|
| |
::TECHNOLOGY NEWS::
LE Newsletter - March 18, 2010
|
| |
Sony Sets The Bar High With Jaw-Dropping God Of War 3
Source:
www.thestar.com - Raju Mudhar
(March 13, 2010) The magnificent opening of
God of War 3
has the perpetually angry Kratos making his
way up Mount Olympus as he continues his quest to finally slay
Zeus and get revenge for all that the gods have put him through.
Actually, there's a gigantic twist – that we won't give away
here – as the visually stunning opening sequence and subsequent
battle will likely cause most gamers' jaws to literally hit the
floor.
Out on Tuesday, this is a console-defining franchise for Sony's
PlayStation, and this latest – and purportedly final – chapter
in Kratos's story pulls out all the stops in an incredibly
violent and cinematic manner. Moving from one giant set piece to
another, solving puzzles and basically hacking and slashing your
way with countless weapons through the remaining pantheon of the
gods of Olympus, while it potentially signals the end of the
Ghost of Sparta's journey, this game also signals the way
forward for this generation of Sony's console.
The PS3 enjoyed a very good holiday season last year, and is
looking to continue that momentum, and big-name releases such as
GoW3 – there are more than 225,000 preorders in Canada,
the largest numbers ever for a PS3-exclusive game – will likely
push sales.
GoW3's release date also signals one of the ongoing
changes in the video game industry. Traditionally, the beginning
of the new year is usually a fallow period for game releases.
Not so in 2010. This year has already seen a number of
high-profile releases – Mass Effect 2, Heavy Rain,
Bioshock 2 – and now GoW3. Many release dates for
the rest of the year have also been set – Red Dead Redemption,
Alan Wake and Super Mario Galaxy 2 are set for May
– so it seems publishers are moving toward a spread-out release
schedule rather than a jam-packed holiday season.
That is probably good for the industry, and definitely good for
gamers, if the results are as polished as GoW3. It took
three years of work in Sony's Santa Monica, Calif., studio to
get it just right, said John Palamarchuk, the game's lead
cinematic artist who originally hails from Edmonton. The game's
engine was completely redesigned and rebuilt to take advantage
of the PS3's power and capabilities.
"The development was three years, that's how we planned it from
the very beginning and we hit that. The other two games in the
series took two years, but we decided we needed that extra year
so we could get used to working on the PS3 – this is our first
game for the console – and get that under our belt. This is also
the final chapter of the trilogy, so we wanted to go out with a
bang and not cut any corners," he says.
The game looks so amazing that it causes one to lament the fact
the GoW games don't allow camera control. Many shooter
games feature control of the character with the left analog
stick and camera control with the right, but the developers
chose not to give that option.
"As far as the camera, that's a conscious decision we made.
There's limited buttons on the controller, and as developers, we
want the game to be accessible for everybody," he says. "When
you're controlling the camera, and the hero, and you're fighting
guys, you're trying to learn so much, and with no camera control
I think it makes our game flow a little bit better. It also
makes it more cinematic. And, actually, in GoW3, there
are certain parts where we give you camera control for the first
time. And it's a little bit limited, but it does let you look
around."
What's also interesting about GoW3 is that it is a
linear, single-player game. Several games pride themselves on
length, too, but as Palamarchuk says, the approach to this game
is a little different.
"We prefer to make a shorter game," Palamarchuk says. "Some
games tend to pad their gameplay, but we want the story to be
really tight, and it's all really condensed down to as long as
it needs to be to tell the story.
"The first two games were around eight hours to 10 hours, and
this game is a little bit longer, but having people play our
game from start to finish, we want the whole experience to be
something they can enjoy." |
|
| |
|