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Posted by PlayStation Blog Mar 03 2010 23:15 GMT in God of War III
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Last week, I was lucky enough to attend our God of War III event in Hollywood, where we revealed the opening portion of the game to press. Yes, as you could imagine, jaws dropped.

I’m not going to spoil anything here, and frankly, I made sure to keep my head turned for the majority of hands-on time because I’m all about going in fresh when I finally have retail copy in hand. But, in addition to hosting the event, key members of the Santa Monica Studios development team were on hand to chat. Last week you sent me questions for Stig, but unfortunately, he was sick and very limited during the event. So we’re saving most of those up for when we talk to Stig during GDC next week. But Design Director Todd Papy was nice enough to fill in (and he’s an insanely cool guy), so we sat down to talk God of War III, and I couldn’t help but throw a few of your questions his way. Hope you like it.

And make sure that if you do have more questions for Stig, drop them in this post via comments, as we’re definitely getting some time with him next week during GDC.

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Was there a lot of stress when it came to living up to the previous God of War games, not only in the fans eyes, but with the developers too?” – Vaughn Johnson via Twitter

Well I think we put more pressure on ourselves. There’s always that stress, and you don’t wanna be knows as the guys who F up God of War [laughs]. You really don’t want to be known as that! You know, it’s one of those things where I think we were able to pull it off and hopefully exceed expectations even though the bar is set so high.

And you’re setting your own bar.

Yeah, and that’s the thing that’s always scary…how are we going to outdo ourselves. So when we started talking about God of War III, it was like, “What are we going to do with the Titans and how are we going to change the weapons to make things new and interesting?”

At what point do you reach a level that you’re happy with in development? When do you know when to stop?

Obviously time. I think all of us are artisan in a way and being able to noodle the game to death…there’s got to be a point in time where we say, “This is enough, let’s get it out the door.” But with that, we want to push the envelope, so we do a lot of play tests to see if we’re getting the reaction we want out of players. Are they getting it, and are are they enjoying the experience. But also, we have cameras on their faces when they are playing so when they get to that kill — what’s the reaction? Some people are stone cold and we can’t read them, but when they’re filling out the paper, they’d say they loved it. Others are like, “Ohhh! Oh my god, I can’t believe I just saw that!” Then we know, alright, we’ve got something special

What has been most challenging about the game, handling the tech or the story/gameplay?

I think the Titans, just because the way that we design the levels is under designer control. So we can do iterations really quick, say adjust the jump if it doesn’t feel right, change it and get it into the game quickly. Versus the Titans, when we’re designing in T-pose. We have to figure out what the arms is going to look like, or how the shoulder is going to look when its climbing. And basically, it’s the designer working with the animator to say, “Hey bring that down a bit.” There’s a lot of working back and forth, and it’s just very time consuming.

Well, it’s payed off because you’ve really done some amazing work. Are you happy to be done with the game?

I love it. I am very happy to be done, but at the same time I’m like, “Oh sh*t, what are we going to do next!”


It’s something that you’ve lived with for song long, just the process of creating a game, right?

Yeah, we’ve been doing it for 3-plus years and 10-plus months of crunch. We actually had a couple of designers come in today and we said, “No, no, you’re supposed to be on vacation, go home!” Really, we all love it, and even when we finished this one somebody was noodling around creating new ideas and new designs. It’s something that we live for.

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What is the most difficult thing about adapting mythology to a video game? – Brandon Gedrich via Twitter

Well, it’s our take. We don’t follow mythology to a T. It’s us taking what we want and what we think is interesting, and basically weaving a story around Kratos. And with Greek mythology there’s a lot of inspiration to draw from, but it’s, “What do we think is cool? What wrapper can we put around that?” And if it happens to be something in Greek mythology, we’ll say, “OK, that’s cool. Let’s use that.”

Was there anything you were influenced by with UNCHARTED 2 during your development process?

Well, we didn’t really see the game [during development]. But we did have design meetings with them like Richard and Neil, and we’d basically talk and say, “Hey, how do you guys do things?” Their system versus our system is completely different, even in the way they handle their big wow moment which was probably the train sequence. And now this [the opening] is one of our big wow moments. They saw one of the titans early on and saw what we were doing, and hopefully our communications with them and they way we talk about our enemies…hopefully that will influence them. And the way they tell stories, I would hope that we would do some of that stuff in the next game.

