![]() ![]() In the space of a few minutes Barlog and product manager Kevin Smith manage to cram in more wanton brutality than your average early '80s video nasty. The effect is as chilling and well-implemented as you'd expect from a game that routinely throws every mythical foe in the 'book' at you (and more besides). "We're going for a real Clash of the Titans feel, with enemies that hide in a pile of bones and reconstruct themselves," he says. Presenting the game in a somewhat quieter, saner part of the vast LA Convention Centre, Barlog isn't shy about admitting that the sequel is their latest "homage to Harryhausen". Next year's sequel promises to go even further, with a stunning playable demo giving us a few hints of what to expect when it hits stores early in 2007. Last year's original let the vicious, breathless gameplay do all the talking, layered with the kind of production values and impressive technical trickery that wins game of the year awards (it was mine, for the record). Not that God of War II's game director Cory Barlog should worry about the fickle business of attention grabbing. It's tough work being an all powerful, head chopping deity with blades attached to your wrists when everyone else is running around in high def. It always works like this, of course, but God of War II was easily Sony's most impressive title arguably it was one of the games of the show, yet few people seemed to care. ![]() While everyone at E3 was busy Wiiing themselves with excitement on the most crowded stand in the history of the show, or pooh-poohing the PS3 line up along side it, most people seemed to neglect the presence of all the exciting "last gen" (can we say that yet?) stuff. ![]()
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