GigaBowser
The bear of bad news
Shayna Moon, engine producer at The Coalition, associate producer at Sony Santa Monica on God of War: "The most impressive thing I've seen is having so many objects physics-enabled; that means they had to do a lot more QA testing to see all the possible issues. When people hear about polish in games they probably think of creative content being added, but polish is a lot more about bug fixing and minor design and visual adjustments to take a game from good to great."
Gregorios Kythreotis, creative director on Sable at Shedworks: "TOTK is incredibly impressive on a technical level. The draw distances and seamless air-to-ground-to-Chasm movement on a console as old as the Switch is truly a feat - especially when you consider the fidelity of physics interactions the game offers, on top of the way it is recording and making reversible all of these interactions. They've developed the gameplay to tightly fit these systems without making it feel broken or toy-like. My favorite new mechanic is probably the Ascend ability. It's so clever and unique; it provides a new manner by which players appreciate 3D space and layout in the world."
Gregorios Kythreotis, creative director on Sable at Shedworks: "TOTK is incredibly impressive on a technical level. The draw distances and seamless air-to-ground-to-Chasm movement on a console as old as the Switch is truly a feat - especially when you consider the fidelity of physics interactions the game offers, on top of the way it is recording and making reversible all of these interactions. They've developed the gameplay to tightly fit these systems without making it feel broken or toy-like. My favorite new mechanic is probably the Ascend ability. It's so clever and unique; it provides a new manner by which players appreciate 3D space and layout in the world."