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00:27I'm very happy with the way God works.
00:30God of War 2 came out. Provided we hit our mark, I was pretty confident that our sales would be
00:34better than God of War 1, but I was rather skeptical that our reviews would be. God of War 2,
00:39I think, at the end of the day, probably equaled, if not slightly, exceeded the first, which I was not
00:46expecting, and it was quite satisfying.
00:49I can't believe I'm fucking doing this. I deserve this puppet.
00:55This is the final chapter, so I think big goals for me are to finish this off in such a
01:02grand, epic fashion, something that is truly befitting of what we've done, what we've set up in 1 and 2.
01:09All right, this is our revenge for me.
01:12God of War 2 ended up being everything we ever hoped it would be, and probably a bit more. It
01:16got reviewed very well.
01:17I honestly feel like it was probably about as good a game as it's likely to be made on the
01:22PS2, and I'm very proud that we managed to do that.
01:35Once you start something, you've got to finish it. So that's the way I look at things. God of War
01:393 is going to be the conclusion to the story. My hope is to make the best effects I can
01:43in the last one.
01:46When I think of God of War, I think of the best action platformer out there right now. I think
01:52other games and other companies look at us and go, how are they doing it? How could we make it
01:57like them?
01:58And that's rad, because I've totally been at the company where we looked at that game and went, man, how
02:03do we do that, you know?
02:08My main hope is that it escapes the destiny of sequels, as well as God of War 2 has escaped
02:16the destiny of sequels.
02:18I'm going to be satisfied if we tie it all up and we can kind of close the book.
02:25We're past the stage of figuring out what we want to do. We're now in the early phases of sorting
02:31out the how we're going to do it.
03:02Next Friday will be my last.
03:04Last day at Sonny Santa Monica, the bomb was dropped.
03:09It was somber and the room was quiet and no one said anything and perhaps there was a tad bit
03:14of shock.
03:15It's killing me because I really want to say something, but it's just nothing you can say is going to
03:18come across as anything but you're an asshole.
03:21When I heard that Corey was going to leave was a kind of annoyance more than anything.
03:26It's, you know, it takes a long time to make a successful team as much as a successful product.
03:30It's always a pain when the key person in that team decides to move on.
03:34First emotion we felt was just shock.
03:37Didn't see it coming, didn't expect it.
03:39It's like dropping a bomb.
03:41Well, it was disbelief, obviously.
03:43I thought he would be the last one to leave.
03:45Incredibly bummed out.
03:47Like, very, very disappointed.
03:49You know, you never really prepared for something like that, you know.
03:53They don't warn you very well either.
03:55They just kind of spring it on you.
03:56It was kind of a bit of a shock.
03:58I never expected that Corey would leave the project, so.
04:03But once the initial shock died down, I couldn't help but being a little bit happy for him, so, because
04:09he was getting to try new things.
04:10It kind of puts us in a little bit of turmoil for now, but I think we'll work it out.
04:14I'm glad he has the balls to stick to whatever it is that he wants, but I'm also a little
04:19pissed that he's leaving us in the lurch, just kind of, like, holding the bag.
04:23I mean, I know I want to be here.
04:25If he needs to be someplace else, that's what he's got to do.
04:29And I think it's better that it happened at this stage in the project than a year from now, obviously.
04:33It obviously is a very difficult choice and a difficult time and not a very happy choice to be making.
04:43But, you know, on the horizon, the doors are opening.
04:47Of course, it's hard to imagine someone stepping into Corey's shoes.
04:50He's amazing.
04:52But many people wondered whether we could do God of War II without David Jaffe, who did God of War
04:57I, and I think we succeeded at that.
05:01I think we can succeed at creating a third version of that Corey Lowe.
05:05I think it's kind of neat, actually.
05:07A different director for each chapter.
05:32When I became director, there was a very warm response from the team.
05:36I got a lot of, uh, tons of support, and, I mean, so far everybody's been super cool.
05:45I look back on how Corey handled things and how Dave handled things, and I draw inspiration.
05:52I think the most important thing that I got from both of those guys is the fact that they were
06:00themselves.
06:01I'm super excited about this, you know, this team kicks ass, you know, and it's said a lot, but this
06:07type of situation, the kind of garbage that we've been going through in the last month, as far as I'm
06:12concerned, this team's seconded up.
