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Heavenly Sword - Developer Q&A

Kittonwy

Banned
http://www.gaming-age.com/cgi-bin/previews/preview.pl?sys=ps3&game=heavenlysword

Thanks to evilxxvin from IGNPS3GB for the link.

"An updated fact sheet for Ninja Theory's intense next-gen "godess of war". A Developer Q&A should be ready to go later in the day, so check back in a bit. "


Remember, I'm just an innocent messenger so don't hurt me if nothing happens because it's not my fault...
Indifferent2.gif
 
That fact sheet doesn't look any different than the one released at E3.

Is GA getting its own developer Q+A or will it be a general thing circulated to all media?
 
gofreak said:
That fact sheet doesn't look any different than the one released at E3.

Is GA getting its own developer Q+A or will it be a general thing circulated to all media?

I guess we'll see tonight what happens.
 
It's a general one that can be seen by anyone with press access..... Then again, maybe they went and did their own. I doubt it though, since SCEA just released a Q&A, so it seems the timing is about right.
 
Doom_Bringer said:
ask them if they are going to add any motion blur and post filtering effects??? I love those two next gen effects XD

motion blur i know. but what is post filtering?
 
madhtr said:
It's a general one that can be seen by anyone with press access..... Then again, maybe they went and did their own. I doubt it though, since SCEA just released a Q&A, so it seems the timing is about right.

Thanks, probably nothing too revelatory in that then. Have you seen it?

I really wish they'd release new media.
 
gofreak said:
Thanks, probably nothing too revelatory in that then. Have you seen it?

I really wish they'd release new media.
Well, looks like SCEA still has a link, but they've either deleted or moved the file. Maybe they're working on timed exclusives for the Q&A.... Not sure. Guess we'll just have to wait and see. Before now, though, I didn't really have an urge to see it.
 
There is no news.... It's a developer Q&A.... I suspect we'll see such classics as:

Q: So, when should we expect to see this game release?

A: You see, the thing about developing games is that you really don't know.... wait, what was the question again?
 
Wait, you can't jump? Next thing you know, we'll be hearing about how the game is on rails. Seriously, no jumping takes a huge amount of possible exploration out of the equation. Are backgrounds pre-rendered as well? ^^;
 
Doom_Bringer said:
you can't jump in the game...
There's no "jump" button in PoP games either but they have lots of platforming. I think I read somewhere that focus of HS won't be platforming though.
 
madhtr said:
Wait, you can't jump? Next thing you know, we'll be hearing about how the game is on rails. Seriously, no jumping takes a huge amount of possible exploration out of the equation. Are backgrounds pre-rendered as well? ^^;

yes its a pretty shockingly retarded decision but then again the developers are from Europe :D

j/k
 
Doom_Bringer said:
yes its a pretty shockingly retarded decision but then again the developers are from Europe :D

j/k

im actually not a huge platforming fan, but some of those images they have released of the settings just BEG for platforming. the place that sorta looks like a watermill comes to mind. i feel like, in some way or another, there will be a bit of exploration involved.
 
madhtr said:
Are backgrounds pre-rendered as well? ^^;

That'd be a no. They do look good though, don't they? :)

meltpotato said:
im actually not a huge platforming fan, but some of those images they have released of the settings just BEG for platforming. the place that sorta looks like a watermill comes to mind. i feel like, in some way or another, there will be a bit of exploration involved.

Some of the artwork indicates a strong verticality to some environments, and I'm guessing that's for a reason. Exploration isn't dependent on the ability to jump though..(I've done lots of exploring in games like Zelda without it), but it will be interesting how those environments reflect on the gameplay.

