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N'Gai Croal
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Apr 30, 2007 02:31 PM
- THE...hits just keep on coming for Sony
- WW2...Generator of Name: Modern Help
- S&M...Is this crowd the last frontier for DS?
- SIK..."Game God" phrase makes Denis Dyack ill
- EEE...Complaints about E3 2007 slowly mount
- ARR...rrgh! Pro Game News, pirate blog?
- RND...Russell Simmons, live and remixed
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N'Gai Croal
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Apr 30, 2007 02:15 PM

Playstation Eye
Ever since we first saw back in 1999 or 2000 what would later become
the EyeToy, we were intrigued by its possibilities. That interest was
further piqued during a subsequent visit to Sony Computer Entertainment
America R&D a couple of years later, where Dr. Richard Marks, aka
the Father of the EyeToy, demonstrated the possibilities of a future
EyeToy with depth perception. Imagine being able to do everything that
the Wii remote's gestural controls can do--without requiring the
remote--with a healthy dash of "Minority Report" on top, and you'll
have an idea of where Playstation would like to go. Nevertheless, one
must first take baby steps; these are represented by the EyeToy's no
longer toy-like successor: Playstation Eye, which was announced last
week. To get the inside dope on the PS3's newest accessory, we
conducted an interview with the always-affable Dr. Marks. Here's what
he had to say.
What was the philosophy behind the PlayStation Eye? How did you and Sony decide on its feature set?
This is the LONG version.... :)
The
basic idea for Playstation Eye was to create a device for interactive
gaming and enhanced communication. It was designed specifically to be
used with PS3.
We learned a lot of things from our experience with EyeToy. The initial
design meeting for what would become Playstation Eye was called by Phil
Harrison. It included myself and key designers and engineers from the
EyeToy game teams of SCEE [Sony Computer Entertainment Europe.] We sought to address some of the issues of
EyeToy, but also add some new capabilities as well, keeping in mind all
along the PS3 as the intended platform.
For designing the camera portion, there were many, many, agonizing
trade-offs. Resolution vs. light sensitivity vs. framerate vs. dynamic
range. There are also field of view and bandwidth and compression
issues. To guide us through this, we created several usage scenarios
and scored the importance of each design criteria for that scenario.
For the final design, the interactive gameplay and communication
scenarios were weighted as the most important for PS3.
As I mentioned already, our previous experience with EyeToy was
invaluable. Low-light performance was viewed as a key issue. Also, we
felt a big factor of EyeToy's success was the responsiveness imparted
by its 60 frames per second framerate, so we made that a minimum requirement.
The compression block artifacts of EyeToy are visually unappealing, and
they also limit some of our algorithms, so we pushed for uncompressed
video. And finally, the many game ideas put forth by the designers
suggested the need for two different fields of view.
What about the microphone?
For the microphone portion, we knew that to truly make a useful
communication device, we needed a very good voice input solution. Also,
speech recognition is a technology more and more games are
incorporating, and this requires clean voice input. Following the
EyeToy tradition, our primary consideration was ease of use; it should
just work. My U.S. R&D colleague, Crusoe Mao, had already been
working on research for voice input using microphone arrays, so his
work was merged into the design. The hands-free voice input this
enables may be the single most important feature of Playstation Eye.
But throughout all this, we universally agreed on one underlying design
criterion: cost. Just as with EyeToy, we wanted to create an affordable
device that could be accessible to all players and gain widespread
popularity. We understood this was the key to allowing people to enjoy
the many new experiences we were planning to create.
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N'Gai Croal
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Apr 27, 2007 01:57 PM
This Sunday, the Xbox 360 Elite makes its official debut in stores.
We were critical of the Elite's value at its introductory price of $479
in our recent Vs. Mode exchange
with San Jose Mercury News technology columnist Dean Takahashi. Yet the
folks at Microsoft, every gracious, still sent one of the brawny black
boxes our way. The unboxing, alas, will have to wait for another day,
as other real-life obligations prevent us from getting to it right now.
