00:05Grazie a tutti.
00:31My name is Roberto Clemente, and all my friends call me Bert. I'm a senior combat animator here at Sony
00:37Santa Monica.
00:38My name is Kim Nguyen, and I'm a gameplay animator.
00:41Hi, I'm Sabra, and I'm a senior VFX artist on God of War Ragnarok.
00:48My name is Grace Pan, and I'm a gameplay animator in God of War Ragnarok.
00:53Hi, I'm Stephen Ojava, GBA, combat designer on God of War.
00:56And I create interesting and memorable creatures that players like to attack and defend against.
01:03As an animator, you gave life to characters. You make them move, you gave them personalities, you gave them weight.
01:14My role as a VFX artist is to put the power behind a move.
01:19You are in control of fire and earth and water and wind.
01:24Whether you are throwing your axe or on the receiving end of an enemy's spell,
01:29VFX is what really gives the movement and the danger to every move that a character or enemy makes.
01:37I work really closely with the design team and the tech art team on this project specifically.
01:43We actually work a lot with camera, along with the guidance of our great camera team.
01:47So I find myself doing fight choreography sometimes.
01:54One of the most challenging parts about being a combat designer isn't the technical implementation of creating a creature,
02:01but it's really navigating that line between frustrating and engaging.
02:05We want to make something that makes players lean forward and focus and really try hard against that enemy
02:10and feel good about overcoming that, but we don't want to make them feel defeated if they can't figure something
02:15out.
02:15And then it feels rewarding when you win, not because it was impossible, but because it was fun and engaging.
02:24After the last game, we've heard the community cry out for more mini-bosses, bigger creatures, and enemy variety.
02:30And this time we really leaned into that.
02:32So in God of War Ragnarok, we're going to be traveling to all nine realms,
02:35and each realm is going to have its own theme of enemies that are very unique to that space.
02:40For example, in Alphine, we're familiar with the Dark Elves, but this time around we're going to be fighting Light
02:44Elves,
02:45such as the Light Elf Warrior.
02:49One of the key learnings from the last God of War game is we don't have to think about the
02:54camera
02:54and how close combat is going to feel.
02:56We already have that knowledge, so we can build upon the close camera that we have,
03:00and we can iterate on enemies, creating more interesting scenarios.
03:06In the last game, Atreus was just starting to fight alongside Kratos,
03:10and he was learning from the Master Tactician.
03:11So in this game, he's trying to prove himself a little bit more,
03:14and we built upon those mechanics with him.
03:17The previous God of War, Atreus was still a kid, right?
03:19So he has a lot of dependency on his father.
03:22And for this game, you will see Atreus moving more independently on his own as a companion.
03:31In regards to VFX for Kratos, I think what the players really love is the powerfulness of it.
03:37When you are playing as Kratos, you really do feel like the God of War.
03:41And moving into Ragnarok, we want to really make something bigger,
03:45make it stronger, make it more of a spectacle.
03:47You want them to be like,
03:47Oh my gosh, I didn't know that the Blades of Chaos could get even better,
03:51but look at that.
03:54So as Kratos gets more powerful, he's going to have access to newer combos,
03:58and newer abilities that will increase the combat depth of each weapon.
04:03For the Blades, one of the moves that I've really enjoyed from previous God of Wars
04:06is the combat grapple, and we're going to be bringing that with a new twist.
04:11I'm very excited for players to try the blade grapple traversal moves.
04:16That brings so much more speed into the movement and the dynamic feel to it.
04:22One of the ways we've expanded Kratos' combat this time around
04:25is we've given more utility and choice to the shield loadout.
04:29If you are a parry person,
04:31you could really go for a shield that gears towards parrying.
04:34If you're a big blocker,
04:36then you could choose a shield that will really match your play style.
04:39One new mechanic or element that I'm really excited about
04:42is these combo finishers.
04:44Building up the stun meter this time around
04:45is going to lead to different ways to basically decapitate the enemy.
04:49You're going to be able to choose which weapon you want to have
04:52when you kill a guy.
04:56Another feature that we've added for Kratos
04:58is his new pre-fall attacks.
05:00You could jump off a ledge,
05:02and if there's an enemy below you,
05:03you could slam down on him.
05:08There's such an emphasis on verticality in some of these fights
05:11that it's super engaging.
05:12And as Kratos, now that you have so much mobility
05:15and that you can also take advantage of that verticality,
05:17I think it just adds such another interesting layer to a fight.
05:22In God of War Ragnarok,
05:23we've enhanced the Kratos and Atreus duo.
05:26He's going to initiate a little bit more, be aggressive.
05:28He's going to fight alongside you,
05:29and sometimes even surprise you with his combo abilities too.
05:33Some of the new expanded companion actions
05:36that you'll see Atreus do
05:37leverage the fact that he's older now, he's bigger now.
05:40And he's different from Kratos,
05:41so his magic has a different flavor.
05:45Not only that the fight side by side together,
05:47there are also a lot of mini-games
05:50and player interaction moments,
05:52for example, like the puzzle systems
05:54and the set pieces.
05:55You definitely will see a lot more collaborations
05:57between father and son.
06:10There is so much that goes into building a big set piece.
06:13You basically iterate and iterate and iterate,
06:16and it takes testing and just seeing what works
06:18to really figure out the personality of something.
06:21Basically, every department gives it their all
06:24to make things really spectacular.
06:30There were a lot of different times
06:32that I would look back at God of War games
06:35just through the ages, before 2018.
06:38There were so many amazing, huge boss fights
06:41and set pieces that it was a huge inspiration for me
06:44for me on my time on this project.
06:47For the old father!
06:49Our design philosophy for creating new and memorable enemies
06:52is basically making them a combat puzzle,
06:54similar to like chess,
06:55and focusing on the chess pieces.
06:57Each piece has its own theme and its own use.
07:00You need to be able to see what's happening in an instant
07:02and be able to react as the player.
07:06There's a couple of different ways
07:07that we go into making an attack
07:09very readable for the player.
07:10Sometimes we add a signature audio cue,
07:12or we'll add the different rings,
07:14such as what we did in the last game,
07:16that lets you know that this attack is unblockable,
07:17you need to dodge it.
07:21There's so many different ways
07:23that the effects really helps
07:26not just show what an enemy is about to do,
07:29but show who the enemy really is.
07:36Everything you design has to be surrounding
07:38the essence of the character in a story.
07:42It's what makes it believable
07:44and memorable in the first place.
07:48I think what I'm most excited about
07:50is for players to experience
07:51the diversity of enemies
07:53that this game has to offer.
07:55You will be fighting everything
07:57from small little creatures
07:59to things that will take up the entire screen.
08:03All of their designs are on the gamut.
08:05I think each one looks so much different
08:06from the next one, and each of them
08:08have their own play styles
08:09and their own little fantasies that go into it.
08:12And so I think if you are really into Norse mythology,
08:16you'll be very interested to see how
08:18Sony Santa Monica has taken some of these creatures
08:21and interpreted them for God of War.
08:24Everything that goes into the game,
08:25there's emotion behind it
08:26and intent behind it,
08:28and by the time it gets to you,
08:30everything that you've seen
08:31that you're going to play and experience
08:33has been sweated over, bled over, tested,
08:36and it's fun to play.
08:52PlayStation.
08:54Grazie a tutti.
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