Cool, thanks for that. He was saying Baldur was also really hard to cast. Surprised the Raising Kratos doc didn't show anything about that.The following Youtube link will answer the question what made them switch: Reinventing God of War (link is time stamped. If it does not work go to 52 min, 29 sec mark).
Cool, thanks for that. He was saying Baldur was also really hard to cast. Surprised the Raising Kratos doc didn't show anything about that.
yeah... they really should release an artbook or something showcasing the concept art for the game.
also wish they would've kept Freya's boar that huge size. Maybe for the sequel then.
Is this from the documentary?
The following Youtube link will answer the question what made them switch: Reinventing God of War (link is time stamped. If it does not work go to 52 min, 29 sec mark).
It really makes the pettiness some people on forums display look ridiculous. Making games is hard. Developers work very hard to get it right. Even if you don't end up liking a project, I think there is a way to express that while still being respectful of the devs. I think we all can work on doing that better.
Also, this is a great feminist documentary. Without insisting and bragging about this aspect, it shows women who are successful and absolutely key to the success of a venture in a world that is often very men centric and misogynistic. Yes I'm looking at you NRS.
I actually agree. Sitting through this entire thing, seeing how Cory's mind was, the pressure, the uncertainty. Even seeing the reaction to Shuhei not liking what he saw. I think we can all relate. We've all had something that affects our home lives, disrupts the work life balance. I know that stress and that pain.
So it's got me thinking now about how I express my feelings towards a product because it's not just a product. To these massive teams, SSM, Naughty Dog, 343, Bungie, Bend....it's not just a product. It's literally a percentage of their lives. And I can't call 5 years of someone's life trash. That's what a game is. It's 5 years of effort condensed down into a 30 hour+ experience. And whether or not God of War was a 94 or 64, that effort and passion was still there. So we all need to consider our words. I've said some hurtful things I know, and we know they read this site. They see the things we say and while some is constructive, a lot is vitriolic. It isn't right. And I for one am sorry and going forward will do my best to not be that person. And a lot of us should do the same. It's okay to not like something but be wary of how you express that.
I agree. Even for Bioware, the devs work very hard and the leadership will make or break them. DG was probably concepted as open world when open world was relatively novel. By the time it released, everything is an open world. No doubt the studio had it struggles given their size but they stuck to it and Sony gave them a lot of time. Does it have issues? Sure, every game does. But the developers worked their butts off for 7 years, it wasn't easy but they released it. Some people take what they accomplished for granted.I really enjoyed it. I liked that they showed some of those really hard moments. The QA testing and floating tree was funny.
I want something like this for Bend.
It really makes the pettiness some people on forums display look ridiculous. Making games is hard. Developers work very hard to get it right. Even if you don't end up liking a project, I think there is a way to express that while still being respectful of the devs. I think we all can work on doing that better.
This actually kinda made me hate E3 a bit. Just think of all the studios losing a month+ of work, and probably crunching the whole time, to make a short demo for people to watch. I hope that the digital events that Sony and Nintendo do are a little less stressful.
E3 demos are (or any executive high level type demo) a bit of a blessing and a curse. It's truly a test of the team to iron out enough of the product to achieve a finalized piece of a larger puzzle; focusing on a portion of the game to validate the design, visuals, gameplay systems, camera, collision, stability, technical benchmarks, and general playability. It's a great gut check and exposes a lot of what is working, and what isn't. It helps determine scope for the remainder of the development, and if the product will get to the finish line with the production staff that is in place, or if gaps in product or development team need to be addressed.
When we had our E3 Demo for M.A.G. there were so many things that could of gone wrong. The build we ran with was only burned to discs the night before, and flown to E3 just hours before the show. It's an amazing thing when it comes together, gamers get something truly special, the efforts, late nights, and sacrifices become justified. Yet when it doesn't come together you have something like Socom 4. A game confused about what it's audience wanted, and a development troubled from the start, bottlenecked by tech that was built for M.A.G. and resources that were split between the projects meaning we fell just short of the goal line of something truly groundbreaking and memorable as what God of War will become.
Apparently he's the vice president of Sony WWS, so right under Yosp? It make sense if he oversee a bit of SSM especially as SSM is moving to new buildingHermen Hulst makes an appearance, had no idea until I read a comment
jeremy is a shy dude so i dont think he was a fan of doing the interviews and stuffGood documentary, but no Jeremy Davies or Alastair Duncan? :(
The Last of Us still has the goat doc, imo.
Not really. In a lot of companies, Vice President is a title given to people who are in charge of a specific area or division (for example, Phil Spencer is one of many Microsoft VPs). In WWS's case, the people right under Shu are the Senior VPs: Scott Rohde (WWS America), Michael Denny (WWS Europe) and Allan Becker (WWS Japan). The other VPs, like Herman, presumably report to their respective Senior VP. Also, while I don't know for sure, I'd guess all the studio heads (or at least the major ones like Shannon and Herman) are VPs of WWS.Apparently he's the vice president of Sony WWS, so right under Yosp? It make sense if he oversee a bit of SSM especially as SSM is moving to new building
This was a very in-depth documentary and one that every gamer should watch and dissect. Game development of any kind is a form of expression, vulnerability, sacrifice, and risk. I've seen first hand marriages end, mental and physical breakdowns, a friend pass away, and too many studio closures and layoffs. What we do to create the software so many hold dear to themselves isn't without it's difficult journey. The ones that are truly groundbreaking, special, and worth that journey have very real costs.
This documentary illustrates that journey perfectly, the highs, the lows, the doubts, the cliff that comes towards the finish line that either soars or crumbles. It's a unique, rewarding, sacrificing, profession; yet most who do it wouldn't want to do anything else.
I just got to the end of this and thoroughly enjoyed it. I'm kinda fascinated (and tickled pink) that a bunch of the SSM members watched the Easy Allies' review at the studio and cheered when the score appeared at the end. I guess Cory and company put a lot of stock in those guys' opinion. I wish we could have seen the whole footage of that.
We've got a lot of EZA fans at the studio. And admittedly there's nothing quite like having a thing you made be described as something "that should be experienced by every human on earth" (even if that might be a tad of the Huber hype coming through)
Huber hype is the best hype. He like that time Homer Simpson became restaurant critic and in his opinion all the restaurants had great food.We've got a lot of EZA fans at the studio. And admittedly there's nothing quite like having a thing you made be described as something "that should be experienced by every human on earth" (even if that might be a tad of the Huber hype coming through)
We've got a lot of EZA fans at the studio. And admittedly there's nothing quite like having a thing you made be described as something "that should be experienced by every human on earth" (even if that might be a tad of the Huber hype coming through)