BIZ: This is not the easiest question to answer, but how much of the PS3's power do you think you were using with Resistance and how much more are you using for Ratchet?
TP: Honestly, we don't know. You can't look at something as complex as the PS3 and put numbers on how much power you're using. What I can say is that when we finished Resistance, we did feel like we had only scratched the surface of what we could do. We were using the SPUs and that's a key to having a game that runs fast on the PS3, but there were a lot of things that we knew we could improve, and we have been improving them on Ratchet. And even with Ratchet, we're still seeing more and more things we can do; it's kind of like peeling off the layers of an onion.
[James Stevenson, Community Relations Manager, chimes in] Our tech team is constantly looking at new ways to optimize the engine. They're finding new ways to utilize things, new ways to get things working better... just look at the difference between the screenshots we've put out between Resistance and Ratchet and you can see we've made a lot of jumps. And we'll continue to refine the engine. Look at the PS2 and God of War II, for example, compared to the first-gen PS2 games. There's a lot more power to unlock on the PS3.