In its place, we have an email Q&A with Albert Penello, Xbox 360
Group Marketing Manager about how the Elite works; what consumers can
expect from the data transfer process; and why people who switch from
an existing Xbox 360 to an Elite will have to be online connected to
access the downloadable content they've already purchased.
The majority of gamers have purchased an Xbox 360 Premium. If they buy
the 120 gigabyte hard drive, what is the process for moving the games,
TV shows and movies stored on their 20 gigabyte hard drive over to the
120 gigabyte hard drive?
It is a one time process and
is very easy. We will provide a Hard Drive Migration Kit with each
standalone 120 gigabyte hard drive, whereby customers can use a
migration cable to transfer data from their old hard drive to their new
one. Each standalone 120 gigabyte hard drive will include step-by-step
directions for this process, which is pretty straightforward. First,
you will need to disconnect all accessories from the controller ports
and turn off your console with your existing hard drive attached. Then
you will simply connect one end of the transfer cable to your 120
gigabyte hard drive, connecting the other end of the transfer cable to
a USB port on your console. Finally, after turning on your console, you
will connect and turn on a controller, insert the Hard Drive Transfer
Disc, and follow the on-screen instructions. When done with this
process a user will have all their information, game save data,
Marketplace content, etc on the 120 gigabyte hard drive, while their 20
gigabyte hard drive will be wiped clean and free for use on another
console, or to be sold or traded-in.
Let's say a gamer who
buys the 120 gigabyte hard drive wants even more capacity. In the above
scenario, can that gamer choose to transfer some content onto the 120
gigabyte hard drive (e.g. movies) while leaving other content (e.g.
games) on their existing 20 gigabyte hard drive, and swap the two hard
drives depending on whether they want to watch a movie or play a game?
More
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N'Gai Croal
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Apr 26, 2007 01:47 PM
- SUE...Another day, another Jack Thompson lawsuit
- PvP... GameSetWatch vs. Game Informer --fight!
- AvD...Like Pokemon, two versions of Transformers DS
- BIG... Scope does matter , says technical director
- RND...Why satire should be left to Jon Stewart
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N'Gai Croal
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Apr 25, 2007 07:27 PM
Sometimes the lack of originality in the videogame industry is so
stunning, so shameless, it must be held up for ridicule. Case in point:
Activision's confirmation to the U.K. Web site Computer & Videogames
that the next installment in its Call of Duty series of first-person
shooter games would be called Call of Duty 4: Modern Warfare. Now,
that's a perfectly fine name for a game...were it not for the fact that
in 2005, Electronic Arts released the decidedly non-obscure Battlefield 2: Modern Combat.
We
wish that we could say that this comes as surprise, but our
expletive-laden initial shock stems solely from the sheer brazenness of
Activision's rip-off. After all, we were at the presentation in Santa
Monica when, after showing footage from a number of recent World War II
movies and television shows—"Saving Private Ryan," and "Band of
Brothers," among them—developer Infinity Ward unveiled its entry into
the WWII game space, Call of Duty. A cynical bunch, several of us
journalists snickered as to that title's proximity to Electronic Arts'
then-category leading Medal of Honor. But since what little of the game we saw looked spectacular, we let it slide.
In hindsight, perhaps we would have done better to try and nip this thievery in the bud. For what followed were such games as Day of Defeat (Activision, 2003) and Men of Valor (Vivendi, 2004.) Ubisoft briefly bucked the trend, boldly replacing the near-mandatory "of" with "in" for its 2005 release "Brothers in Arms: Road to Hill 30,"
but soon fell right in line with the rest of its industry brethren with
the 2006 real-time strategy game Faces of War. Ditto for THQ's 2006 RTS
game Company of Heroes.
