http://www.ps3center.net/article/228/pcn-interview-on-spiders-god-of-warinspired-arpg-mars/
"PCN: On the game's website, it mentions Mars will be released for the PC and PS3. Why did Spiders opt for those two platforms? Are there any limitations with designing games for both the PC and PS3? Will you be doing anything special to take advantage of the PS3's architecture?
JR: The PS3 is a very interesting platform, with a huge potential, even if it isn't very easy to access. There are very few RPGs for now on this console, and we really think that the fans are waiting for some good games in this genre on PS3. That’s why we decided to take it as our primary platform. The PC came with it when we chose the engine. We decided to use the Phyre Engine from Sony, and the engine works cross platform with the PC.
Of course designing games on both PC and PS3 is not easy as the two platforms are very different (particularly to find some interesting controls on both, or on the performance part) but in nearly all aspects(visually, technically etc) the PS3 is our reference, and the PC follows. First and foremost, we want Mars to be a great PS3 game."
"PCN: On the website, it mentions Mars will have a 4-player arena mode - is this some type of versus mode? Also, because there are 2 playable characters, will there be any co-operative play in the story mode?
JR: Concerning the arena modes we think it could be fun to allow the player to fight a little with friends even if it’s only in some arenas. There will be two different modes : one versus, a good way to compare the skill paths and equipment that different players have chosen, and a co-operative mode against random monsters.
Concerning the possibility of a cooperative play of the story, definitely no. The two stories can not be done together as the two characters are only crossing each others paths."
"PCN: Do you guys have a target release date for Mars?
JR: Our target for the release is September 2010. Of course, it will depend on our publisher as well."
Another Mars interview. I've posted some of the stuff I thought was interesting, and highlited the main ideas. There's more to the interview, and it also has a bit more info about the game, but there's also a lot about how they're handling starting a new studio in the middle of a recession.











