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00:00It was fantastic. It was great.
00:01It was phenomenal. I thought that I had a concept of what it would be like,
00:05but this proof blew everything completely out of the water.
00:10We're putting a lot into this game.
00:12I said I think this game needs to be a defining game for this generation,
00:16and I truly believe it will be.
00:18I can't comment on what the future holds for the series
00:21because, you know, I'm focused on God of War III right now,
00:23but this is, this is, God of War is, this is it.
00:27This is the end of the story.
00:31We've got a lot of work to do, so there's no time for relaxing,
00:34that's for sure.
00:35E3 is obviously a big thing.
00:36We've got to get this playable to the public,
00:38what we just showed on the demo here.
00:40We're pretty in shape for that, but we've got to get the game done.
00:42We've still got a lot of work left to do.
00:57Right now, for E3, we're pretty nervous about it.
01:01Nervous, I mean, I think nervous isn't a bad thing.
01:03You know, you should be nervous.
01:05Your nerves should be on edge, or else you're not going to get the thing done right.
01:09It's kind of ironic that most people would have been happy with the reaction for the press demo,
01:13and we were kind of like, eh, we could have done better.
01:16We've undertaken to basically change the rendering path between February and E3
01:21to make it look much prettier and much more next-gen.
01:24We have this amazing capacity to never know when to stop.
01:27Hopefully it'll all come together.
01:29I think it will.
01:30It's looking very nice.
01:30We definitely know how to pressure ourselves.
01:32This team sets the bar really high.
01:34We could settle for a lot less and probably be a lot closer to being done,
01:38but with this group, they're never satisfied.
01:41We never do things the easy way.
01:43Personally, I'm worried, but then I think it's good that I'm worried
01:46because that forces me to actually get this shit done.
01:49There's definitely pressure, self-created pressure,
01:51and then pressure from other departments just to get everything done.
01:53We're all just trying to do our best.
01:55I think the most pressure we get is from ourselves.
01:57Every team is always looking at the other team's work and commenting and critiquing.
02:02So we're really pushing each other the most, I think.
02:05So now we're back and forth.
02:17The following week, it's absolutely nothing moves
02:21because we're going to need to take every freaking second to make sure it's stable,
02:25and we've earned that frame rate.
02:29So, stay with that.
02:31You want to just...
02:32The dead soldiers on the ground aren't in the poses?
02:36Nope.
02:36And they don't have blood streaks and stuff in here.
02:39Tyler's doing blood streaks.
02:40All right, so we need a boat over here now.
02:42The inactive mode would look kind of like it does right now with the book shut.
02:45The active mode, the book would open up, and we're having to go play a little around it.
02:48We have to open and close the book.
02:50Yeah, there's a boat for it.
02:53We should have done that when we built it,
02:55because we didn't build it to open and close.
02:56Wait, you need the book to open and close?
02:59Yeah.
03:00There's no limit to good ideas,
03:01but there is a limit to how many of those good ideas that you can actually implement.
03:05And even if you make decisions and you make progress on things,
03:08it doesn't mean that you can get all those things done.
03:10We need to be able to tell people this thing is active now.
03:13Can we remove it from E3?
03:15Are you serious?
03:16No, I'm not.
03:17I mean, there's a lot of other shit here to get done
03:19besides getting a book to have in active states.
03:23Let's say we don't do the open and close for E3.
03:26It would just have a glow effect and a light that comes with it, and that's it.
03:29Do we just put a sparkle on it then?
03:31I absolutely have any compromise for the schedule right now.
03:34I have to trust production, and I have to trust the fact that they're telling me
03:37that we can't get things done.
03:39So I feel like there's little things that have been compromised.
03:41I don't know that the player's going to necessarily miss them, but I sure am.
03:45It's part of making games.
03:47You don't always get what you want.
03:49This seems quite harder than the last time I played it.
03:52We have to keep in mind that somebody from the street is going to be playing with those
03:56harpies, and I don't know.
03:59The way it looks right now, on three tries, people will throw down the control.
04:04The stuff we just went through, pretty rough.
04:06It's a little frustrating from the respect that it's been kind of at this date for a long
04:11time now, kind of wondering when it's going to get fixed.
04:14Um, the struggle or the challenges.
04:18This is sprint week, meaning we're making a big push this week to get a lot of work done
04:27and make some headway going into E3.
04:30As far as crunch goes, we're not going to call it crunch anymore.
04:33We're going to call it sprint, and then everything will be fine.
04:35So as long as we do that...
04:36Change the name, it'll all be fine.
04:37Tonight's the first night of crunch.
04:42Yeah, it's all like the euphemisms.
