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Transcript
00:26I'm Todd Pappy, Game Director at God of Our Ascension.
00:28What you're about to see is making a video that we've been shooting over about two plus years.
00:32It gives you a good idea of the inception of an idea all the way through to the final products.
00:38Keep in mind that this is a work in progress. Enjoy.
00:45The lowest level, what we're trying to do is make me playing against you feel right.
00:51And me playing with you feel right. That's where we are right now.
01:02I guess we're bringing the God of Our Goal to Killing Your Mate, basically.
01:06Killing Your Mate, yeah.
01:08One of the things about multiplayer, like even a shooter, is when you get up close, your heart starts to
01:12raise.
01:13We're definitely trying to go for that.
01:14See the whites of their eyes.
01:15It was actually not the greatest moves at all.
01:17We did start to get someone up and running.
01:19So you might see some hints of like, oh, maybe I remember from God of Our One.
01:22He had a weapon, kind of like that.
01:24But the moves that we're doing now are entirely Spartan moves, Spartan-themed.
01:28The weapons that you carry give them a very distinctive feel.
01:31Each character selects the Sword of Magog class.
01:33And that kind of defines what weapons and armor and abilities you take in.
01:36I have basically the Ares sword with the Ares armor.
01:38So I can do things like damage attacks, DS kills.
01:45I have a little bit more kind of range.
01:47So I have that main that has called a range.
01:50The idea of the hammer is that in a crowd, he can be less specific.
01:53Like if you're playing in a hammer class, you kind of look for groups of people that kind of jump
01:56in there.
01:57And that actually causes kind of groups to disperse, which is kind of nice.
02:00So depending on who shows up the world, people start to kind of change their play style a little bit.
02:05Kratos is our hero.
02:06He has to be the strongest, the coolest, the most powerful one.
02:09These guys are still pretty formidable.
02:13These guys have to be fair.
02:15Their moves have to be readable.
02:17Some of them, the moves are a little slowed down.
02:19So they're not as quick as Kratos, but they have to be fair.
02:22For instance, we have Unblockable now.
02:25Whenever you see this in there, that means if you block it, you're going to get staggered.
02:30And that really helps to make it read.
02:32Each weapon's like its own full character.
02:35The navigations, they all have to be redone for every weapon.
02:38But attacks are already done.
02:41There's no real sharing between weapons.
02:44They're just too unique that you can't really wield them the same.
02:47We'll come up with moves based off of usability, practicality, flashiness.
02:52Just things that people usually expect to see and people wouldn't want to see.
02:57Sometimes just try and get the best look.
03:00And then we'll just tweak and tune in until it's actually useful.
03:03This is the Cyclone move.
03:05If Kratos did this move, I don't think he'd have this much recovery time.
03:09And the start-up would be pretty quick.
03:11This was one of my favorites, the uppercut.
03:14It's pretty useful in games and people are liking it.
03:17I just liked it.
03:18I reappropriated one of the Olympus Swords animations from God War II.
03:23That one just stayed in one place and did two.
03:25But this one added a crazy dash to it and a lot more hype.
03:30There's going to be a lot of different specials that you're going to be able to do.
03:34Those will be a lot of work to knock out.
03:37But I mean, those are fun though.
03:38You know, it's just fun doing them.
03:40It's nice about sort of this kind of game is that anyone who kind of get the kill,
03:43anyone who kind of come in there and finish it off, you're definitely not invincible.
03:47That's one thing you're really trying to do is that, you know, the characters,
03:49they can take some hits but not a whole bunch.
03:52So even a new character might get in there and if he gets one blow, two blows, lands a few,
03:57he's definitely going to get the kill.
03:58That's also what traps kind of add for it.
04:00With traps, it really doesn't take a whole lot of, you know, timing and skill and reflexes.
04:04It's sort of more planning and strategic element where it's like,
04:06I know people want to take this point. I know this trap covers that point.
04:10If I can predict that, then I can basically get a kill no matter how skilled the other player is.
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