Later this year, retail shelves will be graced with THQ's Frontlines:
Fuel of War and Midway's Hour of Victory. (That's why for the last
couple of years, we and a number of our peers have jokingly created our
own World War II game titles, Mad Libs-style, like Call of Honor, Men of Duty, Company of Brothers, etc.)
Given
that our staff has declared that gameplay innovation isn't our number
one criterion for what makes a game, it might seem hypocritical of us
to berate Activision for its lazy nomenclature.
But look at it this way: if we're not asking you for originality in
your game mechanics, would it be too much to ask for you to show some
originality in your game's name?
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N'Gai Croal
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Apr 23, 2007 09:55 AM
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N'Gai Croal
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Apr 20, 2007 06:18 PM
At this point in his career, it's difficult to tell whether Sony Santa Monica creative director David Jaffe is better known for his great games or his brash behavior. The Twisted Metal series of car combat games would have been sufficient to secure Jaffe a place in the console pantheon. But upon the 2005 release of God of War
, the side of Jaffe that many only saw privately--fiery, profane and
uncompromising--burst into public view and never retreated into the
shadows. It was as if the dark odyssey
he'd survived to make his magnum opus had transformed him into his own
title character; a comparison Jaffe encouraged when he drew parallels
between Kratos' raging at the Gods over the Ares-induced murder of his
family to the anger Jaffe himself harbored for having embarked on an
insanely long and difficult development process that was keeping him
away from his wife and child.
The Jaffe of 2007 continues to
be outspoken and inflammatory, but he's a workaholic no more. While
game director Cory Barlog, executive producer Shannon Studstill and
others handle day-to-day development for the God of War series, with
Jaffe in an creative oversight role, he has chosen to focus his own
game directing efforts on smaller games ("pop songs," as he described them to us last year
) rather than the big-budget epics ("operas") that he's previously been
identified with. As he and his team of developers at Incognito were
winding down work on Jaffe's first ditty, the party game Calling All Cars,
he took some time out of his schedule to answer our Team Assault
questions about the extent of his involvement in God of War PSP and God
of War III for PS3; why he cancelled the sure-to-have-been
controversial PSP game Heartland; and the ongoing tension between his
own desires as an artist to spread his wings and those of his fans who
want him to keep making large-scale action games.
After
completing the first God of War, you assumed the role of creative
director for the entire Santa Monica studio. What does that entail?
Does that cover the studio's games for Playstation Network like Blast Factor and flOw?
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N'Gai Croal
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Apr 20, 2007 02:06 PM
With our first Team Assault series of Q&As
behind us, the Level Up staff can now turn its attention to other news.
We first considered weighing in on the Virginia Tech shootings on
Monday, before any link whatsoever to videogames had been made--Florida
attorney and notorious videogame opponent Jack Thompson's
rush for the cameras on Fox News notwithstanding--with a piece about
the industry battening down its hatches and bracing for the inevitable
"He played [Insert Game Here]" stories that would be sure to emerge.
After all, a man of Cho Seung-***'s age is far more likely than not to
play videogames; it would be like saying that he watched TV or listened
to music, but that wouldn't prevent hordes of pundits, many of whom
don't play games, from opining that [Insert Game Here] caused Cho to
murder his fellow students and instructors.
Then the Washington Post, NEWSWEEK's sister company, put up an online story and blog post reporting that
"several Korean youths who knew Cho Seung *** from his high school days
said he was a fan of violent video games, particularly Counterstrike
[sic], a hugely popular online game published by Microsoft, in which
players join terrorism or counterterrorism groups and try to shoot each
other using all types of guns." Our editors were now interested the
reactions of developer and publisher of Counter-Strike,
so we reached out to them for comment. Once again, the news overtook
our reporting speed. A publicist at Microsoft, which published the Xbox
version of Counter-Strike, informed us that the Washington Post had removed the reference to Counter-Strike from the print and online versions
of the piece. We consulted with our editors once more, and were told to
stand down on this angle unless we had confirmation that Cho played the
game.
