*God Of War 3 Thread v2.0 + Interview Stig Asmussen

UC2 is still the more visually pleasing game

I agree somwhow. I find GOWIII to be technically more impressive -for the same reasons you mentionned-, but the warmth of U2 colours, the maniac attention put into almost everything in the game still baffles me. It's a question of style and thus, a highly debatable one.

I also find the violence quite extreme. But as an easy to disturb guy, I had preferred keeping the obseravtion to myself ! :LOL:
 
I suspect if you replay GoW collection now, you'll see the differences more clearly. I played GoW 1 a couple of weeks ago. Compared to these screenshots, it's like comparing a 50 year old beauty to the same girl at 20.

It's the overall look, the art style that's more pleasing and consistent, and not the small details.

http://images.eurogamer.net/assets/articles//a/8/8/0/7/7/3/GoW_2_2_collection.jpg.jpg

http://i47.tinypic.com/eg4zf6.jpg

The former is just nicer to me, even if texture res and polygon counts are an order of magnitude smaller. I'll not hijack the thread again to try to explain though; the release is far too close and I understand you guys want to talk about that ;)
 
OK just wow! The MLAA is really something else and that single SPU should be reserved to serve that purpose from now on for any forthcoming PS3 game imo. Also the shadows are so smooth and jaggieless and it looks like SSM is giving all the major characters self shadows instead of the grunts.
 
It's the overall look, the art style that's more pleasing and consistent, and not the small details.

http://images.eurogamer.net/assets/articles//a/8/8/0/7/7/3/GoW_2_2_collection.jpg.jpg

http://i47.tinypic.com/eg4zf6.jpg

The former is just nicer to me, even if texture res and polygon counts are an order of magnitude smaller. I'll not hijack the thread again to try to explain though; the release is far too close and I understand you guys want to talk about that ;)


I don' think this is off-topic. Is it? I was also thinking about what i consider the best game i've ever played (U2) and i can see where you're coming from.
When i look at U2, my mind thinks 'wow, beautiful' as in 'pleasing to the eye'.

I can't say that when i see GOW3 my mind goes 'wow that's so pleasing to the eye' for obvious reasons - at any given time i might be seeing a decapitation or a disemboweling, which is not 'beautiful'.
Having said that, i can say the game is 'beautiful' in that it's impressive and capable of showing things on screen that i never though i'd be seeing any time soon. Because the lighting is crazy, the shadows look like shadows and not like flickering blobs of darkness, the surfaces look as real as i'd expect them to look in a movie about some guy killing Gods...

Kratos looks like a million dollar, from what i can see i think it's one of the most detailed model ever, but it's not 'beautiful'. i.e. i'd give Nathan Drake one, but Kratos no thanks.

I'm not sure i agree with your GOW2 comparison. To my eyes, when i see the GOW games on PS2 now it's like seeing PS1 games. At the time i thought they looked amazing, but now i can't believe how pixellated and low-res they are. Also the CGI on GOW2 looks a lot worse than anything on GOW3.

One thing i don't like about the GOW games is how the Gods are modelled. They look like cheap superheroes and not at all how i would expect a God to look, but that's just my personal opinion.

GOW3 is the only game i've ever pre-ordered and i can't wait to get my hands on it. It's being released on the 19th, which is my bday. Must be a sign!
 
It's the overall look, the art style that's more pleasing and consistent, and not the small details.

http://images.eurogamer.net/assets/articles//a/8/8/0/7/7/3/GoW_2_2_collection.jpg.jpg

http://i47.tinypic.com/eg4zf6.jpg

The former is just nicer to me, even if texture res and polygon counts are an order of magnitude smaller. I'll not hijack the thread again to try to explain though; the release is far too close and I understand you guys want to talk about that ;)


I think you are going to look back at your post in a few weeks and laugh. Because... come on now.
 
This has to be the most ambivalent I've felt about a game's graphics. Some of the stuff is truly incredible, the scale, the seamlessness, the amount of stuff going on, the general level of detail... Very impressive technology there.
But I still really don't like the art style. The lighting is all around the place, far too much of small level contrast from too much normal mapping / speculars, making everything just too busy. The sense of depth in still images is a mess sometimes, too. UC2 is still the more visually pleasing game.
In fact, the first two GOW games are more beautiful to me, too, the lack of normal/specular shading actually benefits them and the hand painted textures work a lot better there.

And the violence is too much for me too, even from what we've already seen - the final game probably has even more, and worse, stuff going.

