A post by Ken Feldman of Santa Monica Studios, the developer of God of War 3, stated on the God of War forums that it took their fastest tester 12-13 hours to complete the game. As a game reviewer, I don't consider myself privy to special knowledge or skills, especially considered to testers, who literally play games 8-10 hours a day, and more often 6-7 days a week. But this is a false statement, as I completed the game in roughly 8 hours, 35 minutes, including the end credits and cutscenes. This screenshot is of my final auto-save:
Originally, I thought this was the last autosave upon fighting Zeus, but apparently it's the final cutscene before killing Zeus, so thankfully no spoilers there. Video below for non-believers. And just so you all know, there's nothing wrong with 8 hours of brilliance. Nothing at all. And no, I didn't run through the game, I played every bit and never restarted. Beat the game in two sittings. (more...)
When I’d set out for GDC, God of War 3 was fresh in my mind. I’d just beat the game a few days earlier, and while my brain still today staggers in awe of the grandiose nature of Kratos’ finale, one rotten tart left a sourness only someone who helped make the game could remove. I didn’t intend to find a cure to my ailment concerning the end of the game, which you can read about here, but instead received some important, and somewhat numbing and humbling, food for thought.
It all came from a chance meeting with Stig Asmussen, Game Director on God of War 3. (more...)
In a parallel universe, there exists a God of War game where the protagonist is a diminutive, bow-wielding, pointy-eared creature. According to Ken Feldman, the lead environmental artist on the first God of War title, had the original design concepts for the game's hero not fallen through, Kratos, our god-fearing hero, would have been "a little elf."
"I think it took us a year-and-a-half to come up with Kratos," said Feldman in an interview with Official PlayStation Magazine UK. "That was the most difficult thing. Everything had to be based around this character -- the story, the weapons. The first guy we came up with was a little elf character, he was hysterical. His animations looked like Disney."
OPM features a 10-page retrospective of God of War, revealing that Kratos was not only almost an elf, but also nearly "an escaped slave" and even "a blind monk carrying a baby." Fortunately, lead designer David Jaffe had a clear idea of what he wanted.
"I wanted to make a game that really spoke to my passion for action-adventure movies," explained Jaffe. "My love of Raiders Of The Lost Ark, Greek Myths -- specifically the Harryhausen stuff like Jason And The Argonauts, Clash Of The Titans -- and my love of games like Adventure on the Atari 2600, and Devil May Cry and ICO, and kind of mashing that into one thing."
I think it's safe to say we're all happy with the way Kratos turned out in the end.
In his most recent video blog, video game designer David Jaffe once again clarified that he has "no regrets" leaving God of War.
"I'm always excited for the team, excited about the game, but it's not my game anymore," Jaffe says. "It never really was. I mean, Sony owns it -- I have no ownership of it."
However, one thing that Jaffe has always dreamed of was getting his creation onto a 7-Eleven Slurpee, which God of War III has achieved. Speaking to it, he added, "To me, that one really represents you've arrived, you know, or your creations have arrived."
He realizes that it takes a lot of work to get to that point, pointing out that it will be a while before his team, Eat Sleep Play, and their new game lands itself on a Slurpee cup.
"You've got to build your fanbase, and it's got to do well, but hopefully we're on the road one day we could get something like that for what we're working on," he said. "But even if not, even if this is as close as I ever come to sort of getting something I've been involved with on a Slurpee cup, it's pretty f*ckin cool."
PSP developer Ready at Dawn revealed to Industry Gamers its plan, which was later scrapped, to bring the mega-hit franchise God of War into the two-dimensional world.
"There were early discussions of making Chains of Olympus a side-scroller rather than 3D in case the experience couldn't be fully realized on a handheld," said lead level designer Dana Jan. "This really fueled us to prove that it could be done."
Fortunately for PSP gamers, Chains of Olympus took the 3D route, and it ended up being a wonderfully crafted title. "Games like God of War don’t usually translate well when they are brought to handhelds," added Jan. "The gameplay, graphics, animation, sound, etc. have a tendency to 'differ' from their console counterparts.
"We knew from the beginning that God of War had a distinct visual style and an epic scale that had to be recreated on the PSP in order to do the franchise justice. With God of War 2 hitting shelves prior to Chains of Olympus, it quickly became evident that we had an even higher standard to hit with the visuals. It took us some time to reverse engineer the many components that make up the look (it's deceptively complex). The art department faced the huge challenge of fitting all the animation, textures, geometry, and FX into a fraction of the memory available on the PS2. They also had the task of creating expansive environments with incredible detail and many one-off visual set pieces. The God of War franchise was a great opportunity to push ourselves and our technology as much as the PSP hardware."
God of War games are known for being excellent titles, but they aren't so much known for taking a long time to complete. Fortunately, God of War III is expected to be the longest of any other installments in the series.
"We've done a lot of play testing on it. We know, for a really hardcore player, it'll take them longer than it took them to play either of the previous God of War games,” said Santa Monica's studio director John Hight while speaking with MTV's Multiplayer. Hight was asked if ten hours was a more realistic assessment, to which he responded, "Ten is longer, but ten might not be considerably longer! [laughs] It's more than 10 hours."
Hopefully that means the game is filled with actual quality content rather than filler, but considering the studio's track record, I'd say we won't be disappointed.
God of War III will release sometime this March.
[via Industry Gamers]
In a recent interview, the director of product development for God of War III, John Hight, spoke about the future of the franchise. Hight says God of War III will not the end of God of War, and next installments will be dealt with very carefully.
"[God of War III] is not the end of God of War," he said. "This is definitely the end of the trilogy, but we're going to continue making God of War games. We're going to be very careful about what we do. We're the keepers of the franchise, and we don't want to see it ruined."
Not a huge surprise to see that Sony doesn't want God of War go away after the third installment, but what will they come up with after the story arc is completed?
God of War III lands on the PS3 sometime in March.
[via Connected Consoles]
David Jaffe (of Twisted Metal and God of War fame) recently returned from a hiatus from the interwebs, and he's back to his old Twitter-fiend days. Earlier today, Jaffe was asked by a follower if he and his studio, Eat Sleep Play, will ever develop for the iPhone. His answer? Yes, they will.
"We have and we prob. [sic] will but we got all guns blazing on our PS3 masterpiece!" he wrote on his Twitter.
Jaffe hasn't revealed what Eat Sleep Play's big "PS3 masterpiece" is, but it's very likely a Twisted Metal title.
God of War creator David Jaffe would have changed the way he made God of War if given a second chance. He no longer works on the franchise, so the gameplay is out of his control. On his Twitter, Jaffe reflected on specifically what he would change in the game. If given the opportunity to remake the first God of War, he would mix elements from Zelda into the game.
"If I were to do GOW now, I would do GOW meets ZELDA 64 structure," he wrote. "Much more interested in immersive games now vs. scripted experiences. … But I think Zelda open world+GOW puzzles/combat=pretty good mash. Many other games have mash'd that up. … Not to imply I don’t love GOW. I DO very much. But I just would not design it the same way now, in 2010."