It got tired years ago.
I just watched the video, and you are right.He said it in the noclip interview. It is absolutely not clickbait.
Submerging the viewer/player in the experience, with the lesser number possible of artifices, in order to reinforce continuity and avoid disruption. That's the most common, dramatic purpose (others use it in symbolic ways, to differentiate reality from dreams, like Chinese director Gan Bi). From Children of Men to Goodfellas, it's cinematography at the service of putting us right in the middle of the action.My question is just this: What does one-take camera add to a story? What's the real purpose of it that doesn't boil down to "It's not been done before" or "It's impressive."
Why is it illegal to cut, at least to cover distances? In my experience the worst outcome of the one-take camera is moments when the cinematography itself suffers from it. Having to see a camera soar across an area to reach the point of interest doesn't communicate urgency to me, it just has an unnaturally sense of fright to it that isn't called for in that moment. Camera movement communicates emotion. If you just roll the camera around for the sake of rolling the camera around you're creating hundreds of unintended connotations.
I sort of call bullshit on this, even though I prefer your explanation for it.Submerging the viewer/player in the experience, with the lesser number possible of artifices, in order to reinforce continuity and avoid disruption. That's the most common, dramatic purpose (others use it in symbolic ways, to differentiate reality from dreams, like Chinese director Gan Bi). From Children of Men to Goodfellas, it's cinematography at the service of putting us right in the middle of the action.
On the second point, God of War's camera moves wherever the characters go. There's enough activity behind it to replace standard editing, for efficient camera work. A long take or sequence shot wouldn't be of much value if framing, tracking and positioning weren't all noteworthy. Dead Space 2 tried a similar approach, but the outcome is barely mentioned, because it was less inventive, agile and informative. God of War's merit is not only technical, it was also an appropiate method to bring to life the script. It might be different for the sequel, yet it's hard to imagine the original under any other form.
Yeah lol, I couldn't believe it either. That person had a lot of weird takes tho.
The faster you upgrade the lightning arrows from Atreus, the easier large crowds get. Large crowds were always a bit strange, because most juggle combos and all these neat little long lasting spins you can do with your axe were useless when someone always hit you out of it.I agree with most of what you said. I had issues at first with large crowds but got beter as i played more. I like how the combat can be basic if you want but is deeper for players who put the work in
I agree that the story gets better with a scond playthrough, everything else not so much though. Also agreed on the balancing, well put.I actually think it's a game that really deserves a second play, for all the bits of dramatic irony that they sprinkled throughout it. A lot of moments have more meaning after you know the full story.
Example, while climbing inside the mountain for the first time,You find out that giants lived in the mountain
Atreus - "Wow, the highest peak in the realms. Think Mom knew this was the giants' mountain?"
Kratos - "No. Her request has become more.. complicated.. than she could have foreseen."
Difficulty curve is a tough thing to get right in an open-ish RPG like this. Do you balance it for people who do all the optional side content? Or for the people who do none of it? Or somewhere in between?
They unfortunately chose to balance it around doing absolutely zero exploration and making terrible choices with your upgrade materials. If you play it like that the difficulty stays pretty even throughout the game.
IMO, hard difficulties should also require you to do more of the optional content and make good upgrade decisions in order to keep up with the enemy scaling, but this game doesn't do that at all.
I beat them on hard and I though the skill trees are suplerfluous... now what? I never said the combat lacks depth, the base mechanics and the axe carry the combat from beginning to end.No one who has beaten all the Valkyries on hard or above would say the skill trees are superfluous or that combat lacks depth.
That's cool, may I ask why though? How are the realms not undercooked, especially Nifel and Muspelheim? How is the flying boat scene in Helheim not way, way too padded out? How do things like menus and death screens not run contrary to the intent of immersion of the oneshot camera? How are most of the bosses not super lacking? What did you find enticing about the dragon fight?I mean I love all the souls games. But GoW is better than all of them. Can't agree with anything OP said.
Good thing I barely compared them then and there's a lot of points I made that have nothing to do with the comparison at all that you could all engage with and make counter arguments then.
i don't think it's a game meant to be replayed. it was my GOTY but i have absolutely no desire to go back to it, and it has nothing to do with the quality of the game . it was just a cool experience and that was that
100% agree. Their are a ton of blind casuals that worship this game.
This game had none of the souls the previous games had...
Blind casuals? How old are you?100% agree. Their are a ton of blind casuals that worship this game.
This game had none of the souls the previous games had...
