From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #3811 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Sunday, March 22 2020 Volume 14 : Number 3811 Today's Subjects: ----------------- Diabetes Discovery Leaves Doctors Speechless ["Diabetes Protocol" Subject: Diabetes Discovery Leaves Doctors Speechless Diabetes Discovery Leaves Doctors Speechless http://copperwind.buzz/SkO-IugcJNfaqS83n5OfDMOuM3bh5GThMccGZ98MVzdnb0SH http://copperwind.buzz/OKmo1I4unuuxCrtW830OerWOlmL7v1CMAx_yvSucdTLMnQ d Stig Asmussen (lead environment artist and art director on God of War and God of War II, respectively) became director. Asmussen said that one of the greatest challenges in developing God of War III for the PlayStation 3 was the "complexity of everything"; individual tasks, such as designing Helios' decapitation, could take a year because the "level of detail [that was] expected so high and intricate, it multiple departments." He said that the PlayStation 3's hardware capabilities allowed more flexibility in character creation and interaction with the environment. The engine for God of War III was ported from the first two installments to the PlayStation 3. As the game was being developed, the code department swapped out PlayStation 2 components with PlayStation 3 components. They replaced the renderer, the particle system, and the collision system. Although they were re-using the engine from God of War II, the core engine for God of War III was brand new. Between E3 2009 and the time the game shipped, morphological anti-aliasing (MLAA) was added, which graphics engineer Ben Diamand said "improved edges dramatically and saved substantial amounts of frame-rate." Diamand also said that "depth-of-field, motion blur, crepuscular 'god' rays and refraction were either added or improved in quality and speed" during that same time period. On April 12, 2012, Sony released a teaser image for Ascension on its official PlayStation Facebook page, which was followed by the game's announcement on April 19 on PlayStation.Blog. Todd Papy, who had previously worked as a designer on God of War and God of War II and as design director on God of War III, assumed the role of game director; God of War III director Stig Asmussen was busy with another project at Santa Monica and did not work on Ascension. The announcement officially confirmed the game's title and Papy said it was not titled God of War IV to avoid confusion because it is a prequel, rather than a sequel, to the trilogy. The game features a retooled God of War III engine, enabling online multiplayer battles for up to eight players. The decision to add multiplayer came about from curiosity, according to lead combat designer Jason McDonald. The multiplayer was first tested using Kratos, and McDonald said the testers had "a lot of fun". Seeing their reaction made the team feel that the multiplayer had value and they then began to put the "God of War spin on it". In the developmental transition from God of War III to Ascension, one of the graphics engineers, Cedric Perthuis, noted that the limits of the God of War III engine restricted artist creativity, so they "tried to remove or push those limits as far as possible without losing any performance." Ascension did not have a graphical leap over its predecessor like God of War III did. Dynamic lighting was added, which allowed for development of the Life Cycle gameplay mechanic. Particle effects were also greatly improved upon from God of War III. PlayStation 4 Santa Monica began work on the fifth main installment in 2014, which was confirmed by the returning Cory Barlog at the first annual PlayStation Experience on December 6 that year. The official announcement came at the 2016 Electronic Entertainment Expo (E3) with a gameplay demo, which also confirmed that Barlog had returned to the series as game director. The game was deliberately titled God of War with no numeral or subtitle because although it is a continuation of the series, "we are reimagining everything." Other mythologies were also considered for the new setting, but Norse was picked to keep the focus on Kratos; there was also consideration to use a different protagonist, but it was decided to keep Kratos as he "is intrinsically tied" to the series. Most of the development team that worked on the original God of War worked on the new installment. They claim ------------------------------ End of alt.music.moxy-fruvous digest V14 #3811 **********************************************