BTW, I know there was a thread with some artwork that was previously unreleased online, but some of the artwork at this link might still be new to some. A couple were for me (though not this particular pic..I just like it :p):

hs1zh3.jpg


http://www.worthplaying.com/article.php?sid=35637&mode=thread&order=0
 
llTll said:
i am really not going to beg. but what is post filtering :lol

Its a pretty cool effect that’s used in a lot if not all Hollywood movies and big television shows. It gives the image a slightly gritty/realistic look while adding color correction on the fly and also adding subtle motion blur (in games). So far the best example of this is Hitman Blood Money! You have 360 right? Check it out or if you have a powerful pc you can play around with the settings and see the difference yourself.

It also improves the look of clothing, water, lighting and all the textures in the game
 
Doom_Bringer said:
Its a pretty cool effect that’s used in a lot if not all Hollywood movies and big television shows. It gives the image a slightly gritty/realistic look while adding color correction on the fly and also adding subtle motion blur (in games). So far the best example of this is Hitman Blood Money! You have 360 right? Check it out or if you have a powerful pc you can play around with the settings and see the difference yourself.

It also improves the look of clothing, water, lighting and all the textures in the game


cool cool.thx
 
Good read, I thought it was interesting that he compared it to RE4. Also very interesting that development began in 2003, kinda makes it hard to call it a GoW clone
 
momolicious said:
cant wait for the Heavenly Sword vs DMC vs God of War threads when this game releases :D

More like Heavenly Sword vs Devil May Cry 4 vs Ninja Gaiden 2 vs 99 Nights

But this game seem different, more focus on being cinematic, action and less puzzle solving
 
Doom_Bringer said:
More like Heavenly Sword vs Devil May Cry 4 vs Ninja Gaiden 2 vs 99 Nights

But this game seem different, more focus on being cinematic, action and less puzzle solving
99 Nights? It doesn't even deserve to be in the same sentence as those other games.
 
GeoramA said:
Nice read. I hope Sony gives them the ok to release some new media soon.

If there is any truth to this quote then I rather wait

The reason you're not seeing a ton of media is because the majority of polish elements like final lighting, post fx, visual fx, ambient fx, sound fx and scoring doesn't happen until after the game hits beta (which Resistance is nearing.) Polish is almost completely off the radar until all of the major gameplay systems are in and functioning correctly, and it always looks like an entirely new game once these elements are added.

This is how Insomniac makes games at least...

Can't wait to see the final version of Resistance! I am cautiously optimistic
 
Now formatted for your pleasure:

Heavenly Sword - Q&A with Ninja Theory

SECTION 1: GAME DETAILS

1. Just what sort of game will Heavenly Sword be?
I think of it as the "blockbuster action-movie experience". When you play the game, it looks and feels like you are playing through a movie without having to interrupt gameplay with those laborious cut-scenes I really hate in games.

It means that, while you are playing, the music, the camera, the action, the drama and everything about it feels like you are taken through this beautiful and visceral journey.

2. Nariko looks like a particularly lethal lady. What can you tell us about her background and fighting skills?
The story revolves around an ancient sword, the Heavenly Sword, which belonged to a deity and can never be wielded by a mortal without destroying them.

When a genocidal King invades and wipes out a warrior clan including many of Nariko's friends, she says to herself "no more" and takes hold of the Heavenly Sword in order to fight back.

But as the sword is not meant for her, it sucks away her life-force. So you begin the game with only a few hours left to live and have to fulfill this one last mission before the sword finally takes your life. But until that day arrives, Nariko's fighting skills

3. How does Heavenly Sword compare with other titles?
It is hard to compare Heavenly Sword to other games as we do break a few genre conventions. The closest I can come up with is something like Resident Evil 4. It might seem like an odd comparison but Heavenly Sword is an intensely personal story-driven action game. When you play through it, it feels and looks like you are playing through a blockbuster. Even the fights look like they are pulled straight out of a movie. For example there are some scenes where you face hundreds if not thousands of enemies but they are just a part of the overall experience.

4. Just how smart and unpredictable have you been able to make the AI characters in Heavenly Sword?
When you fight one-on-one against a tough character like a boss, they will behave just like a dedicated one-on-one fighter, pushing your skills to the limit.

