You know what long take scenes are, like the hallway fight in Oldboy or entering the restaurant in Goodfellas? Or how recently Inside has one uncut journey throughout?
Like that
Kinda like Dead Space 2?
You know what long take scenes are, like the hallway fight in Oldboy or entering the restaurant in Goodfellas? Or how recently Inside has one uncut journey throughout?
Like that
Seeing how they are removing the sex minigame (which is a good thing) and blood and gore seem to be extremly toned down, I wonder if they are aiming for a lower rating than usual
The idea of making the entire game a single tracking shot is fucking rad btw
Doesn't seem toned done. We got a skull-splattered head crushing finisher in the recent E3 trailer. Not to mention the decapitations and bisections seen in other footageSeeing how they are removing the sex minigame (which is a good thing) and blood and gore seem to be extremly toned down, I wonder if they are aiming for a lower rating than usual
The idea of making the entire game a single tracking shot is fucking rad btw
Yeah, people have to just because every creature wont bleed red does not mean its not brutal.Doesn't seem toned done. We got a skull-splattered head crushing finisher in the recent E3 trailer. Not to mention the decapitations and bisections seen in other footage
Yep.Was this actually confirmed somewhere? And i also agree it's a good thing.
They can tell me whatever they want. I'm not buying this. Even an 5, nope.
QTEs are over. Control is now yours
I am so pleased this isn't open world. After Horizon's Ubi-design, I dont trust sony's internal studios with doing open world gameplay. Also, I think in general the choice should be made on what's suits the title, rather than just forcing a genre.
If you have the linear action of previous God of War games on one end of a spectrum, and open-world on the other, where does this new God of War fall?I still think he lacks nuance in certain areas. Hes a struggling character. Pixar once sent out these rules for storytelling, and one of them talks about the hero failing over and over again. But you love him for it, because he gets back up every time he fails. That is the engagement with the character. This character doesnt change overnight. Hes not going to sit there and have very deep, meaningful, emotional conversations with his son. He struggles this whole game to figure out his place in the world and how to relate to his kid. Because its important to him to change tomorrow, because hes been blaming yesterday his whole life.
http://www.gameinformer.com/games/g...2017/06/14/god-of-war-director-interview.aspxI would say that action/adventure is squarely where we are suited. Were definitely not open-world, but were kind of this interesting "super-wide linear" in the sense that the world has a greater sense of scale. Were really encouraging the player to say Hey, whats that over there? Id like to go check it out. Were not forcing them. We dont force you to go find something, but when you do, you are rewarded. You are rewarded with things like Wow, theres an entire level over here! And I think that sense of discovery is so important. Linearity can drive you through this fantastic story youre always going to be driven forward by the development and arc of the characters but at any given point in this game, you can pull the lever on the bus and stop to look around, and then get back on the bus and keep going. Seamlessly integrating that, making it feel like its not a chore and youre rewarded for it, thats the big trick of this game. Thats the big play, to make it feel like youre not just going down a hallway. To always feel like theres a why.
Seeing how they are removing the sex minigame (which is a good thing) and blood and gore seem to be extremly toned down, I wonder if they are aiming for a lower rating than usual
The idea of making the entire game a single tracking shot is fucking rad btw
https://twitter.com/corybarlog/status/876151754567458816Replying to @af003249
Yes, Atreus is his biological son.
blood and gore seem to be extremly toned down,
by the way this screenshot may be the most beautiful moment i have ever seen from a videogame.
I am so pleased this isn't open world. After Horizon's Ubi-design, I dont trust sony's internal studios with doing open world gameplay. Also, I think in general the choice should be made on what's suits the title, rather than just forcing a genre.
Da fuq??? Please explain. Horizon is amazing.
Didn't you love Mass Effect Andromeda?? Lol
Inside, recentlyWait, do Cory mean single-shot as in 2014's Birdman movie, all in one take? That's crazy if true. Has there even been a video game that did this?
Wait, do Cory mean single-shot as in 2014's Birdman movie, all in one take? That's crazy if true. Has there even been a video game that did this?
Inside, recently
You can see it in the E3 2016 footage, like how the camera swings behind his son during the fight with the troll and suddenly the troll speaks in "english" (because Atreus can understand the language), or how the moment when you shoot the arrow at the deer and the game subtly shifts control to you aiming the bow manually. Or the seamless transitions back to gameplayI don't even understand how it would work in a game, I can't wait to play this game.
I wonder how they'll handle the lock on. In those gifs the player looks relatively free to switch from enemy to enemyAfter last year's showing, the new trailer surprised me at how fast the combat looked. Looks even weightier and more powerful than the Blades of Chaos while being even more versatile
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You can really appreciate the animations when it's slowed down
Look at how every movement of the axe is weighty and how the hands twirl the weapon into the next attack and catch the downward momentum to swing into another blow. And then for the other attack, how Kratos is flipping the axe behind his back and catching it with his other hand.
I think that's part of what making the combat feel so heavy and forceful. By capturing the physical movement needed to pull of each strike, they can sell the weight and power of the attacks
You can see it in the E3 2016 footage, like how the camera swings behind his son during the fight with the troll and suddenly the troll speaks in "english" (because Atreus can understand the language), or how the moment when you shoot the arrow at the deer. Or the seamless transitions back to gameplay
How is this a QTE?
For big, elaborate boss battles, Barlog said, players can expect the Track and Field design, referring to the classic NES game in which players quickly spammed buttons to create a feeling of physical exertion. In dramatic sequences, God of War might ask the player to spam X or twirl the control sticks to mimic the action happening on screen.
I would say that action/adventure is squarely where we are suited. Were definitely not open-world, but were kind of this interesting "super-wide linear" in the sense that the world has a greater sense of scale. Were really encouraging the player to say Hey, whats that over there? Id like to go check it out. Were not forcing them. We dont force you to go find something, but when you do, you are rewarded. You are rewarded with things like Wow, theres an entire level over here! And I think that sense of discovery is so important. Linearity can drive you through this fantastic story youre always going to be driven forward by the development and arc of the characters but at any given point in this game, you can pull the lever on the bus and stop to look around, and then get back on the bus and keep going. Seamlessly integrating that, making it feel like its not a chore and youre rewarded for it, thats the big trick of this game. Thats the big play, to make it feel like youre not just going down a hallway. To always feel like theres a why.
Yeah you had to fine secrets in the other games but this seems to be on a much bigger scale..Sounds exactly like how ND evolved their level design when going from the UC1-3 to TLOU. Sounds great. Everything in the OP sounds great, actually.
He looks like this without the ashes
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He's simply greek.
Watch last year's trailer for a good idea. The game shifts from gameplay to cut scene seamlessly, without the normal cut into new camera angles. It just transitions the camera into a different perspectiveSo IGN in their facebook video today(Marty Silva and Alana Pearce) mentioned that the game is just one single cut from start till the end of the game. What does he mean by that?
ThanksLoudninja my bro, you've made gods work.