
Each of Gaia's actions forces a recalculation of the entire environment and the characters that inhabit it.
GOD OF WAR 3 KRATOS SKIN
As Gaia's body moves (she's locked in her own fight, even as you're fighting across her) the Titan's skin conforms to those movements, textures shift, and the enemies' artificial intelligence reassesses the best path to take.
GOD OF WAR 3 KRATOS PS3
This is where the PS3 shines, Filippov says. In that particular scene, Kratos has to navigate the craggy, earthen skin and foliage covering Gaia, as up to two dozen enemies at a time make their own way around the Titan's body features to attack him. "The reason is you need to recalculate that entire surface-all of Gaia's skin-and you need to calculate collisions for all the dozens of enemies climbing on and sticking to that surface." "The Gaia scene is an example of something that wouldn't fly on the 360," Filippov says. Although the Kronos fight was a technical challenge, a sequence where Kratos travels the length of the Titan Gaia was even more complicated. They are fully-rendered, exceptionally detailed character models, with stable proportions (Kronos's hand doesn't simply swell as it approaches, as the Colossus's hand did) and shifting textures that push the limits of the PS3's hardware. Although previous games, including God of War titles, have featured large enemies, the new game's Titans are presented not as scripted events or optical illusions. There are new types of gameplay that weren't possible with the previous hardware."Īt the risk of banging an old and extremely battered drum, God of War III's use of scale is another example of a technical trick that, according to Filippov, only the PlayStation 3 can pull off. "They have pliable skin that bends, and you can climb on that skin. Now, they are part of the environment that you interact with," he says. "Back then, the large characters that we had were essentially a backdrop set piece. And no matter how much bigger the enemies have gotten, comparing raw numbers doesn't do the new game justice, Filippov says. But even that stone behemoth was just one-sixth the size of Kronos, according to God of War III's lead programer, Vassily Filippov. The sequel upped the ante with a centerpiece battle with the Godzilla-size Collossus of Rhodes. The first God of Warfeatured a duel between the 7-foot-tall protagonist, Kratos, and a massive Hydra. Giant creatures are a staple of the God of War series, and there are other Titans in this game, which depicts their mythological war with the Greek gods.

When God of War III comes out on Tuesday, March 16, for the PlayStation 3, gaming will have its own Burj Khalifa-Kronos, the 1600-foot-tall boss. In games like 2005's Shadows of the Colossus and 2008's Resistance 2, bosses measure in the hundreds of feet, with increasingly realistic in-game physics to govern their virtual mass. Remember King Koopa, the princess-kidnapping, turtle-like despot of Super Mario Bros? He might have topped out at 12 or 13 feet on a good day. When they're the enemy, these digital heirs to the Krakens and Leviathans of classic mythology are called bosses. In the video-game world, the most impressive architecture is the living, breathing kind vast monsters that dwarf your on-screen protagonist. It has been launched into space and threatens to blot out the sun. For size-conscious architects, the gauntlet hasn't been thrown.

At 2717 feet it towers above the competition-it's more than two and a half times the size of the Chrysler tower, and while the previous top five highest buildings were all within a couple of hundred feet of each other, the 160-story Burj Khalifa beats the old world-record-holder, the Taipei 101, by some 900 feet. When the Burj Khalifa was completed earlier this year in Dubai, it became more than just the tallest building in the world.