You know if they had done that, Sony or Barlog would have issued a clarification given how much traction that story got, right?I don't mean Barlog lied.
I think that interview didn't happen and Gamingbolt faked it for clickbaiting.
Oh yeah, that was an actual take on here lol.
Are you new here?Actually what's getting tiring is people reacting this way when Souls is compared even a little bit to a game they like. There was no swooning over Souls in the OP. No tear down as the game in favor of the latter.
I see people compare all kinds of games to each other but only see a reaction when it's Souls. I don't see people expressing the same fatigue over BOTW or Witcher 3 comparisons to other open world games. No one calls the "boner" for those. What
In short, this is a debate of intention vs perception: the creator attemps to achieve a result, but it's the audience who interprets the effort, and individually decides, if that choice worked for him/her or not. Some of the most celebrated long takes in film history, like the ones I mentioned before, have also received, throughout the years, its considerable share of criticism. As a form of narrative language, the shot sequence has its admirers, and its detractors.I sort of call bullshit on this, even though I prefer your explanation for it.
The thing is, God of War isn't uninterrupted. It's full of interruptions because it's a game that insists on a cinematic experience, and pushes for some Hollywood-like emotion and drama of characters, and it has hours of non-interactive cutscenes and a ton of intrusive micro-moments where the camera has to show what you're supposed to be concerned with rather than intuitively guiding the player using just mechanics or something else.
I don't think this is a submerged experience. I thought it was a distant and largely faux formula for success, and it's only going to be trendy for future games to do the same things.
I hate to bring it up, but if I look at any Souls game and how there are a shit ton of more bosses than in GoW, all with way more varied movesets than the bosses seen in GoW, while all of them are made on a lower budget than GoW, I really wonder what he means here.
I mean there have to be menues in some way? How should it work otherwise? Do you want lengthy ingame-animations for every gear change/crafting? That would certainly suck.That's cool, may I ask why though? How are the realms not undercooked, especially Nifel and Muspelheim? How is the flying boat scene in Helheim not way, way too padded out? How do things like menus and death screens not run contrary to the intent of immersion of the oneshot camera? How are most of the bosses not super lacking? What did you find enticing about the dragon fight?
I don't know? Dead Space did a good job for example. Maybe have the fast travel map etched on a bigger stone gate instead of bringing up a map that ruins the immersion the camera works so hard to build up. I don't get the logic behind a camera cut being immersion breaking but menus aren't, even though you spend more time in them. I don't have a solution for death screens outside of what they tried with the resurrecting mechanic.The first boss fight is the best in the game and a true highlight, yes. But even then, what was outstanding there was the camera, the overall direction of the fight. In the end it's still quciktime events, and the parts where you actually fight him are nothing to write home about. After that fight I had really high expecations for the rest of the game, sadly nothing even came close to that fight except maybe the last one. The fight with the dragon had so little dynamic going on, the whole explosive crystal stuff in the bossfight didn't fit the combat mechanics of the game at all.I mean there have to be menues in some way? How should it work otherwise? Do you want lengthy ingame-animations for every gear change/crafting? That would certainly suck.
I don't see how the boss fights are lacking in any way. The combat system is simply stellar with lots of impact and great hit feedback and the bosses are well designed. Everything is spectacular and epic. That first boss alone is better than anything else I have seen in this generation. After that fight I had no doubt that I will love the game and that they didn't abandon what made GoW great in the first place. The flying boat scene was so awesome and escalated with the enemy hordes. There was no padding at all. Too bad you didn't like it though. But maybe you are looking for other things in games. In the end it's all a matter of personal taste.
It would be interesting to have a statistic of the games and publishers that usually deserve this threads.
Im not saying it doesnt focus on combat. Im saying this version didnt focus nearly as much on bosses as previous installments. They focused way more on telling a story. I agree that the enemy and boss selection wasnt the greatest. Im just saying that they were clearly prioritizing different things unlike dark souls where the bosses are an integral part of the game. The next god of war doesnt need to put in theTo argue that the main focus of GoW isn't combat is a bit weird, and I'd argue both games invite you to explore the surroundings, finding new equipment, getting xp and so on. GoW would fail without enemies and bosses, too. Very much so. Yes, GoW had different focuses in terms of where the production values landed, but maybe they should reconsider that for the next game. A game focused on combat as much as GoW shouldn't be that poor in enemy/boss variety, both in count and movesets.