06:13But Stig is fucking amazing.
06:16Stig's a pretty good leader, I think mostly because you're probably afraid of him when you first meet him.
06:21The entire team really respects him.
06:23Everybody communicates well with him, and he's not unfair with any of his decision-making.
06:28From my perspective, he is much, much more easier to work with.
06:34He is much more structured and engineer-friendly.
06:41One of my strengths is to try to lead by example.
06:44Hopefully that filters through to the rest of the team and they're able to approach their tasks with total excellence.
06:51All those leads from the last game, those key people, they're in place, and that's really where the personality of
06:57the studio comes from.
06:58That's where the drive of the team comes from, wanting to critique every element and make everything that's in the
07:03game the best that it can be.
07:04It really is driven from the leads and from the culture of this studio, and that has not changed, even
07:10through the turnover.
07:12So working on the PS3 is very, very challenging.
07:15It's a lot of new technology and a lot of new techniques are required to make a game on the
07:19PS3,
07:19which means that we have to learn some completely new techniques for writing our game code.
07:23It's also a completely new graphics processor, so we have to learn about those graphics techniques
07:27and work out how we expose them to the artists in order to make the best possible art and give
07:31the game the look that the art team is interested in.
07:34We have a similar set of problems working with the designers.
07:37People's expectations for games on the PS3 are much higher.
07:39They want to see, you know, more enemies and more complicated effects and, you know, more rag-doll physics on
07:45the characters
07:46and, you know, realistic-looking reactions when you hit people.
07:48So, yeah, there's a tremendous amount of challenge working on the PS3.
07:51God of War 2, the team was able to throw so many things into the game, get things up and
07:56running, and finding out, is that fun or not?
07:59The hard transition for God of War 3 is getting all that to work again, because we have so much
08:03new technology that has to be built.
08:05You know what I'm saying?
08:07Everybody has to relearn their own personal expectations and their limitations and how they're projecting their schedules and their tasks
08:16and things like that.
08:17Everybody is counting on everybody else to kind of make accurate predictions on what they can do.
08:21It's tough right now because everything's new.
08:24It's just so much more involved.
08:25That's very worrisome.
08:26When are we going to get to the point where we can say something's going to take four weeks to
08:29do and it's really going to take four weeks to do?
08:31It's understandable that nobody understands that right now.
08:35PlayStation 3, we're able to push a lot more polygons, a lot more texture resolution and detail, so things are
08:41hyper-realistic.
08:42I mean, they're so realistic now that we can actually see pores on skin and hair and eyebrows and nose
08:49hairs.
08:50You can see everything. We have a lot of work ahead of us.
08:52Every character now is like taking six weeks, eight weeks.
08:57At least six weeks.
08:58Yeah, to make one. It's not like before. It's like five days we can make one.
09:02For me, it's not knowing kind of where the limits are. You can make stuff look so super-realistic now
09:10and that takes a lot of time.
09:11Whereas before, we really had defined limits.
09:14Yeah, it's exponentially more complex and the other big thing is this is going to be our first PlayStation 3
09:20game.
09:20And we're expected to be able to beat games that some studios have released two, three, even four.
09:27Gamers are expecting us to have better technology, better art, better visuals, better gameplay.
09:32Across the board, they expect it to be better and that's pretty intimidating in itself.
09:36We're going crazy with the detail. When it's done, I think it's going to look incredible.
09:39You're going to see Kratos do a lot more subtle movement, more facial animation, things that the human eye just,
09:45you know, usually takes for granted.
09:46But now we can include all those things.
09:48The things that we can actually accomplish are starting to now really become things that are only limited by our
09:54imagination.
09:55With the new hardware and the new system, we're able to kind of start pushing the player experience and creating
10:00like a much more kind of cohesive world.
10:03And like, you know, the Titan before used to be in the cinematic and like, and now you're actually like
10:08running on the damn thing.
10:09So it's like, you know, whoa, you know, we're, we're getting there.
10:13Titans, we've never done anything like that.
10:15They're pretty crazy.
10:16It's insane.
10:17The fact that you're going to be able to run around this like moving character and it's basically a moving
10:22level, it's pretty insane.