:???: So the graphic sucks because there are too much technical stuff?:???:
 
Well i dont know about is it possible on competitors console,neither do i care,to me its all same ol PR.But what i wanted to know is,is there any presentation by Santa Monica on their implantation of MLAA,and how much it "costs" to do it on spus?If somebody knows i would very appreciate it ;)
 
A problem I have with this games visuals from watching trailers is the rocks often appear very "plastic" looking. Kind of like those cheap sets that were supposed to represent alien landscapes in the original Star Trek TV series.
 
A problem I have with this games visuals from watching trailers is the rocks often appear very "plastic" looking. Kind of like those cheap sets that were supposed to represent alien landscapes in the original Star Trek TV series.

Uncanny valley of... rocks.
 
A problem I have with this games visuals from watching trailers is the rocks often appear very "plastic" looking. Kind of like those cheap sets that were supposed to represent alien landscapes in the original Star Trek TV series.
Er yeah...I guess this game could have even more flaws graphically, but is that important? :D
 
It's the overall look, the art style that's more pleasing and consistent, and not the small details.

http://images.eurogamer.net/assets/articles//a/8/8/0/7/7/3/GoW_2_2_collection.jpg.jpg

http://i47.tinypic.com/eg4zf6.jpg

The former is just nicer to me, even if texture res and polygon counts are an order of magnitude smaller. I'll not hijack the thread again to try to explain though; the release is far too close and I understand you guys want to talk about that ;)

They are 2 different scenes though. If a similar architecture is shown on GoW3, I think you'll be smoked. :p

Conversely, if you take a GoW1 close up shot and line it besides the GoW3 ones, you'll likely see the significant improvements (both art and technology) despite some artistic dissonance.

OTOH, if you're comparing U2 and GoW3, then I think it'd be close. I believe MazingerDude loves the GoW3 look, you like U2 more, while I am more attracted to KZ2 (overall).

EDIT:
A problem I have with this games visuals from watching trailers is the rocks often appear very "plastic" looking. Kind of like those cheap sets that were supposed to represent alien landscapes in the original Star Trek TV series.

Uncanny valley of... rocks.

Ha ha, may be they are trying to do various marble treatment ? (semi-polished, unpolished, soft marble, ...).
 
I wander if Polyphony Digitals rendering pipeline would allow for a technique like MLAA. I imagine their game is even more CPU intensive than GoW3, but if they had the budget for this technique, it could improve their engine performance and give us a smoother driving experience.
 
It's the overall look, the art style that's more pleasing and consistent, and not the small details.

http://images.eurogamer.net/assets/articles//a/8/8/0/7/7/3/GoW_2_2_collection.jpg.jpg

http://i47.tinypic.com/eg4zf6.jpg

I know what you mean, and I think I can tell you why.
The lighting in all the shots I've seen show artistic placement (per asset, seemingly). Which is great, but it often seems to be defying expected result.
That very picture you post there has at least 3 different directions for the general blue ambiance (eg, look at the large slumped statue in the background, then look at the buildings in the far background - they show a clearly different lighting direction with no clear source. The same is true of the foreground.

The same can be seen in this shot posted earlier. Three or four distinct strong lighting directions.

It's one of those things that can mess with your mind a bit. If you are not used to looking at images in certain ways, you'd never notice it - some peoples eyes are drawn to small details, some are drawn to overall structure, etc.

It's a very valid artistic choice, you want to maximize the presence of each asset - however in this case I think the consequence is a less tangible feel.

Please note I'm not saying it looks bad.
 
It's the overall look, the art style that's more pleasing and consistent, and not the small details.

http://images.eurogamer.net/assets/articles//a/8/8/0/7/7/3/GoW_2_2_collection.jpg.jpg

http://i47.tinypic.com/eg4zf6.jpg

The former is just nicer to me, even if texture res and polygon counts are an order of magnitude smaller. I'll not hijack the thread again to try to explain though; the release is far too close and I understand you guys want to talk about that ;)
I'm talking entirely artistically here (and not technically) but the latter looks like a well-balanced painting - the colours and textures really create the full scene. The first image just looks like a blurry, almost two dimensional and colourless landscape. So artistically, GOWIII looks like a painting (at points) and to me is rather beautiful =)
 
Well in terms of art, I'd say the newer shots are more "cluttered" and the GoW1 capture is simple and more elegant. But then again, those may be intentional (story and location needs/differences). Plus the artists are not there to make a 2D shot look good, we probably need to take a walk in said level to understand what they are trying to present.

I like how Graham put it too. The artists wanted to show off the intricacies in the bigger and more detailed levels. In the process, the macro picture gets chopped up a bit.
 
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