04:44Yeah.
04:44Fuck.
04:46I hate crunch.
04:47It sucks.
04:52Right now I'm creating a new build, and hopefully that will enable the rest of the studio to then
04:58continue working on the awesome content that they're creating for E3.
05:01They're definitely waiting on me.
05:03Definitely.
05:07As far as my end, I feel I'm okay.
05:08But then at the same time, I kind of feel like I'm waiting on technology a little bit to kind
05:12of come online.
05:16We just have a ton of bugs to fix.
05:18We're getting new technology right now.
05:20The lighting's kind of broken.
05:21The fog's kind of broken.
05:23So we're just trying to kind of survive, fix all our bugs, and get all of our tech in place,
05:28so we can get this thing done.
05:30We're sprinting now.
05:31Yeah!
05:36Tonight's the first time the team has worked together as one,
05:39and there's a certain kind of level of excitement that goes into it,
05:43and dread because we're still working.
05:45But it's a fun group to be with, and we're trying to get stuff done.
05:50You know, we can only do so much, right?
05:52And we'll just try to do as much as possible, as quickly as possible, and that's it.
05:57Hopefully we end up with something pretty cool, though.
06:01This is the biggest E3 we'll ever have.
06:04Everybody wants to still see if Santa Monica still has it.
06:25The last two weeks have been very, very intense.
06:28I actually got here this morning a half hour before the Shrine actually opened
06:32to deliver live code for what we're playing this morning.
06:35I didn't have that code until yesterday afternoon.
06:38The Sony press conference is their big moment.
06:41You know, two hours to show all the new stuff they have,
06:44and it's gonna be broadcast on live TV and web,
06:47and we're gonna end the show with God of War 3.
06:49Any time that you go first or last,
06:51if you open the show or close the show, it's an honor.
06:54I guess we're happy that Sony seems so committed to our game.
06:58It's nice that all of our hard work over the last seven years, really,
07:02because that's how long we've been working on the God of War series in total,
07:04is really getting the reception that it seems to be getting.
07:07We're real excited that we're closing the press conference.
07:09It's a great opportunity. It's a great way to end.
07:11We're gonna be live on stage playing real live code,
07:14so nerves are definitely high.
07:16Like, a lot of jitters.
07:18Stig's gonna be talking, and I'm gonna be playing on stage,
07:21so a little stressful.
07:22Gotta take the edge off a little bit.
07:24Headlining scares the shit out of me.
07:26You know, I've never done something this big,
07:29you know, standing in front of 2,000 people,
07:32or however many it is.
07:38This is one of the most eagerly anticipated games of this generation.
07:42I'd like to invite Stig Askinson to the stage
07:45to show you the first few minutes
07:47of the draw-dropping God of War 3.
07:54We, at Sweeney's Analonica Studios,
07:56are excited to be able to present this live demo of God of War 3.
08:00God of War 3 is the final chapter in our fantasy trilogy,
08:03based on the dark side of Greek mythology.
08:06Now we're excited to write your top copy.
08:08We'll take a point on the controls,
08:09and we'll get into our demo.
08:17I'm really anxious.
08:18I'm really excited.
08:20This is a really important moment for the team.
08:22It's important for the game.
08:23I hope that we make the impression that we,
08:25you know, we always strive for it.
08:35Yes, thank you.
08:46I have a question for the last one,
08:47which is the first time you're in here.
08:48I to trust that one and my friend.
08:52But, there is no lack of show for,
08:55and the next 20 minutes is the game play to these allies.
08:58God of War 3 is coming to release March 2010.
09:03What a amazing fucking awesome.
09:07People really seem to be, it's my wallet,
09:09and I don't see how I'm going to get any better.
09:14I'm kind of glad that E3 is back.
09:16It's pretty exciting.
09:17It's been a couple of years since it was a really decent sized E3.
09:20It's always exciting to have your game here.
09:22This is what we work for.
09:23E3's like Christmas.
09:25We've got 12 kiosks up.
09:27We've got four.
09:28We had a great time last night setting up.
09:30It was actually we got there.
09:31The Sony booth was relatively quiet.
09:34All the games were up and running,
09:36but there weren't a lot of people playing anything.
09:38We started loading it.
09:40God of War people started lining up behind me to play it.
09:42I had somebody tell me today,
09:44one of the producers on another product told me,
09:45we got in there and loaded our code.
09:47All work stopped at the Sony booths.
09:49They can come play our product.
09:50Hugely flattering.
09:52Big kudos to the team.
09:53Got chills just having that whole experience.
09:55It was awesome.
10:00It was excellent.