10:23From a programming perspective, they're a big challenge.
10:26We designed all of our animation systems and everything to deal with a roughly two meter high character.
10:31Exactly.
10:31You know, if his little finger twitches slightly, there's not too much of a big deal.
10:35Exactly.
10:35But when your character's like, you know, two kilometers high, then a little twitch in the finger suddenly becomes like
10:41a really big deal.
10:42The very first moment those were mentioned, I was like, oh, Jesus, this is going to be a big problem.
10:47Yes.
10:47But hey, I mean, it wouldn't be God of War if we didn't try something we couldn't, didn't think we
10:51could do when we started.
10:54Because I'm very proud of this game and you guys, I've invited a storyteller friend of mine to come in
11:00our walkabout.
11:01So Stan Lee is going to join us today and check out your work.
11:07This is such a cool time to be just walking around the studio and looking at things as they're coming
11:13online.
11:13Every month, you know, we do a walkabout and it's largely for the team to kind of, you know, review
11:18each other's work and, you know, and really compliment each other.
11:22It's a big studio now, there's like 80 people here and really it's impossible to keep on top of everything
11:26that any given part of the group has been working on.
11:29It's an opportunity for everyone to see what cool stuff has been going on in the studio.
11:34It's a good way of making everyone realize that they're part of a big machine at this point.
11:38Plus, everything looks better after you had a couple beers, so it helps to make your stuff look better.
11:43Ah, they're always out to get.
11:45Yes.
11:47These are all, it's Olympus, the gods, and they're all bad.
11:51All the gods are bad except this guy who's tormented.
11:54Yes.
11:55That's great.
11:55His line is in the end.
11:57There will only be chaos.
12:00And then the next game you do is both chaos.
12:03That's a great sequel.
12:04There you go.
12:05Zeus' brother Poseidon.
12:06Terrific.
12:07Terrific throwing.
12:08Hera?
12:10Yeah.
12:10I love to write dialogue.
12:12Maybe we could try something new.
12:14A video game with lots of dialogue.
12:17I'm sure it would sell like a bomb.
12:21And I love the way this hand is there.
12:24Oh, gosh.
12:24Oh, yeah, and then when he moves the hand.
12:26Yeah.
12:27To kind of get short a little bit, get all kinds of dots going on.
12:30This is one of the best things I've ever seen.
12:33Cool.
12:33That is beautiful.
12:46The last thing for you to be playing it.
12:50Okay, so long fellowships.
12:53Yeah.
12:54We're just giving each other props here.
12:56Yeah, yeah.
12:57Cheers.
12:58There's no such thing as a bad walk in that one.
13:01Because, you know, here it's work.
13:03And also, Stanley rules!
13:06Woo-woo!
13:09Stanley!
13:10Stanley!
13:20I find it as long as we make it seem like it's in-game as much as possible.
13:25I'm still learning every single day.
13:27And I imagine that the process will never end.
13:30And there's so many things that you can learn from every individual on the scene.
13:35Stig is kind of man of the team.
13:37You know, very easy going, very casual.
13:40But he's also extremely intelligent, very thoughtful.
13:43I think the thing that's been successful for him is that people just want to help him out.
13:48They just want to make a good game.
13:54Stig just keeps pushing along.
13:55He's got two brave twins at home.
13:57And he has this other baby, this big baby on the back right now.
14:01So, he's doing great.
14:03This is the last Halloween.
14:05We made a lot of progress.
14:06We got the story of the game done.
14:08We got the whole signing direction completed.
14:11Three months from now, we're going to be doing our press band.
14:14Woo!
14:14He's gone early!
14:17The first couple times when Stig addressed the team, it was so clear how nervous he was.
14:23He would kind of stumble on his words and he'd literally, you know, turn red, you know, like a stoplight.
14:27It was really kind of endearing, but then to watch him sort of evolve.
14:31And honestly, I think I was a little bit concerned that, you know, our game director is our public face.
14:36And we actually gave him, you know, some media training.
14:39And Stig actually asked, asking people, I said, you know, honestly, I don't want to think about all this stuff.
14:44I just want to be myself.
14:45Is that okay?
14:46And I said, you know what?
14:48Absolutely.
14:51That looks good.
14:52Oh, wow.