In hindsight, we're glad that we didn't weigh in on the
Virginia Tech massacre sooner because we're not convinced that we had
anything particularly interesting to say. Instead, we turned to some
people who did. NEWSWEEK senior writer Peg Tyre, whose book "The
Trouble With Boys," will be published by Crown in September 2008,
wrote:
Some experts say when we push that kind of zero tolerance for violence
on children we are getting it exactly wrong. Children, and particularly
boys, are acutely sensitive to the violence around them. They play out
violent themes to help relieve themselves of the natural fear and
confusion they feel. Jane Katch, a longtime kindergarten teacher and
author of "Under Dead Men's Skin: Discovering the Meaning of Children's
Violent Play" (Beacon Press), says these outlets are vital. "Thinking
about violence and playing about violence is not the same thing as
being violent. When we tell them not to pretend to shoot things, we
don't teach them not to do it, we teach them to lie." Fed up, one
teacher recently told me that she'd develop her own, post-post-
Columbine code: as long as everyone is laughing, then pretend shooting
is OK.
You can read her piece here.
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N'Gai Croal
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Apr 19, 2007 05:46 PM
In Part I of our Team Assault Q&A with God of War II writers J.M. Barlog and Marianne Krawczyk , the two discussed how they worked with Sony Santa Monica, as well as the balancing act required to create cutscenes that are long enough to be engaging,...
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N'Gai Croal
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Apr 19, 2007 03:55 PM
For a long time, the writing in videogames has been an afterthought, from plots that wouldn't pass muster in a fourth-rate comic book to hilariously inept localizations of Japanese titles. Action games have historically been some of the worst offenders--based...
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N'Gai Croal
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Apr 19, 2007 09:16 AM
- BOO... Jack Thompson , Dr. Phil attack videogames...
- NOD...Joystiq responds rather eloquently
- RnC...Insomniac adds paralyzed boy as game character
- HUM... Adaptive music , defined and explored
- RND...This sounds like a Mexican standoff to us
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Rolf Ebeling
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Apr 19, 2007 08:23 AM
At
Newsweek HQ, most of our colleagues are either boomers in name or
boomers in spirit, which means there haven't been many serious gamers
among our ranks. But from the increasing number of game-related
conversations we've had with our office mates, it's clear that this is
starting to change. Our de facto Xbox 360 correspondent Rolf Ebeling, who in his day job is the creative director for Newsweek.com, posted here earlier this month
about the experience of briefly abandoning his Xbox 360 for the
pleasures and pains of God of War II on the PlayStation 2. Today, he
meditates on the compatibility of videogaming with his imminent
fatherhood.
Two
weeks of packing, moving and unpacking five years worth of belongings
into a new apartment have left little time for me to sink into the
couch for a night of virtual combat. In sitting down to write my latest
dispatch from the (mostly) Xbox 360 front, my intent was to humorously
detail the horrors of not being able to school legions of anonymous
teenagers in multiplayer beatdowns. Instead, my two weeks of online
abstinence have left me pensive--and admittedly, a bit apprehensive
about my gaming future.
You
see, in three weeks I'm due to become a father. That isolated fact
gives me pause enough, but what have sometimes shaken me are the casual
comments and jibes by friends, family and coworkers with children. If I
make the mistake of mentioning some new band I've seen, finally getting
a decent night's sleep, or--as was the case recently--that I was
planning on a late night session to write about and play games, the
response is, well, buddy, when the baby comes, you can pretty much
forget about all of that.
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N'Gai Croal
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Apr 18, 2007 08:18 PM
In Part I of our Team Assault Q&A with God of War II lead
programmer and Sony Santa Monica director of technology Tim Moss, he
took us inside the technical approaches that have made the franchise
stand out from its competitors. In the second and final part of our
email interview with him, he explains what he admires about the
programmers at Epic Games, Capcom and Insomniac Games;
reveals that the God of War engine is already up and running on the
Playstation 3; and explains the nature of the relationships among Sony
Santa Monica, Naughty Dog (makers of the upcoming Uncharted: Drake's Fortune) and Ninja Theory (the studio behind the much-anticipated Heavenly Sword.)
