sony aren’t ruling out running the whole game in 3D – but only via a download patch later in the year. “Ours is a soft body collision which allows us to take any organic character, and turn it into a level. A similar technique was employed by Naughty Dog in Uncharted 2, but Hight claims GOW3’s approach is more advanced. Above: Again, a dinky Kratos, this time on the left, with the giant horse on the right “Dynamic environments mean we can take literally anything in the game, including creatures or in this case, extremely large thousand foot plus creatures,” reveals Sony Santa Monica’s John Hight, “And turn them into an environment that Kratos can now navigate, battle on, find treasures.” The idea was mooted during God of War on PS2, but only PS3’s technology allowed the developers to build it. When the camera scales back, the huge boss becomes a blur, while Kratos is barely bigger than a pixel – yet, amazingly, you’re still in control. The intensity is staggering, but what really impresses is its ‘living’ torso made of rushing water and – above all – the fact that the battle is taking place on the back of a Titan as it climbs Mount Olympus.
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