14:54That's how well Kratos is.
14:56He's probably closer to the size of this guy.
14:58Will is our stand in Kratos when Kratos isn't here.
15:01I'm about as close as you can get.
15:05We picked the venue in the location of the spot and we brought a media group.
15:09We have something like 16 people here from the media.
15:12I can't wait for them to see the actual game.
15:16These guys are going to be a thrill.
15:18I love Kratos.
15:19Kratos is hot.
15:20Be nice to see if he ends up God or destroying a little bit.
15:24I do love the violence as well.
15:26You know, the women are very beautiful in the game as well.
15:28I can't wait to see what new characters they brought to so-to enemies.
15:31And I'm really excited.
15:37I just want to sizzle, you know?
15:39Maybe just focus in a little bit more.
15:41We can play with that a little bit.
15:42Yeah.
15:43The development team has worked so hard on this project.
15:47So it's really fun to see when all their hardware comes to fruition.
15:51I'm going to get through the first couple slides up here
15:54and then I'm going to start to walk around.
15:56Nobody has seen the gameplay outside of our studio.
15:58So this is going to be the first time I want to get this over with.
16:02I'm nervous, but I'm also excited about this.
16:05I think we've got something really cool to show.
16:07I'm looking forward to seeing people's reactions.
16:09Can we play it?
16:10This is our first big kind of press thing.
16:12There's definitely some nerves with that.
16:14Anxious.
16:14I'm definitely anxious.
16:20The best thing that could happen today is people think it's awesome.
16:24You know, it totally kicks ass.
16:25The worst thing that could happen today is that people just flat out think it sucks.
16:29I don't think that's going to happen, but you never know with these media people.
16:39What is the vision for God of War III?
16:42We want to define this generation with this game.
16:45We're going to take a close look at him.
16:47I'll talk about some of the features that we're using on him.
16:49Here he is.
16:50We've got blended normal maps on him right now, so you can see the realistic muscle flexing.
16:54I imagine that we've got one of the most advanced systems for that in the industry right now.
16:59The battle's in full swing.
17:01The god Helios is in battle with a massive Titan.
17:05And Kratos is going to launch into battle and start doing some damage on the grunts here.
17:10Now, Todd can easily just grab one of the grunts by pressing circle.
17:13And if he continues pressing circle, he can beat the crap out of him.
17:16But if he presses triangle, then he can rip him apart.
17:20If he presses X, then he can throw him.
17:23And one more move, Square uses it as a battering ram.
17:26And then he can take it, mash circle, smash his head against the wall.
17:30And all these moves are interchangeable.
17:33Meet our latest AI, the Chimera.
17:35Part snake, part goat, part lion.
17:39Todd has just unleashed the Cestus on him, and you can see it's a brawling weapon.
17:44Now, the way the Chimera works is it's a three-stage enemy.
17:47First you fight the snake stage, and then it changes its stance when you fight the lion stage.
17:55We're really having fun with gore in this game.
17:59Entering the Cyclops.
18:02Every action that the Cyclops makes is a direct reaction from the pain that Kratos is inflicting on him.
18:11Now, the Cyclops is so powerful.
18:24So, he is a real person to save the BC Final.
18:26Well, that's our newest upgrade, the Helios head.
18:28It can be used to reveal secrets.
18:31Todd has now found the door of Eos.
18:34Another thing the Helios head can be used as is a lantern in darkened areas.
18:40This is our newest form of travel in God of War,
18:43Icarus Ascension.
18:45Todd now has full flight controls over Kratos
18:47and basically dodging gameplay.
18:55That's it.
18:58Oh, my God.
19:00Fantastic. It was great.
19:02It was phenomenal. I mean, like, I thought that I had a concept
19:05of what it would be like, but this proof blew everything completely.
19:11We're putting a lot into this game.
19:13I said I think this game needs to be a defining game for this generation,
19:17and I truly believe it will be.
19:19I can't comment on what the future holds for the series
19:22because, you know, I'm focused on God of War 3 right now,
19:24but this is, this is, God of War is, this is it.
19:28This is the end of the story.
19:31We got a lot of work to do, so there's no time for relaxing,
19:35that's for sure.
19:36E3 is obviously a big thing.
19:37We got to get this playable to the public,
19:39what we just showed on the demo here.
