With Mercenaries 2: World in Flames just weeks out from release, GameSpot AU caught up with Pandemic director Cameron Brown to chat about making next-gen explosions, building up your band of soldiers of fortune, and what role Pandemic’s Australian studio played in the development. GameSpot AU: Mercenaries has always been known for its focus on destruction, and that seems to be the case again with Mercenaries 2. How taxing on the CPU is it to not only create an explosion, but for it to have wide reaching effects such as collapsing multiple buildings? Cameron Brown: It’s extremely taxing. That was one of the big focal points when we moved Mercs to next-gen–making use of the power of the CPU in the PS3 and 360, so that we could create those effects, like you’re talking about. Something that’s interesting about it is that it’s not just the explosions themselves that is taxing on the system; it’s also the fact that we’ve got to prepare everything to be destroyed. For everything you see in the game, we have to go ahead and make destroyed states for them and have additional access, data, and physics that the game has to carry around at… Read full this story
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