GOW3 Uses Less Than 50% Of PS3

According to the TSA review, God Of War 3 is rather spiffy but according to GOW3 Game Director Stig Asmussen it’s not that spiffy.

“I don’t know if we are even close to 50 percent of PlayStation 3’s power at this point.” he told Universal Gaming Database. When asked to clarify that he did mean 50% he replied, “Yes, absolutely!”

Stig went on to say that he hopes that the “company [Sony] will not expect us to continue to do it every couple of years and milking it, because it will become irrelevant at some point.” but also says “I cannot discuss what the God of War future will be at this point.”

Stig also reveals that they “talk about” an animated God Of War movie, that co-op just doesn’t really fit the story and DLC may be possible but it would be hard to slot in the scripted nature of the story. He also praises Dante’s Inferno saying that after he had played it he thought God Of War 3 could of “done a better job with the traps.”

Next Stig revealed some parts of the game that were cut:

“We had an interesting puzzle with a guy named Exion that was kind of attached to a spinning fan. He was a pretty crazy, twisted guy. He was based off the sidekick from The Road Warrior (a.k.a. Mad Max 2), the guy that had a little fly machine. The way he looked and everything was based on that guy. So we had a puzzle based around him, but we decided to cut him from the game on a pretty late state of development. ”

“We had a big Cyclops. No, I mean really, really, really big Cyclops, and we had a really cool branching mini game on it, but it started to feel too complicated so we couldn’t get that into the game, it was a real bummer. We also had a huge titan moment that I’ve talked about before, but we had to remove it from the game, so that we could set that time that we have in the other titan moments. Those were some of the highlights of the things we had to remove from God of War III, or lowlights I guess you could say.”

Finally the motor mouthed Game Director talked about his “dream project” citing Heavy Rain as an inspiration,

“The one thing that Quantic had done really well is that they have succeeded to make a game appropriate for people that are 25 and plus years old. I’m not talking of just the violence and sex here, but for emotions and psychology – things that the older audiences are more concerned about.”