19:41We're pretty in shape for that, but we got to get the game done.
19:44We still got a lot of work left to do.
19:58Right now, for E3, we're pretty nervous about it.
20:02Nervous, I mean, I think nervous isn't a bad thing.
20:04You know, you should be nervous.
20:05Your nerves should be on edge, or else you're not going to get the thing done right.
20:10It's kind of ironic that most people would have been happy with the reaction for the press demo,
20:14and we were kind of like, eh, we could have done better.
20:17We've undertaken to basically change the rendering path between February and E3
20:22to make it look much prettier and much more next-gen.
20:25We have this amazing capacity to never know when to stop.
20:28Hopefully it'll all come together.
20:30I think it will.
20:31It's looking very nice.
20:31We definitely know how to pressure ourselves.
20:33This team sets the bar really high.
20:35We could settle for a lot less and probably be a lot closer to being done,
20:39but with this group, they're never satisfied.
20:42We never do things the easy way.
20:44Personally, I'm worried, but then I think it's good that I'm worried
20:47because that forces me to actually get this shit done.
20:50There's definitely pressure, self-created pressure,
20:52and then pressure from other departments just to get everything done.
20:54We're all just trying to do our best.
20:56I think the most pressure we get is from ourselves.
20:58Every team is always looking at the other team's work and commenting and critiquing.
21:03So we're really pushing each other the most, I think.
21:06So now go back and forth.
21:18The following week, it's absolutely nothing moves
21:22because we're going to need to take every freaking second
21:25to make sure it's stable and we earn that frame rate.
21:30So, stay with that.
21:32You want to just, uh...
21:34The dead soldiers on the ground aren't in the poses?
21:37Nope.
21:37And they don't have blood streaks and stuff in here.
21:40Tyler's doing blood streaks.
21:41All right, so we need to poke over here then.
21:43The inactive mode would look like kind of like it does right now
21:45the workshop, the active mode, the book would open up
21:47and we're having to go play a little around it.
21:49We need to open and close the book.
21:51Yeah, there's a book for it.
21:54We should have done that when we built it
21:56because we didn't build it to open and close.
21:57Wait, you need the book to open and close?
22:00Yeah.
22:01There's no limit to good ideas,
22:02but there is a limit to how many of those good ideas
22:04that you can actually implement.
22:06And even if you make decisions and you make progress on things,
22:09it doesn't mean that you can get all those things done.
22:11We need to be able to tell people this thing is active now.
22:14Can we remove it from E3?
22:16Are you serious?
22:18No, I'm not.
22:18I mean, there's a lot of other shit here to get done
22:20besides getting a book to have inactive states.
22:24Let's say we don't do the open and close for E3.
22:27It would just have a glow effect and a light that comes with it.
22:30And that's it.
22:30Do we just put a sparkle on it then?
22:32I absolutely have any compromise for the schedule right now.
22:35I have to trust production and I have to trust the fact
22:38that they're telling me that we can't get things done.
22:39So I feel like there's little things that have been compromised.
22:42I don't know that the player is going to necessarily miss them,
22:45but I sure am.
22:46It's part of making games.
22:48You don't always get what you want.
22:50This seems like harder than the last time I played it.
22:53We have to keep in mind that somebody from the street
22:56is going to be playing with those harpies.
22:58And I don't know, the way it looks right now,
23:02on three tries people will throw down the floor.
23:05The stuff we just went through, pretty rough.
23:07It's a little frustrating from the respect
23:09that it's been kind of at this date for a long time now.
23:13Kind of wondering when it's going to get fixed.
23:17The struggle or the challenges...
23:18The challenge this week, we're screwed.
23:23This is sprint week, meaning we're making a big push this week
23:27to get a lot of work done and make some headway going into E3.
23:31As far as crunch goes, we're not going to call it crunch anymore.
23:34We're going to call it sprint, and then everything will be fine.
23:36So as long as we do that...
23:37It's true to name, it'll all be fine.
23:38Tonight's the first night of...
23:40Of, uh, crunch.
23:42Yeah.
23:43Yeah, so...
23:44Don't mind the euphemisms.
23:45Yeah, right.
23:46Fuck.
23:47I hate crunch.
23:48It sucks.