When
you cast your professional eye upon other games, what do you look for
from a programmer's perspective? Which games--both Sony first party and
from outside developers and rivals--stand out to you as having been
especially well-programmed, and why?
Different
things stand out to me from different games. I got my start in the demo
scene 20 odd years ago, so a really well written fast piece of code
impresses the geek in me. The engine written by Naughty Dog
that was used in Jak and Daxter and Ratchet & Clank is a good
example. It's pretty much unrivalled in its performance on the PS2 and
has a number of pretty cool bits of tech in it mostly geared around
very cool, fast level of detail solutions for rendering.
Then there are games like Gears of War,
which I admire for the well balanced set of decisions they took on the
technology. The Unreal 3 engine has a lot of bell and whistles, but if
you try and use them all it will make for a slow game on a console. So
Gears is a good example of picking your battles well, they have a
simple lighting model that allows them to spend a lot of time and
resources on the characters. This is important because the characters
are front and center and if you don't make them appealing the whole
game will just not work. The art style is consistent and polished and
the game has some really nice innovations to the shooter genre.
I am also very impressed with the engine that Capcom have used on Dead Rising and Lost Planet. They have published a couple of articles on the details of it and it has some very cool features including motion blur and depth of field.
They have already made two standout games using that engine, in fact
Dead Rising was probably my favorite game of last year. The proof of
any good tech is in the game you make with it, I am long past the point
of being impressed by cool tech demos. I am always thinking, "Yeah,
that's very nice, now show it to me working in a real game."
I
like things that someone has obviously spent a lot of time and effort
fine tuning. Attention to detail is the thing that impresses me the
most. You can tell the games that have had the time spent on them to
remove the rough edges, where nothing is too annoying. Geometry Wars
is a good example, it's pretty much as perfect an arcade game as anyone
has ever made. The menus flow well, the game is fluid and fun but never
cheap.
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N'Gai Croal
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Apr 18, 2007 02:22 PM
From the
very first moment we picked up a Dual Shock 2 controller to play an
early build of the original God of War, we were spellbound. The visuals
were stunning, to be sure, but it was the interplay between the highly
responsive controls and the impressively detailed animations that made
us feel as though we were Kratos. To get the lowdown on the technology
that enabled the first and second games, we conducted an email
interview with lead programmer Tim Moss, who also serves as Sony Santa Monica's director of technology.
Moss has spent most of the last 20 years making videogames, from demo scene games for the Atari ST to licensed titles at the late Argonaut Games,
where he worked before joining Sony. In this final installment of Team
Assault, Moss discusses how he and his band of coders pulled off the
original God of War; details the changes they made for its sequel; and
takes a shot at the haters who doubted his team's Island of Rhodes
Easter egg.
The original God of War was a considerable technical achievement: 480p resolution; 60 frames per second visuals; terrific lighting; crisp textures;
strong animations; and, in what was the first aspect I noted when I saw
the game at Sony Computer Entertainment America's (SCEA) Foster City HQ
ahead of its E3 2004 debut, combat and controls that were so fluid and
responsive, their quality could only be described as Japanese. From
start to finish, summarize how did you and your team of programmers
pull this off?
Initially we
spent a lot of time looking at the action game genre and neighboring
genres. Many of the members of programming team, including me, are
pretty hardcore gamers. I am a big fan of platform games (Jak and Daxter, Ratchet & Clank,
etc.) so I knew that I wanted it to feel like those games do, in other
words, very arcadey and responsive. We decided that this could be best
explained by the gameplay controlling the animations rather than the
animations controlling the gameplay.
