After a chance to get hands-on with the 360 version Call of Duty 3, we have to wonder whether Activision has been a touch too successful in its mission to put players in the boots of Allied soldiers in the Normandy offensive of 1944.
Treyarch is bringing new narrative strength and focus across from its work on last year's Big Red One spinoff, although the unrelenting intensity is more reminiscent of Infinity Ward's headlining sequel. The shouts, the mud, the mess, teh heart-in-mouth physical proximity of the action are all there. But the relentless, unvarying onward slog and the constant barrage of noise are more acquired tastes; and the confused sense of never quite being in control of what's happening - or even sure whether your shots are connecting - are not necessarily things you'd want to replicate at all. Audio-visually, though, it's overpowering - successfully trading a little finesse and detail for a combination of credibility and raw impact.
A somewhat reluctant demonstration of PS3 code brings us back to present-day battles with a jolt. With a painful framerate and only rudimentary lighting and shaders in place, the game looks cold and flat next to the gritty bombast of its 360 counterpart, and far from ready for a November launch. It's clear that it will be a race to the wire, in uncharted territory, to get it to match the 360's performance, let alone edge past it. Ii speaks volumes about the last-minute brinkmanship behind the launch of Sony's machine that such a high-profile, high-priority project had at time of asking only just gained access to the tilt-sensing technology, and had had no time to explore its implementation (or otherwise).