23:53Right now I'm creating a new build,
23:55and hopefully that will enable the rest of the studio
23:58to then continue working on the awesome content
24:01that they're creating for E3.
24:02They're definitely waiting on me.
24:04Definitely.
24:08As far as my end, I feel I'm okay,
24:09but then at the same time I kind of feel like I'm...
24:12waiting on technology a little bit to kind of come online.
24:17We just have a ton of bugs to fix.
24:19We're getting new technology right now.
24:21The lighting's kind of broken, the fog's kind of broken,
24:23so we're just trying to kind of survive,
24:26fix all our bugs and get all of our tech in place
24:29so we can get this thing done.
24:31We're sprinting now.
24:33Yeah!
24:37Tonight's the first time the team has worked together as one,
24:40and there's a certain kind of level of excitement that goes into it
24:44and dread because we're still working,
24:46but it's a fun group to be with,
24:48and we're trying to get stuff done.
24:51You know, we can only do so much, right?
24:53And we'll just try to do as much as possible,
24:55as quickly as possible, and that's it.
24:59Hopefully we end up with something pretty cool, though.
25:02This is the biggest E3 we'll ever have.
25:05Everybody wants to still see if Santa Monica still has it.
25:26The last two weeks have been very, very intense.
25:29I actually got here this morning a half hour before the Shrine actually opened
25:33to deliver live code for what we're playing this morning.
25:36I didn't have that code until yesterday afternoon.
25:39The Sony press conference is their big moment.
25:42You know, two hours to, like, show all the new stuff they have,
25:45and it's gonna be broadcast on live TV and web,
25:48and we're gonna end the show with God of War 3.
25:50Any time that you go first or last,
25:52if you open the show or close the show, it's an honor.
25:55I guess we're happy that Sony seems so committed to our game.
25:59It's nice that all of our hard work over the last seven years, really,
26:03because that's how long we've been working on the God of War series in total,
26:05is really getting the reception that it seems to be getting.
26:08We're real excited that we're closing the press conference.
26:10It's a great opportunity. It's a great way to end.
26:12We're gonna be live on stage playing real live code,
26:15so nerves are definitely high.
26:17Like, a lot of jitters.
26:19Stig's gonna be talking, and I'm gonna be playing on stage,
26:22so a little stressful.
26:23Gotta take the edge off a little bit.
26:25Headlining scares the shit out of me.
26:27You know, I've never done something this big, you know,
26:31standing in front of 2,000 people or however many it is.
26:39This is one of the most eagerly anticipated games of this generation.
26:43I'd like to invite Stig Askinson to the stage
26:46to show you the first few minutes
26:48of the draw-dropping God of War 3.
26:59God of War 3 is the final chapter in our fantasy trilogy,
27:04based on the dark side of Greek mythology.
27:07Now, our design director, Todd Covey, will take point on the controls,
27:10and we'll get into our demo.
27:18I'm really anxious. I'm really excited.
27:21This is a really important moment for the team.
27:23It's important for the game.
27:24I hope that we make the impression that we,
27:26you know, we always strive for.
27:46It's important for the team.
27:47So we're finding the impression that we've been seeing here.
27:49I don't trust everyone for that.
27:52But, uh, I've never felt a lot of show for,
27:56and I'm going to be an extra point in the game
27:57place for these guys.
27:59Goddard is to be released March 2010.
28:04What an amazing fucking awesome.
28:08People really seem to be able to see it.
28:10It's my wallet, and I don't see how I'm going to get any better.
28:15Well, I'm kind of glad that E3 is back.
28:17It's pretty exciting.
28:18It's been a couple of years since it was a really decent sized E3.
28:21It's always exciting to have your game here.
28:23This is what we work for.
28:24E3 is like Christmas.
28:26We've got 12 kiosks set up with God of War.
28:29We had a great time last night setting up.
28:31It was actually, we got there.
28:32The Sony booth was relatively quiet.
28:35All the games were up and running,
28:37but there weren't a lot of people playing anything.
28:39We started loading in the God of War.
28:41People started lining up behind me to play it.
28:43I had somebody tell me today, one of the producers
28:45of another product told me, when we got in there,
28:47loaded our code, all work stopped at the Sony booths.
28:50They come play our product.