Which part? Graphically god of war beats any entry from fromsoftware, cinematics again is easily god of war and story again is god of war. I never said anything about kevel design eitherThis is false as fuck. Souls also has much better level design in between those bosses.
Dead Space doesn't have as many slots and stats as GoW has. GoW is RPG light and that comes with menues. There is no reasonable way around it. I didn't find it immersion breaking. It's like saying "pausing" the game is immersion breaking.I don't know? Dead Space did a good job for example. Maybe have the fast travel map etched on a bigger stone gate instead of bringing up a map that ruins the immersion the camera works so hard to build up. I don't get the logic behind a camera cut being immersion breaking but menus aren't, even though you spend more time in them. I don't have a solution for death screens outside of what they tried with the resurrecting mechanic.The first boss fight is the best in the game and a true highlight, yes. But even then, what was outstanding there was the camera, the overall direction of the fight. In the end it's still quciktime events, and the parts where you actually fight him are nothing to write home about. After that fight I had really high expecations for the rest of the game, sadly nothing even came close to that fight except maybe the last one. The fight with the dragon had so little dynamic going on, the whole explosive crystal stuff in the bossfight didn't fit the combat mechanics of the game at all.
I can call it whatever I want. It's a combat focused game. And it is it's biggest strength that it didn't scale back on the fighting like for example Uncharted 4 did. I play these games mainly for the action and spectacle. And a 20-30 minutes nonstop-fighting sequence in a fantastic setpiece is a HUGE plus in my book. You are free to dislike and call it padding. But for me it didn't feel like padding at all.The flying boat fight went on for like 30 minutes (I just checked, it's 20-30 minutes according to the videos for the fight). It was a great idea to have a fight in that setting and to build urgency while fighting, but it went on for way, way too long. I've never seen someone defend a combat scenario where you are at the same place and kill hordes over and over again for literal 20 minutes or more. It's padding, you can't really call it anything else.
Your points of criticism aren't flaws for me. That's why I disagreed with your whole post in my first reply. Really, there is no need to discuss this any further. Different strokes for different folks.If you read the very first paragraph in the OP you can read I actually liked it, so much so I'm currently replaying it, but I don't need to think it's gods gift to mankind to like the game, or praise obvious flaws.
If the whole point of a one shot camera is to build immersion, then yes, things that run contrary to that are immersion breaking. You can't tell me they didn't use camera cuts to deepen the experience because they thought camera cuts would hinder that, but then pause menus don't do the same thing. Also glad we agree the actual fight against Baldur, the parts where you had full control, weren't that great.Dead Space doesn't have as many slots and stats as GoW has. GoW is RPG light and that comes with menues. There is no reasonable way around it. I didn't find it immersion breaking. It's like saying "pausing" the game is immersion breaking.
There is well paced action and then there's whatever that boat scene was. Other games get shit on for doing this stuff for 5 minutes, yet here 20-30 minutes suddenly is good game design.I can call it whatever I want. It's a combat focused game. And it is it's biggest strength that it didn't scale back on the fighting like for example Uncharted 4 did. I play these games mainly for the action and spectacle. And a 20-30 minutes nonstop-fighting sequence in a fantastic setpiece is a HUGE plus in my book. You are free to dislike and call it padding. But for me it didn't feel like padding at all.
Ok.Your points of criticism aren't flaws for me. That's why I disagreed with your whole post in my first reply. Really, there is no need to discuss this any further. Different strokes for different folks.
I've played it three times and it got better each time. There's so much to appreciate in it.
The boat was essentially a way to hear Mimir talk, like the walk-slowly sections in Gears, but more interesting. A bigger issue for me was that it took so long before fast travel was unlocked. I don't understand why this is a thing, FH4 did that too, RDR2 as well. If someone wants to skip ahead faster because their window of opportunity for gaming is limited then they should be allowed to do that. Doesn't mean that I think the gameworld is boring, I just don't have time for that type of padding these days.There is well paced action and then there's whatever that boat scene was. Other games get shit on for doing this stuff for 5 minutes, yet here 20-30 minutes suddenly is good game design.
This game has far more soul than the previous ones. The characters are far more fleshed out and have motivations beyond just revenge. I'd say it's also trickier and feels less accessible to casual audiences too.