10:02It was, you know, disgusting and exciting and all at the same time.
10:07I went in an hour to play the game.
10:09I went in an hour to play the game.
10:11When you finally get the character to the game on set,
10:14I was like crazy.
10:16I didn't expect to see that.
10:19It was pretty brutal.
10:21I mean, when you were ruled in like the first two,
10:24they bump it up a little bit.
10:26So it's definitely a good start.
10:27I waited like two hours to play.
10:29What would I say?
10:30God of War with unforgiving amounts of violence,
10:34great gameplay kind of thing that you, you know,
10:36just spend all day planning,
10:37not call your girlfriend, whatever.
10:39Who cares, right?
10:41I'm super, super pumped to see it.
10:44This is so jazz.
10:46This is Christmas.
10:47Play our series.
10:49I can't believe it's back, you know?
10:51It's awesome.
10:52It really is.
10:53I'm so fucking happy to be back here.
10:55It means so much to the industry.
10:58Taking people the basis when they play,
11:00we just ship it out to the store,
11:01so the team really doesn't see, you know,
11:03people's reactions and just even the moves
11:05and the mods and the rest of it.
11:07It makes it all worth it.
11:09Just seeing, like, the people's faces,
11:11I mean, that's why I make it, you know?
11:12I want to take people to the next level.
11:15I think this is what excites the team the most
11:17when they get to see people's reactions.
11:19We can work our actions off before this
11:21to just get the demo to be all as possible,
11:25and, you know, we're trying to represent
11:27all of the big products,
11:28and we're not done with the game yet.
11:29So by the end of this,
11:30we're so drained,
11:31there's so much energy into it,
11:33and all this, all this energy coming from,
11:35from the outside,
11:36fills us back up,
11:37gives us that ability to finish the game.
12:04E3 was a huge monster for us,
12:06a lot of publicity,
12:08a lot of great feedback,
12:10and great exposure.
12:11E3 was awesome.
12:13I have to say it went very well.
12:14Seeing all the fans and watching everybody play
12:17totally put us in a different mindset
12:19coming back from that.
12:20You really get locked up
12:21and don't really see people's reactions
12:23working on something for so long,
12:25and going and seeing people line up for your game,
12:28that's more than you could ever want, you know?
12:30It just kind of invigorates the whole team
12:32into coming back and working on something,
12:34wanting to put your heart into it
12:35and make it even better.
12:36I think we did a good job with it at E3,
12:40and that shouldn't be our high point,
12:42that should be like our midpoint.
12:45Alpha is when the whole game,
12:47from start to finish,
12:49needs to be in one bag.
12:51It can have placeholder assets,
12:53but you can fly basically through the whole game
12:55or walk through the whole game,
12:56and everything's represented
12:57in approximately the way that it will ship with.
13:00Yeah, so ideally by Alpha,
13:03we shouldn't go,
13:04oh, hey, we need that extra bad guy,
13:07or hey, we're going to add a new boss.
13:09Which we've done on other games, so...
13:11But ideally on God of War 3,
13:13you know, Alpha will be,
13:14okay, all of our pieces are in.
13:16And after Alpha becomes Beta,
13:18and Beta's basically our block.
13:19I want to make sure that when I'm playing the game,
13:22I've got a smile on my face.
13:24You know, I've played God of War
13:25for the last six or seven years of my life now.
13:28As long as I've got a smile on my face,
13:30I think there's a good chance
13:31that that's going to translate over to the fans.
13:33If you kind of take a look at this here,
13:35you can see this character
13:35that's the size of the Serious Tower, roughly.
13:38It's about 1,500 feet tall.
13:40It's a different kind of boss battle.
13:41Kronos is more than a guy.
13:43He's more fully alive,
13:45and you're more fighting on the character
13:46that's moving around.
13:47So this has been very tedious and challenging
13:49and time-consuming to put this together.
13:51But I think at the end,
13:51it'll definitely be worth it.
13:53And people will feel like they're playing something
13:54they've never played before.
13:55Kronos will actually, like,
13:57thrust his hands forward and he would scrape
13:58and leave his fingers there,
14:00so that he can actually attack his fingernails.
14:02But I'll break it on the fingernail,
14:03and the fingernail will bring it, like,
14:05a circle plump.
14:06He'll grab onto that and the CS move,
14:08and then basically do a struggle and rip it out,
14:10and, you know, it'll be kind of gory, cool,
14:12then move on.
14:13We actually want to make this awesome.
14:14We want to make this gameplay super exciting.
14:16It's going to be everything people expect
14:19from what the Titan fight should be.
14:20What are the big tech issues, Chris?
14:22Do you need support on it?