28:51Hugely flattering.
28:53Big kudos to the team.
28:54Got chills just having that whole experience.
28:56It was awesome.
29:01It was excellent.
29:03It was disgusting and exciting all at the same time.
29:08I waited an hour to play that game.
29:10I waited an hour to play that game.
29:12When you finally get the character to hate on the set,
29:15I was like crazy.
29:17I didn't expect to see that.
29:20It was pretty brutal.
29:22I mean, we were brutal in the first two.
29:24In the beginning, they bump it up a little bit,
29:27so it's definitely a good start.
29:28I waited like two hours to play Organizations, God of War,
29:32with unforgiving amounts of violence, great gameplay kind
29:36of thing that you, you know, just spend all day playing,
29:38not call your girlfriend, whatever.
29:40Who cares, right?
29:42I'm super, super pumped to sit.
29:45This is so jazz.
29:46This is Christmas.
29:48This is Christmas.
29:48Play the last 3Ds.
29:50I can't believe it's back, you know?
29:52It's awesome.
29:53It really is.
29:54I'm so fucking happy to be back here.
29:56Thanks so much for the industry.
29:59We're taking people away so when they play,
30:01we just ship it out to the store so the team really
30:03doesn't see, you know, people's reactions and just
30:06even the news and the odds and the press of it.
30:08It makes it all worth it.
30:10Just seeing, like, people's faces, I mean,
30:12that's why I make it, you know?
30:13I wanted to take people to the next level.
30:16I think this is what excites the team the most when they
30:19get to see people's reactions.
30:20We work our actions a lot more than just to just get
30:24the know it'll be as always possible.
30:26and, you know, we're trying to represent all of the
30:28big product and we're kind of done in the beginning.
30:30So by the end of this, we're so drained.
30:33There's so much energy into it.
30:34And all this energy coming from the outside
30:37builds us back up and gives us an ability to finish the game.
31:05E3 was a huge monster for us, a lot of publicity, a lot of great feedback and great exposure.
31:12E3 was awesome, I have to say it went very well.
31:15Seeing all the fans and watching everybody play totally put us in a different mindset coming back from that.
31:21You really get locked up and don't really see people's reactions working on something for so long.
31:26And going and seeing people line up for your game, that's more than you could ever want, you know?
31:31Just kind of invigorates the whole team into coming back and working on something and wanting to put your heart
31:36into it and make it even better.
31:37I think we did a good job with it at E3 and that shouldn't be our high point, that should
31:43be, like, our midpoint.
31:46Alpha is when the whole game, from start to finish, needs to be in one bag.
31:52It can have placeholder assets, but you can fly basically through the whole game or walk through the whole game
31:57and everything's represented in approximately the way that it will ship with.
32:01Yeah, so ideally, by Alpha, we shouldn't go, oh, hey, we need that extra bad guy, or, hey, we're going
32:09to add a new boss.
32:10Which we've done on other games, so...
32:12But ideally, on God of War 3, you know, Alpha will be, okay, all of our pieces are in.
32:17And after Alpha becomes Beta, and Beta's basically our lock.
32:20I want to make sure that when I'm playing the game, I've got a smile on my face.
32:24You know, I've played God of War for the last six or seven years of my life now.
32:29As long as I've got a smile on my face, I think there's a good chance that that's going to
32:32translate over to the fans.
32:34If you kind of take a look at this here, you can see this character that's the size of the
32:37Serious Tower, roughly.
32:39It's about 1,500 feet tall. It's a different kind of boss battle.
32:43Kratos is more than Gaia, it's more fully alive, and you're more fighting the character that's moving around.
32:48So this has been very tedious and challenging and time-consuming to put this together,
32:52but if they can end it, it'll definitely be worth it, and people will feel like they're playing something they've
32:55never played before.
32:56Kratos will actually, like, thrust his hands forward and scrape and leave his fingers there,
33:01so that he can actually attack his fingernails, let him break it on the fingernail,
33:04and the fingernail will bring it, like, a circle plump.
33:07He'll grab onto that and the CS move and then basically do a struggle and rip it out,
33:11and, you know, it'll be kind of gory, cool, and move on.
33:14We actually want to make this awesome. We want to make this gameplay super exciting.
