The trailer, he stated, was a piece of work that had been completed last Fall, but the team had been waiting to fully unveil the entire thing. Everything within the trailer itself was "100 percent real," according to Asmussen. While the action within the trailer was scripted to tell the story that he wanted to tell for the trailer, "everything that you see in here is using actual in-game engine, resolution, effects. Let me assure you, we can draw Kratos in these levels and we can do all this stuff that's happening in here right now."
Asmussen then took back over to mention some of the elements that had been shown in the trailer such as the Titan gameplay, which he pointed out highlighted the immense scale of the game. "Our whole engine is built around rendering this massive scale, and it truly is a moving level. We're kind of moving mountains now," Asmussen said. Not only did he point out that everything that can be done normally can be done atop the Titans, but they're trying to measure the gameplay in the sense of acres instead of general areas or locations. The team also wanted to focus on ride-able enemy characters, which gives Kratos a new kind of strategy and flexibility in combat. The same kind of technology that was shown for the Titans was used on a miniature scale to allow the Spartan the option to leap onto creatures like the Cyclops and use it to his advantage.
Finally, the team wanted to expand on the scale of the battles significantly from those on the PS2. Whereas you'd face off against ten or twelve enemies at the most on the PS2, you'll easily fight against 50 or more in God of War III
While the trailer was impressive, the demo that we were shown afterwards was just as strong. While Design Director Todd Papy controlled Kratos in a section tentatively called "The Fortified City," Asmussen narrated the action. The setting of the city was a stone keep on the side of Mount Olympus, and the war between the gods was fully engaged. Kratos' task in this city was to find the hidden door of Eos, which was rumored to unlock a secret passageway that would lead to the Palace of Olympus. Asmussen intentionally wanted everyone to pay attention to Kratos as Papy started the demo because he called him "Kratos 3.0." Essentially, what he was telling the audience was that this was a next-gen Kratos. Not only has the development team focused solely upon using the game engine to create cinematics in-game, they've spent a large amount of time trying to make sure that Kratos looked as high-res as possible. As a result, Asmussen mentioned that the amount of elements that had been added would possibly blur the lines between high-res shots and in-game footage. The new Kratos features blended normal maps for realistic muscle flexing, high-res shaders, rim shaders to stand out from the environment and other elements. In fact, Asmussen mentioned that his character model wouldn't even fit in the PS2's memory. Compared to the 5,000-polygon count on the PS2, Kratos is now running around 20,000 polygons on the PS3 alone.
Honestly, from a personal standpoint, even describing the elements of the gameplay and trailer doesn't do the gameplay justice, because the sense of scale and action really has to be seen to be fully grasped and understood. The vistas are huge, the characters and monsters that you face off against are significantly larger and more numerous than the previous games, and there's a lot of features that the team specifically has tried to keep secret from everyone, particularly because they want to roll additional details out at a later time.
Talking to the lead programmer, I found out that there would probably be a small install when players initially started the game for the first time, but everything else from there would stream solely from the disc with a significant amount of SPU balancing to make sure that everything moves seamlessly without any load times or visual hitches. Although they weren't willing to talk about release dates or even if this level would be a possible demo that fans would be able to see and play (which they did seem willing to consider but weren't willing to commit to), the design team did state that there would be plenty of news coming about God of War III soon. Personally, I can't wait, because if it's even close to what we were shown during the screening, in the end, there might be only chaos, but it could also be one of the best games any system will ever have