When you are fighting against a group of enemies, they coordinate their attacks into what we call "group combos", an AI system that tightly choreographs individual enemies into a group intelligence that can adapt to how you play.

When you fight armies, each individual enemy has its own AI so that they can move together, navigate the environment and avoid obstacles. If you look closely at the 2005 E3 trailer, you can see them dive out of the way of the bazooka projectiles. Once they get close, they exhibit full combat AI behavior.

Our focus is to create, above all, fun AI that reacts to you in a believable way. So enemies will cheer, jeer and taunt you as you fight. Morale also comes into play as do things like killing an enemy's best friend. We have an obscene amount of in-game motion capture animation in this game in order to create a wide enough palette for the AI to use.

5. Can you tell us a bit about some of the weapons we'll be getting to grips with in the game?
Your main weapon is the Heavenly Sword itself. It comes in 3 stances which you can switch between on the fly to create your own combos and fighting style.

Speed Stance has the sword split into two blades. It's fast, technical and has a lot of depth to it. It is good in one-on-one fights against skillful opponents.

Power Stance has the sword blades join to form one huge powerful sword. It is slow and powerful and great against tougher enemies or to break enemy defenses.

Range Stance has the sword blades extend from its handles with chains. It is the weakest of the three but it covers a large and wide area. It is great for taking out lots of enemies or knocking them into the air for follow-on aerial combos. It can also be used to sweep debris at enemies.

Then there are the tables, barrels, bowls, and all the enemy weapons which you can pick up and throw around with Aftertouch controls. You can even knock enemies out and Aftertouch them into other enemies.

Now all of the above can be mixed and matched freely during combat but it is still surprisingly easy to get to grips with. Mastering combat is another matter.

6. How long has the game been in development and when is it due for release?
We first had the idea for Heavenly Sword in mid 2003 so it's been quite a while in development. Its official launch date will be announced soon.

7. Launching new a IP is always a tricky task. What makes you confident Heavenly Sword will be able to stand out from the crowd?
We started developing Heavenly Sword when next-gen wasn't even on the horizon. We knew that crafting a next-gen action adventure game would take years. The quality difference in all areas of Heavenly Sword, not least gameplay, will hopefully become very apparent once you get your hands on it.

8. What was the biggest challenge you overcame during the game's development?
It's fair to say that there wasn't an area of gameplay, development, business, or whatever that wasn't an enormous challenge.. Not one area.

9. The setting looks like ancient Japanese warfare. Can you tell us a bit about how you arrived at this setting?
It isn't specific to any country or specific historical setting. Think of Conan but with a touch of the Far East and you are not far off the fantasy setting we have created.

We wanted to create an original fantasy title. It had to look beautiful, it had to move you, and it had to have insane combat and action set-pieces!

10. Did not having an historic setting make it tough to deliver combat that still feels cutting edge?
No, it made it easier. We can make up our own characters, myths, fighting styles and weapons. We can be as outrageous as we want without having to stick to any preconceptions of what has come before either in games or films. Heavenly Sword has its own unique style that you won't get anywhere else.

11. What steps have you taken to ensure Heavenly Sword will have a strong appeal in Western markets?
Heavenly Sword is a western game that is an intensely personal cinematic and story-driven experience featuring amazing set-pieces. It feels and looks like a movie, while you are actually playing the game.

12. How would you sum up Heavenly Sword in one sentence?
I don't know! How about: "The best action movie you have ever played"?


SECTION 2: WORKING WITH THE PLAYSTATION 3

1. How do you feel about developing for the PS3 so far? What has been the hardest thing to accomplish?
It's great for us that Heavenly Sword is exclusive to PLAYSTATION 3. It means we can focus all our efforts on getting the best out of the machine without the usual compromises you are forced to take on a multi-platform game. The SPU's in particular are amazingly fast if used correctly. The challenge has really been in learning how to take advantage of this unique architecture.