14:24It's the only big tech issue we need support on it.
14:27Not that it is the issue of the collision.
14:29The more standing you're going to get him,
14:31the more precision you will get him,
14:33your CS move.
14:34The trouble is that since he's just getting
14:36the collision, his kid itself,
14:39is not necessarily,
14:40it's not just an uniform object
14:43that you can rely on to not have change
14:46from one trip to the other.
14:47That's the biggest issue you can have.
14:49What we're doing hasn't really been done before,
14:51and so a lot of what we're running into
14:52are issues with trying to make it as exciting as possible
14:55working with the technical constraints that we have
14:57and the time frame that we have.
14:58I would say that the rewrite of skim collision
15:02is turning into a very unrealistic proposition
15:05to get it as finished before out.
15:07Time is the biggest fun killer usually,
15:10as far as developing.
15:11We came up with the most exciting scenarios,
15:14but do we have the time to put it together?
15:15For reason to that,
15:16we'll need to take a look at what is going on
15:18and what's fixable and what is not
15:21and what we will have to decide around.
15:23With Connors, the whole is greater than some of its parts,
15:25and when you see it all together in the finished product,
15:27all the polish,
15:28I think it's one of the most memorable experiences
15:30in gaming history.
15:31And really, that's how I feel about it.
15:33I know it's going to be like that.
15:34The murderer of Gaia enters my tomb,
15:40Kronos!
15:41I know it was you who killed her, Spartan.
15:46Who else could?
16:00How a month back,
16:01maybe six weeks back after Alpha,
16:02we were looking at the end of the game,
16:03and we felt like there was a lot of fighting,
16:05and it really tied to the story.
16:07We had a couple brainstorming meetings,
16:09and we came up with this idea
16:10that it would be really cool to go inside of Paris today,
16:13because that's where the struggle is really taking place.
16:15The story's more than ever done until the game shifts,
16:18and we're always tweaking it and modifying it,
16:20but I really like working on the story.
16:22Chris is going to have this emotional struggle inside his head,
16:25and really the object of this game is he has to realize
16:27that he has to hold inside of the powerful.
16:29That's what he originally got when he went out of Mario's box.
16:32He had to get the evil things together, the good things,
16:34and I think it's going to be really, really fitting in to the trilogy.
16:37Keep in mind, we're very close to beta here,
16:39and this is the big stretch.
16:41We really, really, really gotta be sitting things up.
16:44Let's do it.
16:46That's all I got.
16:48That's all I have.
16:54This is the third Halloween.
16:55I think for many it's probably a big relief.
16:57We're less than three months away from being done.
17:00It's been two plus years.
17:01It's been an incredible journey.
17:02We've overcome so many pitfalls along the way
17:05with chains of personnel, project redesigns.
17:08Despite all that, we've managed to continue to elevate
17:12and continue to push ourselves
17:13and continue to make the best products we as a team can do,
17:17and I think God of War 3 is living up to that.
17:21To complete the third one is pretty amazing.
17:23We always tried to hit the highest mark we possibly could,
17:26and I think we've done it once again with this one.
17:28So we're gonna have to wait and see what the fans think,
17:30but I have really, really high hopes.
17:34Completing a trilogy is something I never did in my life.
17:37You know, and completing something like this is very special.
17:40You know, something that means a lot to me.
17:44Sentimental moment.
17:46This is truly one of the best teams I've ever worked with.
17:49I mean, across the board.
17:51I've worked with teams that were really strong on the art side,
17:54or really strong on design, or really strong on technology,
17:57but this is the only team I've worked with that fires on all cylinders.
18:00The team faced a lot of challenges.
18:02The interesting thing is that this team has always faced challenges,
18:06and it sounds kind of cliche, but they're really good at facing challenges.
18:08Yeah, I agree 100%.
18:13You know, we've discussed a lot.
18:15Obviously, we've gone through a lot of different changes,
18:17and the team always, I mean, it's not any better,
18:21but they always rise to the challenge.
18:27We really sat down and focused what we wanted to make good,
18:32and whatever wasn't working, we just kind of threw out the door
18:35and said, this is what we want, and that's what everybody focused on
18:38and made good.
18:38The fans are going to be blown away.
18:40We're still getting surprised as far as how good things look.
18:42The game's awesome.
18:44It's going to be good.
18:46I've been working with Kratos almost seven years.
18:49I've learned a lot.
18:50He's taught me a lot.
18:51We've had some good times.
18:53But it's time for him to go to bed for a while.
19:05We're all in a long time.
19:08We're all in a long time.
19:09It's time for him to be done.
19:14It's time for my life.
19:17So many years...
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