Knowing God of War, though, God of War III will probably bring a lot of those “wow” moments, right?

Right, and that’s the thing. In the beginning of the game, Stig and I went through and listed our all our wow moments once we knew the locations and set pieces. And we listed out how many of those moments were wanted to hit, and said, “We’ve got to be in this range.” And I think we hit it.

Well, congrats on being done! Without revealing any spoilers, is there anything you want to say to the PlayStation fans? These are some of your biggest fans who will be reading this.

I hope you love it. If there are things that you like about it, or anything that you dislike about it, trust me – all of us read the boards and we watch out for that stuff. So if there’s something that irks you, write about it. And we’ll find it, look at it and review it.


Posted by IGN Mar 03 2010 23:14 GMT in 2010 FIFA World Cup South Africa
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We sit with EA Sports to discuss two new additions to the series.

Posted by IGN Mar 03 2010 23:07 GMT in PlayStation News
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Sgt. Frog RPG, .hack//Link and Bioshokku Tsu lead the way in Japan this week.

Posted by Joystiq Mar 03 2010 23:00 GMT in Blur
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Not only are the cats and dogs living together, but they're using Twitter. According to MTV Multiplayer, upcoming racer Blur will allow some social interaction not only between players, but between different platforms. Whether you're on Xbox Live -- silver or gold -- or PlayStation 3, you'll be able to issue competitive challenges to friends, with Twitter acting as a neutral intermediary. Think of it as that time you had to pass messages between your feuding parents, only you're telling Dad that Mom just utterly destroyed his pathetic lap record.

Speaking at a Blur presentation, lead designer Gareth Wilson offered an interesting anecdote as explanation: "I've got a friend from university who lives in Australia, and I can't play with him, because he's available at night time when I'm sleeping. So the Friends Challenge thing was really, 'How do we get people together to play who might not be able to.'" And while PS3 and Xbox 360 racers might not be able to play together in real time once the game launches on May 25, Bizarre Creations thinks of the Twitter connection as an innovative way to foster some healthy, cross-platform rivalry.

Wilson also notes that the social integration won't be a "horrible, spammy thing." So no Facebook support, then.

Posted by IGN Mar 03 2010 23:03 GMT in Dark Void
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Capcom unleashes a slew of Mega Man info, talks zombies, and game development.

Posted by Kotaku Mar 03 2010 22:40 GMT in Portal
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#valve Let the games begin. Again. Valve has whipped the Portal community into a fresh frenzy with one more update to the PC version of the first-person puzzle game. What does the the developer have in store this time? More »

Posted by IGN Mar 03 2010 22:46 GMT in Borderlands
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The Secret Armory of General Knoxx best in the series so far.

Posted by Joystiq Mar 03 2010 22:40 GMT in Xbox 360 News
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We can't help but notice you checking out that Limbo screenshot above, and who can blame you? The IGF-nominated puzzle platformer isn't just a real head-turner, it's got brains to match. Even better, developer Playdead tells us you'll be able to help its young protagonist look for his sister on the edge of Hell when it hits XBLA this summer.

Here's the crazy thing though: You two have already met. No, really, it's true, way back in 2006, when Limbo was little more than a design doc and a teaser trailer. Kinda makes you feel a little creepy for ogling it, huh? Don't worry, your secret's safe with us.

Posted by Kotaku Mar 03 2010 22:20 GMT in Gaming News
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#2ksports Take-Two Interactive CEO Ben Feder sheds some light on NHL 2K's absence from the company's PlayStation 3 and Xbox 360 line-up, explaining that the series is on hiatus this year in order to come back stronger with NHL 2K12. More »

Posted by Joystiq Mar 03 2010 22:30 GMT in Gaming News
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During the recent Take-Two fiscal earnings report, we noticed something a bit off. See, back in December when we got our last update from the company, NHL 2K11 was missing entirely from the report. This suggested that there wouldn't be another game in the series.

Well, today Take-Two chairman Strauss Zelnick revealed that another iteration in the series is in the works -- and it's exclusively for the Wii. "As far as NHL, we're taking a year off on PS3 and Xbox 360 to refine, redesign and re-think," Zelnick remarked during the earnings report. So while Canadians* will have less options when it comes to platform, knowing the series hasn't been retired is a good thing, right?

