If there was one title at this year's E3 that got the Sony fanboys all riled up like free candy at a diet camp, it was God of War III. SCE Santa Monica has been hard at work crafting a compelling and truly grandiose setting for Kratos' final adventure, and we've played it and can happily report that it's going to deliver the goods.
But who cares about gameplay, right? We all want to know about one thing and one thing only – the graphics. How's this sucker going to look? Is the jump from PS2 to PS3 really going to blow you way, alter your life, bring about world peace and change the course of history forever?
Read on for our interview with God of War III's lead designer, Todd Papy, for his thoughts on making this final chapter the best action game on the PS3 – as well as one of the best looking – and what it's like to work around the corner from some of the industry's best development talent and being part of that knowledge share.
IGN AU: So tell me a little bit about the development of the engine. It's a marked jump from the PS2 versions – but one thing that I find really amazing is how Sony has been encouraging a knowledge share between studios.
Todd Papy:
IGN AU: Do you have open forums like designer lunches or roundtables? How does this work?
Todd Papy:
IGN AU: So back to God of War III – which effects are you most proud of at this stage? Were there any last-minute inclusions and improvements for the E3 build?
Todd Papy:
I'm really happy that we made the decision to zoom the camera in cinematically and show Kratos the way we have. Plus, we're adding the battle blood – you know, when Kratos disembowels the centaur for example, and he gets the blood and guts on him. It's not just blood and guts for blood and guts' sake – it fits with the character of Kratos; he's a very visceral character.
In terms of most recent graphical additions, we were working on optimising literally everything. Now – the last thing to get in? Let me think about that for a second. Mmmm, we were working on the skybox right at the end, pretty much all of the art at the end; effects-wise we were just tweaking. We had all the effects in, so we were pretty much alpha on the demo – but then we continued to tweak and polish.
IGN AU: It seems like the latest buzzword at E3 this year was 'seamless'. GOWIII is another example of a seamless world. How much of a technical challenge did this present?
Todd Papy:
IGN AU: Framerate is one of those things that's always divided players as much as developers. Do you think it's better to aim for a lower framerate, but greater environmental detail, or the other way around?
Todd Papy:
IGN AU: It seems like a lot of developers that aren't Sony-exclusive or strongly focussed on the PS3 are coming up against Cell processor development issues. Have you come across any bottlenecks this far in?
Todd Papy:
IGN AU: So it's a bit of sleight-of-hand programming?
Todd Papy:
IGN AU: And how do you keep a hallway interesting?
Todd Papy:
IGN AU: It's got to be hard to innovate within the platform-action genre. Do you feel like the gameplay has made as big a jump as the graphics?
Todd Papy:
IGN AU: Is there a single stand-out environment that is your favourite by far? Can you tell us a little bit about it?
Todd Papy:
IGN AU: How many Titans are we looking at here?
Todd Papy:
IGN AU: Well, are we talking three or four? Or Shadow of the Colossus here?
Todd Papy:
IGN AU: Oooh! Well cool – I think it's safe to say the fanboys are ravenous right about now, so best of luck with the rest of the game!
Todd Papy:
©2009-06-17, IGN Entertainment, Inc. All Rights Reserved
12:00 am PDT June 17, 2009