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God Of War PS4: Cory Barlog about the iconic moment that was almost cut through



The war god of 2018 has received widespread critical acclaim. Among the many accomplishments was the manner in which Kratos gave Nuance, a character many claim to have served as an avatar for anger and bloodthirsty rage. In the PS4 pseudo-reboot Kratos takes paternity responsibility and has to make decisions that face his son Atreus. Spoilers for God of War follow.

At such a moment, he is once again using the blades of chaos, the iconic weapons of previous games, with which he struck a bloody path through the pantheon of Greek gods as part of an apple crusade for revenge. The vast scene in which he travels home to build a past that he hopes would remain buried is powerful for what she represents, but almost impossible due to technical and design challenges. In the first episode of GameSpot's new Show Audio Logs, God of War director Cory Barlog discusses the problems that developer Sony Santa Monica faced when he brought the Blades of Chaos to the new God of War classic series for a cinematic look behind the shoulder.

"The payoff we actually made [the Blades of Chaos] was always in question, we probably did not make the blades until last year [of development]," he explained. "We've been working so hard on the ax [Leviathan] that the blade might have to be cut because it just took her so long to go online that everyone said:" Look, it took three and a half four years "To finish the ax, you will never be able to execute the blades in time."

"So we had a good year with animated chain movements that looked like, 'That does not feel right, that will not work.' 39; And with this new camera angle, where you have the camera behind you [Kratos]it's very different … You do not get the same picture as a side view of Kratos shooting out the chainrings, if you take it from an isometric view and Looking at it from a side view gives you a better view of the action line, so we really had to figure out how to take the old moves and make them work much better in this camera angle. "[1

9659004] Barlog goes on to explain that, while the Blades of Chaos represent a good connection to long-time fans of the God of God. They also serve as a series of wars and serve a crucial narrative purpose: After all, Sony's original vision for Kratos did not have the brutal story and the story of Santa Monica questionable morality of his previous actions, but one that embraced her to show his development as a person.

"Much of the game was based on this revelation, Kratos' realization that the blades were something to return to, they wanted to get rid of something, but they needed to get back to them, he'd have to put them on and he would That was part of its growth. "

The growth and role of the Blades of Chaos in the presentation made God of War one of the most outstanding games of the year. Critic Peter Brown said the biggest surprise was, "How mature is storytelling."

He continued, "Like Kratos, God of War recalls the past while acknowledging the need for improvement, everything that is new is for the better, and whatever benefits it is the result." Kratos God of War is no longer an old-fashioned action series, and with this reboot he is taking a new path that will hopefully lead to more exciting adventures. "

God of War was also one of GameSpot's top 10 games "No matter what we all expected from Sony's muscle power," God of War "is simply a great video game driven by a bold direction vision and a world-class execution by a team that clearly knows how to do it Park throws out, "we said.

Episode 1 of Audio Logs is now available on YouTube. In this section, Barlog goes through the sequence in its entirety. It breaks down the various cinematographic flourishes and design techniques that bring Sony Santa Monica to life and ensure that it lands with the players in a memorable way.

He also deals with the characterization of Kratos and the inner turmoil he faced when he decided that he would have to return to the Blades of Chaos to help his son, Atreus, those who played t During the game, the game was overlooked several times and, perhaps more interestingly, a glimpse into the previous versions of the scene, which had to be adapted and adapted due to the realities of game development. Be sure to look at the episode.

Audio Logs is a weekly show where people behind the games we love tell the story of their origins and explore the trials, tribulations, achievements, and failures of development. Subscribe to GameSpot on YouTube to learn more.


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