Initially I
got a simple sphere moving around in the world, jumping, wall hanging,
climbing, making fast turns and then tuned it to feel good--the right
speed. We then placed a character inside that sphere and played its
animations, walking and running etc, at the speed that the sphere was
moving. We also do a lot of animation blending, things like making the
character lean into turns, play a land animation while continuing
running so as to not break up the game flow. These are subtle, but make
the character feel less wooden.
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N'Gai Croal
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Apr 17, 2007 12:06 PM
Wearing multiple hats seems to be a way of life at Sony Santa Monica. David Jaffe is the studio's creative director, but he's also personally directing the upcoming party game Calling All Cars . God of War II lead programmer Tim Moss (whose Team Assault...
More
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N'Gai Croal
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Apr 17, 2007 11:02 AM
At Newsweek HQ, most of our colleagues are either boomers in name or boomers in spirit, which means there haven't been many serious gamers among our ranks. But from the increasing number of game-related conversations we've had with our office mates, it's...
More
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N'Gai Croal
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Apr 17, 2007 10:09 AM
- 366...Xbox 360 controller + Sixaxis = shooter heaven?
- CON...Professor parallels Bungie's Halo, Virgil's "Aeneid"
- JOG...and game at same time? Yes, says MTV News
- DX1...Alex St. John recalls early days of Direct X
- ESL...Inside the world of videogame localization
- Eh!...Canada lures game development from U.K.
- RND...Should colleges boycott U.S. News' rankings?
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N'Gai Croal
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Apr 16, 2007 11:32 AM
In Part I of our Team Assault Q&A, Cory Barlog talked about transitioning from lead animator on God of War to game director for God of War II, and the challenge of finding a new emotional hook for the sequel. In the final part of our interview, Barlog...
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N'Gai Croal
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Apr 16, 2007 11:01 AM
It couldn't have been easy for Irvin Kershner to assume the director's chair on "The Empire Strikes Back" after the success and acclaim for George Lucas' "Star Wars," but the result was what is universally regarded as the best movie in the series. Similarly,...
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N'Gai Croal
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Apr 16, 2007 11:01 AM
It
couldn't have been easy for Irvin Kershner to assume the director's
chair on "The Empire Strikes Back" after the success and acclaim for
George Lucas' "Star Wars," but the result was what is universally
regarded as the best movie in the series. Similarly, God of War game director David Jaffe is in more ways than one a tough act to follow
(just look at the responses online to the outspoken Jaffe's recent
statements on Geoff Keighley's show "Bonus Round"),
and after Jaffe declared that he was passing the torch, many wondered
whether the unproven Barlog could fill his shoes. But once the
phenomenal reviews for God of War II started pouring in, all doubts
evaporated as it became evident that the franchise had been placed in
good hands.
Barlog, a former visual effects artist, worked on
such colon-sporting titles as Backyard Wrestling: Don't Try This at
Home and X-Men: Next Dimension before joining Sony's Santa Monica
studio as the lead animator on the original God of War. During those
rare moments when he's not working on God of War PSP and God of War
III, Barlog maintains a blog of his own, where he's
been known to touch off a controversy or two himself.
In Part I of our two-part email interview with Barlog, he discusses how
he graduated from lead animator to game director; why he, unlike Jaffe,
hasn't lost his love for making epic games; and whether the original
game may have had stronger emotional hooks than the sequel.
How did you go from being the lead animator on God of War to director of God of War II?
To
be perfectly frank, I have no idea. When I came onto the original God
of War, I was actually planning on taking it easy. I liked the game,
but I was so used to working way too much on really terrible games that
I was not motivated to push myself really hard anymore. I had reached a
point where I wanted to have a life, since it seemed I could not catch
a break and make a good game. So I decided that when I came to Sony
Computer Entertainment America (SCEA), I would work normal hours and
just have fun. If the game turned out good, well then that was a bonus.
