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GOWTLOZ said:
curl-6 said:

Only the characters in Breath of the Wild are cel shaded; rock, snow, trees, pavement, water, dirt, etc all use regular textures. And rendering a world as big and detailed as BotW takes more than just CPU grunt, it also places considerable demands on RAM and GPU power, two areas where Wii U exceeds PS3 and 360.

Also, GOW3 looks as good as it does because it is highly scripted; levels are linear, the developers control the camera so they can always micro-manage exactly what's on screen at any given time, and a lot its eye candy is smoke and mirrors. It looks flashy but its not as technically demanding as an open world game like Breath of the Wild.

It requires less RAM for streaming, but the sheer number of polygons and details, and the great use of lighting and textures plus all the enemies on screen at once, it is definitely a VERY demanding game for its hardware and would have been demanding had it been on Wii U.

There are many linear games, but none of them try to do what God of War 3 does so successfully. Just about any scene with titans in the game are damn impressive, as those titans are not just gigantic but also very well animated, and that requires a alot of resources.

Not just that but the particle effects are really good as well, and there are dynamic light sources too, such as when you use the Head of Helios.

Also it does all of this running at 45fps while Zeldaa runs at 30fps.

GoW3 does push the hardware pretty damn hard, but like many great looking games, it does so by making clever sacrifices and structuring the entire experience around maximizing eye candy. It intentionally avoids anything that might draw resources away from cramming effects on screen; the camera angles, level designs, interactions, and events are all rigidly controlled, and hence a lot of its world is one-sided set dressing and canned parlour tricks. Breath of the Wild does not have this luxury; it has to process a fully explorable open world stretching as far as the eye can see, packed with dense vegetation, dynamic lighting and shadowing that change with time of day and weather, real-time reflections in water, etc.