*Come on, we all know Canadians are the only ones playing these games

Posted by GoNintendo Mar 03 2010 22:00 GMT in Gravitronix
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Coming from the official dev blog… # We’ve decided to waive the entry fee but will have no prizes other than first place. # We’re at booth 637 on aisle 600. # Sign-ups for the tournament will start when the show opens on Friday. # The tournament will begin when the show opens on Saturday and run until completion. # [...]

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Posted by Joystiq Mar 03 2010 22:20 GMT in R.U.S.E.
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If you were paying close attention to Twitter this morning, you might've noticed Ubisoft community developer Aymeric Evennou noting that a RUSE public beta will be strategically moving itself onto Steam on March 9. More importantly, though, if you were looking way too closely into the French publisher's YouTube video details, it's possible you would've seen this little tidbit about the game's release date: "RUSE will be available on PC, Xbox 360 and Playstation 3 on June 3rd 2010." Oh snap!

From Ubisoft ... ahem ... tricking us into believing the game would see release in Q1 2010, to a private beta last year, and now the announcement that we'll get a chance to play the game next week, it's been a bit of an emotional roller coaster for us over the last year at Joystiq. Thankfully, Ubi also released five minutes of soothing fan service in video form that we've embedded after the break for you (and for our own well-being).
[Via Big Download]

Posted by Kotaku Mar 03 2010 22:00 GMT in Borderlands
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#borderlands Touting the popularity of the three pieces of downloadable content released for Borderlands to date, Take-Two CEO Ben Feder said today that more are on the way. More »

Posted by Joystiq Mar 03 2010 21:45 GMT in Gaming News
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As part of its latest financial results report today, Take-Two delayed Red Dead Redemption by several weeks. Previously scheduled to arrive on April 27, the game is now slated to release in North America on May 18 and internationally on May 21. The announcement doesn't specify a reason for the move, though it's worth pointing out that the new date moves Red Dead Redemption out of the publisher's fiscal Q2 (February-April) and into its third quarter (beginning May 1).

Take-Two also notes that financial guidance for its fiscal 2010 has been adjusted to take the date change into account. While Read Dead Redemption was at the center of a controversy concerning developer Rockstar San Diego, a barrage of recent media assets and confirmation of retail pre-order bonuses seems to indicate that development is on track.

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Posted by GoNintendo Mar 03 2010 21:37 GMT in Nintendo Stuff
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You can bet that any chance I get to show more Nick Arcade footage, I’ll take it! One of the best/worst ideas ever to grace TV. Just look at that amazing technology!

Posted by IGN Mar 03 2010 22:06 GMT in Mafia II
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Title slips into company's fiscal fourth quarter.

Posted by GoNintendo Mar 03 2010 21:32 GMT in Dart Rage
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A portion of a Nintendo Life review… The “rage” aspect can be downright annoying at times and the few games on offer ultimately limit the longevity if you aren’t enamoured with what’s on offer. That being said, Dart Rage is miles better than its downloadable competition and worth a go if you’re down with flinging fake [...]

Posted by Kotaku Mar 03 2010 21:40 GMT in Max Payne 3
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#itsadate Take-Two Interactive has a very busy fiscal fourth quarter, pegging four big games, L.A. Noire, Mafia II, Max Payne 3 and Sid Meier's Civilization V, for release between August and October. However, one of those games might not make it. More »

Posted by Joystiq Mar 03 2010 21:45 GMT in Gaming News
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As part of its recent financial results report today, Take-Two has announced that Red Dead Redemption has been delayed. Previously scheduled to arrive on April 27, the Rockstar San Diego-developed title is now slated to release in North America on May 18 and internationally on May 21. The announcement doesn't specify a reason for the move, though it's worth pointing out that the new date moves Red Dead Redemption out of the publisher's fiscal Q2 (February-April) and into its third quarter (beginning May 1).

Take-Two also notes that financial guidance for its fiscal 2010 has been adjusted to take the move into account.

Posted by GoNintendo Mar 03 2010 21:10 GMT in Nintendo Stuff
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Man, could you imagine something like this coming out today? A device that lets you play your Wii games on your PS3?

Posted by IGN Mar 03 2010 21:40 GMT in Dead to Rights: Retribution
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A look at how the characters are brought to life.

Posted by Kotaku Mar 03 2010 21:20 GMT in Red Dead Redemption
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#delayofgame Rockstar's Western follow-up Red Dead Redemption, originally slated for release in late April in North America, has been pushed back to mid-May. More »