33:17It's going to be everything people expect from what the Titan fight should be.
33:21What are the big tech issues, Chris, that you need support on?
33:25It's the only big tech issue we need support on, and now that it is the issue of the collision.
33:30The more standing you can get him, the more precision you will get him, your CS move.
33:35The problem is that since it is in collision, the skin itself, it's not necessary,
33:41it's not just an uniform object that you can rely on to not have change from one trip to the
33:48other.
33:48That's the biggest issue we can have.
33:50What we're doing hasn't really ever been done before,
33:52and so a lot of what we're running into are issues with trying to make it as exciting as possible
33:56working with the technical constraints that we have and the time frame that we have.
33:59I would say that the rewrite of skin collision is turning into a very unrealistic proposition to get an image
34:07before out.
34:08Time is the biggest fun killer usually as far as developing.
34:12We came up with the most exciting scenarios, but do we have the time to put it together?
34:16For reason to that, we'll need you to take a look at what is going on and what's fixable,
34:20and what is not, and what we will have to decide around.
34:24With Chronos, the whole is greater than some of its parts,
34:26and when you see it all together in the finished product, all the polish,
34:29I think it's one of the most memorable experiences in gaming history.
34:32And really, that's how I feel about it. I know it's gonna be like that.
34:35The murderer of Gaia enters my tomb, Chronos!
34:42I know it was you who killed her, Spartan. Who else could?
35:03I never seen that!
35:08The ness of the characters that are in the world
35:16about me was altered and in a good way.
35:18That human being that doesn't exist.
35:19Love, Shall we not have anything to do
35:19but who does nothing to do in those guys tonight?�
35:19And we're always tweaking it and modifying it, but I really like working on the story.
35:23Chris is going to have this emotional struggle inside his head, and, you know, really the object of this game
35:28is he has to realize that he has to hold the time and the power of all.
35:30And that's what he originally got when he went out of Mario's box, he had to get the evil things
35:34together, good things.
35:35And I think it's going to be really, really fitting in to the trilogy.
35:38Keep in mind, you know, we're very close to beta here, and this is the big stretch.
35:42We really, really, really got to be zipping things up.
35:45Let's do it.
35:47That's all I got.
35:55This is the third Halloween, I think for many it's probably a big relief.
35:58We're less than three months away from being done.
36:01It's been two plus years.
36:02It's been an incredible journey.
36:03We've overcome so many pitfalls along the way with chains of personnel, project redesigns.
36:10Despite all that, we've managed to continue to elevate and continue to push ourselves and continue to make the best
36:16products we as a team can do.
36:17And I think God of War 3 is living up to that.
36:22To complete the third one is pretty amazing.
36:24We always tried to hit the highest mark we possibly could, and I think we've done it once again with
36:28this one.
36:29So we're going to have to wait and see what the fans think, but I'm really, really high hopes.
36:35Completing a trilogy is something I never did in my life.
36:38You know, and completing something like this is very special.
36:41You know, something that means a lot to me.
36:45Sentimental moment.
36:47This is truly one of the best teams I've ever worked with.
36:50I mean, across the board.
36:51I've worked with teams that were really strong on the art side, or really strong on design, or really strong
36:57on technology.
36:58But this is the only team I've worked with that fires on all cylinders.
37:01The team faced a lot of challenges.
37:03The interesting thing is that this team has always faced challenges.
37:07And it sounds kind of cliche, but they're really good at facing challenges.
37:10Yeah, I agree.
37:11I don't understand.
37:14You know, we've discussed a lot.
37:16Obviously, we've gone through a lot of different changes.
37:17And the team always, I mean, you can see what I'm getting better, but they always rise to the challenge.
37:28We really sat down and, like, focused what we wanted to, you know, make good.
37:33And whatever wasn't working, we just kind of threw out the door and said, this is what we want.
37:37And that's what everybody focused on and made good.
37:39Fans are going to be blown away.
37:41We're still getting surprised as far as how good things look.
37:43The game's awesome.
37:45It's going to be good.
37:47I've been working with Kratos almost seven years.
37:50I've learned a lot.
37:51He's taught me a lot.
37:52We've had some good times.
37:54But it's time for him to go to bed for a while.
38:18At the end.
38:35No, Diem, Diem!
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