Yes, this is anything ever in gaming.In short, this is a debate of intention vs perception: the creator attemps to achieve a result, but it's the audience who interprets the effort, and individually decides,
Its definitely not a good second playthrough game. Not soon after beating it the first time anyway. I tried when the ng+ came out, but couldnt get very far before losing interest
It's simply a false statement. I never felt the fight was that long on give me god of war difficulty and according to the this video, the actual horde fight starts at 6:07 and ends at 17:30. It is only 11 min and even if you count the whole scene it's less than 20 minutes.There is well paced action and then there's whatever that boat scene was. Other games get shit on for doing this stuff for 5 minutes, yet here 20-30 minutes suddenly is good game design.
I'm talking about the flying boat in Helheim.The boat was essentially a way to hear Mimir talk, like the walk-slowly sections in Gears, but more interesting. A bigger issue for me was that it took so long before fast travel was unlocked. I don't understand why this is a thing, FH4 did that too, RDR2 as well. If someone wants to skip ahead faster because their window of opportunity for gaming is limited then they should be allowed to do that. Doesn't mean that I think the gameworld is boring, I just don't have time for that type of padding these days.
The audio interview file is up on our YouTube in its entirety, so unless we hired a person who sounds exactly like Cory Barlog, I don't see how we could have faked it.I don't mean Barlog lied.
I think that interview didn't happen and Gamingbolt faked it for clickbaiting.
Well, I apologize for everything I have said about GamingBolt and accept any ban I deserve for my inconsiderate words in this thread.The audio interview file is up on our YouTube in its entirety, so unless we hired a person who sounds exactly like Cory Barlog, I don't see how we could have faked it.
Yeah, I am glad more and more people are calling out the camera, which I have been doing since the game launched last year, and got piled on as a result. But the camera simply does not work—it's too zoomed in, and so incompatible with the pace of combat (any time you have to rely on a Quick Turn, your camera failed); the one shot cut is impressive, but ultimately absolutely unnecessary. Yes, it's great that it was done, and it's a marvellous technical achievement, and while we're at it, yes, it's so unique and novel for games, but the whole game being one shot was severely limiting to storytelling, thus curtailing the biggest strength the game had. You can't have flashbacks, flash-forwards, you can't have jump cuts, you can't have break POV, mechanics like quick travel are curtailed, and I need to point out that the fact that this is a game with a fail state (death), the fact that this is a game that cannot be completed in one sitting, the fact that you frequently have to go into menus, breaks the cut anyway. It's an utterly futile and self-defeating exercise, which works in terms of just how staggeringly impressive it is, but has no real utility. I hope that GOW2 goes the Uncharted route, where setpieces like the Madagascar chase are one cut, but the game has no inhibitions about breaking the cut any other time it needs to.You're on point Wamb0wneD
Loved this game last year when I first played. Almost unabashedly so. Replayed it a year later in April, I found myself with similar complaints as you, although I had always felt the difficulty options were an unbalanced mess and the RPG stuff just lend itself to annoying-as-hell inventory management. But now, a second time around, they were somehow worse.
Something you didn't touch on is the combat, which seems half-baked. So many moves in this game are utterly pointless, including those hunter killer moves and especially all those "stance change" combos, which don't seem to serve any purpose whatsoever. It's like they're adding stuff from games like Devil May Cry games (which have similar "pause" combos) but without a clear idea why. On my second time around (a fresh run, not NG+), I didn't bother buying any of this shit and it felt like I hadn't lost anything. Also, the axe is way OP. I understand the blades were a somewhat last minute addition, and it feels. The axe is good at close range and long range, so what purpose do the blades serve, mechanically? They aren't even good for crowd control. And sometimes the way some combat scenarios are structured it feels like the developers just want to get you to rage out, as a sort of crutch to deal with their potentially borked difficulty.
An another thing that was massively frustrating was the camera during combat. Just garbage. I'm sorry for any developers reading this. I don't know how I gave it a pass a year ago. That little radar you gave Kratos is barely useful, if at all. This game asks way too much camera babysitting of you, considering it's a moderately high-paced action game.
For me, the game's strengths lie in its narrative and audiovisual presentation. And everything else I got serious misgivings about.
Yeah the combat perks like the stances are included in my complaint about the unnecessary RPG elements and redundant xp sinks. I maxed these things out and barely used any of it, because in most cases you're just better off doing two light attacks or a strong attack before dodging or parrying the next incoming one. The whole juggling aspect fell way too short, too. You barely had a chance to do it because either 3 other enemies took a dump on you while you tried it or you couldn't juggle them to begin with. I love the weighty feel of the combat, though, and while the axe was definetly more useful than the blades, and I resorted on the axe for most of my playtrhough, I'm glad they tried to shake things up a little.You're on point Wamb0wneD
Loved this game last year when I first played. Almost unabashedly so. Replayed it a year later in April, I found myself with similar complaints as you, although I had always felt the difficulty options were an unbalanced mess and the RPG stuff just lend itself to annoying-as-hell inventory management. But now, a second time around, they were somehow worse.