2. Do you use the new hardware in any way, other than creating more advanced graphics? Does the new technology also affect gameplay?
Combat is our biggest area of gameplay. The combat engine has been in development for well over two years. You can fight using three sword stances which you can switch between on the fly to create your own combos. You can use all enemy weapons against them. You can use objects in the scenery to throw and smash, you can blow up masses of enemies with cannons and so on. Physics has been integrated into combat so that you can smash people into objects or sweep debris into enemies. You can fight one-on-one against supremely skilled enemies, fight against dozens of tightly choreographed enemies, or against armies of thousands. There are also some amazing and outrageous combat set-pieces which have no precedent in games or films. This a real next-gen combat engine that would never be possible on current gen consoles.

3. We have heard a few developers describe next gen graphics as a way to evoke emotion in players. Is that something that Ninja Theory strives for as well?
People have been talking about it while we have been doing it! We really are breaking new ground in creating real-time dramatic CG performances. We have been working with the very best in the business for a while now. We identified this area three years ago as a massive step forward in turning games into a dramatic medium like film or theatre.

4. What are your thoughts on the next generation experience?
What I see as next gen is the sum of many things: great gameplay, visuals, audio and that magical thing that just sucks you in and gives you an experience unlike any other. The machine and technology is the canvas, and the painting is the overall gameplay experience. It's what you do with the canvas that matters and there's a whole lot of canvas on PLAYSTATION 3!

5. Do you feel that it's hard to develop a first generation PS3 game, as your creative effort could easily be overlooked in favor of polygon count?
Our focus has always been on the core gameplay experience. We have developed some of the most advanced rendering technology to support this experience. We started developing Heavenly Sword in mid 2003 well before anyone was even talking about next gen. Why? Because we knew that crafting a true next-generation experience would take many years so we started years before other developers. This has given us the time to craft things that many developers simply don't have time to do. I think Heavenly Sword will stand out both on the creative side and technical side.


SECTION 3: THE TEAM AND THE FUTURE…

What is it like developing a PS3 game? Is Ninja Theory a much bigger company than Just Add Monsters was? Is the actual process a lot different, or does it just take bigger teams and more time?
At JAM we grew up from 3 people to 23 people developing Kung Fu Chaos. Starting with a tiny team was a huge challenge. For Heavenly Sword we started with 23 people are now at 80! Again it's a huge challenge! But we haven't gone all corporate as a result. The team is made up of lots of mini teams tackling many areas of the game and we have kept the spirit of ambition, style and fun that we fostered as JAM. Ninja Theory has been lucky to gain a bit of a reputation as a centre of excellence among the game development community and so we have and are continuing to attract amazing talent from around the world. It's tough, it's fun and we're learning all the time.
 
The game sounds pretty cool, thanks Jim. I want to see some new friggin' scenery already. :P

Yean antiloop...the recent screenshots are from an older build that use an older Nariko model. Weird. :P
 
antiloop said:
Nice, now we need some post E3 screens. I just noticed the Nariko face change in the E3 2006 build.

E32005 to the left and E32006 to the right:
]http://img451.imageshack.us/img451/438/hse305e306ev0.jpg

I just checked some E3 2006 footage and that is her new face. -_-

This is another pre-e3 pic:
http://i.i.com.com/cnet.g2/images/2006/127/928391_20060508_screen005.jpg

These screens neither represent the E3 playable demo nor the final game...they are from an old build.
 
antiloop said:
Nice, now we need some post E3 screens. I just noticed the Nariko face change in the E3 2006 build.

E32005 to the left and E32006 to the right:

Also, I'm pretty sure that in the closeup of her face you posted above, from the original trailer, was pre-rendered (the only piece according to the devs). They didn't have the facial animation system done, and spliced it in for that scene. So that could make her face appear different as well.
 
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