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The challenge wasn't so much in capturing the feel of the combat as it was in capturing the feel of God of War's visual look and gameplay design. You have very limited processing power and memory on most handsets, which makes devising puzzles, traps, environment interaction, and enemy behavior very difficult. With such extreme hardware limitations, there is a fine balance between character art, frames of animation, environment, interactive objects and the cost of the game code for each. If you get too ambitious with a level's design, filling it with lots of traps, locked doors, animated torches, waterfalls, enemies, etc., you may find yourself faced with a decision to reduce some of the core combat or to revise the level. It was tough to scale back on some of the initial plans for the levels and find ways to keep them engaging over the entire game. |
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[Via Joystiq]
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