Something you didn't touch on is the combat, which seems half-baked. So many moves in this game are utterly pointless, including those hunter killer moves and especially all those "stance change" combos, which don't seem to serve any purpose whatsoever. On my second time around (a fresh run, not NG+), I didn't bother buying any of this shit and it felt like I hadn't lost anything. Also, the axe is way OP. I understand the blades were a somewhat last minute addition, and it feels. The axe is good at close range and long range, so what purpose do the blades serve, mechanically? They aren't even good for crowd control. And sometimes the way some combat scenarios are structured it feels like the developers just want to get you to rage out, as a sort of crutch to deal with their potentially borked difficulty.
An another thing that was massively frustrating was the camera during combat. Just garbage. I'm sorry for any developers reading this. I don't know how I gave it a pass a year ago. That little radar you gave Kratos is barely useful, if at all. This game asks way too much camera babysitting of you, considering it's a moderately fast-paced action game.
For me, the game's strengths lie in its narrative and audiovisual presentation. And everything else I got misgivings about.
Exactly my sentiments when it comes to the oneshot camera. It's constantly working against the game's own mechanics. They even have things like a resurrecting mechanic in there to seamlessly circumvent death fail states and keep the camera rolling, but at some point they probably thought it shouldn't always be available, like in Prince of Persia 2008 for example. I still don't get how they can craft an entire room to mask loadings for fast traveling so the camera doesn't cut, but have a menu that cuts away to select the destination right before it.Yeah, I am glad more and more people are calling out the camera, which I have been doing since the game launched last year, and got piled on as a result. But the camera simply does not work—it's too zoomed in, and so incompatible with the pace of combat (any time you have to rely on a Quick Turn, your camera failed); the one shot cut is impressive, but ultimately absolutely unnecessary. Yes, it's great that it was done, and it's a marvellous technical achievement, and while we're at it, yes, it's so unique and novel for games, but the whole game being one shot was severely limiting to storytelling, thus curtailing the biggest strength the game had. You can't have flashbacks, flash-forwards, you can't have jump cuts, you can't have break POV, mechanics like quick travel are curtailed, and I need to point out that the fact that this is a game with a fail state (death), the fact that this is a game that cannot be completed in one sitting, the fact that you frequently have to go into menus, breaks the cut anyway. It's an utterly futile and self-defeating exercise, which works in terms of just how staggeringly impressive it is, but has no real utility. I hope that GOW2 goes the Uncharted route, where setpieces like the Madagascar chase are one cut, but the game has no inhibitions about breaking the cut any other time it needs to.
The difficulty is a bit unbalanced indeed, as you progress. But it is like a universal thing in RPGs, if you don't like the RPG lite shift, it is a personal taste thing, not a design prblem.You're on point Wamb0wneD
Loved this game last year when I first played. Almost unabashedly so. Replayed it a year later in April, I found myself with similar complaints as you, although I had always felt the difficulty options were an unbalanced mess and the RPG stuff just lend itself to annoying-as-hell inventory management. But now, a second time around, they were somehow worse.
Something you didn't touch on is the combat, which seems half-baked. So many moves in this game are utterly pointless, including those hunter killer moves and especially all those "stance change" combos, which don't seem to serve any purpose whatsoever. On my second time around (a fresh run, not NG+), I didn't bother buying any of this shit and it felt like I hadn't lost anything. Also, the axe is way OP. I understand the blades were a somewhat last minute addition, and it feels. The axe is good at close range and long range, so what purpose do the blades serve, mechanically? They aren't even good for crowd control. And sometimes the way some combat scenarios are structured it feels like the developers just want to get you to rage out, as a sort of crutch to deal with their potentially borked difficulty.
An another thing that was massively frustrating was the camera during combat. Just garbage. I'm sorry for any developers reading this. I don't know how I gave it a pass a year ago. That little radar you gave Kratos is barely useful, if at all. This game asks way too much camera babysitting of you, considering it's a moderately fast-paced action game.
For me, the game's strengths lie in its narrative and audiovisual presentation. And everything else I got misgivings about.