That lasted all of a day or so...then I got my hands on the Kratos
model. I stayed all night working on a series of animations for how
Kratos would attack with the Blades of Chaos and I was in heaven. I
loved the character and my mind was just racing with all the crazy
things we could do. For the first time in a long time, I felt "This
could be something really cool. Something I won't be embarrassed to
tell people about." From that moment on I worked like crazy and put
everything I had into the game. I think that my tenacity and passion
for making the game the best that it could be got the attention of
those above me. Plus I was using the Jedi mind trick on Dave [Jaffe] every day--"These are not the
droids you are looking for. Move along"--so I am sure that didn't hurt either.
After
we finished the original God of War, producer Shannon Studstill
came to me and asked how I would feel about directing the next game. To
be honest, I thought she was kidding. The thought had never really
crossed my mind. I took a day to think about it, but that was mostly to
not make it look like I was too eager. You know, play it cool. The next
day I said I was interested and few weeks later I was writing up story
ideas and gameplay outlines. The rest, as they say, is history.
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N'Gai Croal
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Apr 16, 2007 10:32 AM
Who speaks on behalf of a videogame? On this point, the industry has modeled itself somewhat after film, where auteur theory dictates that a movie is primarily the product of the director's vision, then perhaps the writer and the producer. That's why...
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N'Gai Croal
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Apr 16, 2007 09:58 AM
GAY... gamers speak up on MTV, NeoGAF LUV...Relationships, described in gaming terms TEN... Videogame women worthy of idolatry WTF...Vivendi's TimeShift finally looks AAA MTP... The politics of dragons , discussed RND...The budget of a movie bomb , reveale...
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N'Gai Croal
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Apr 13, 2007 05:33 AM
In our previous post, we explained at length how our initial excitement over the upcoming Electronic Arts game Army of Two had turned to skepticism in the wake of the sophomoric brand of humor displayed in a pair of trailers. EA was kind enough to put us on the phone with Alain Tascan, EA Montreal's general manager, so that he could address our concerns directly.
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N'Gai Croal
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Apr 12, 2007 07:43 PM
- Yii...Nintendo donates 100 Wiis to YMCA
- DOA...Sony discontinues 20 gigabyte PS3
- $$$...Is " channel stuffing " haunting Microsoft ?
- RND...Sopranos seasons 1-6 in 7 min, 36 sec
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N'Gai Croal
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Apr 11, 2007 03:40 PM
In Round 2 of our Vs. Mode discussion and debate about the Xbox 360 Elite, we said that Microsoft's overall pricing for the Elite and its various accessories could only be described as price-gouging, and that the company's three-SKUs-and-counting strategy was a recipe for consumer confusion. Our sparring partner, San Jose Mercury News technology columnist and blogger Dean Takahashi , argued that any consumer that can navigate mobile phone pricing plans could certainly choose which of the three Xbox 360s models best suited their needs and wallet. He also pointed out that while a $479 Xbox 360 Elite wasn't appealing, a $400 version would be, and that we should think more about where Microsoft is headed than where it is at this moment.
This being the Final Round, we attempt to quickly rebut Takahashi's partial defense of the Elite. But we've devoted the bulk of today's entru to the Playstation Portable, with an analysis we've unsurprisingly called "Tokyo, We Have A Problem, Part II, Or, What's Wrong With the PSP." Let's just say there's more than one problem, and we're not convinced that Sony is focused enough on the PSP--or has enough of the right pieces of the puzzle in place--to meaningfully resuscitate its handheld's unhealthy ecosystem. Takahashi, for his part, mixes up his combinations by splitting his time between his evaluation of the Xbox 360 Elite ("a 'play it safe' strategy with the Core, the Premium and the Elite as one of the costs of going first") and the PSP ("The $169 price helps. But if you're No. 2, you can't charge more.") Let us know what you think about the PSP's prospects in our message boards.
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N'Gai Croal
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Apr 11, 2007 04:36 AM
- MKW...Check out this Mortal Kombat Wii video
- PvP... Microsoft and Epic spar over Live on PCs
- DSL...A makeup kit adventure game? Whoa.
- WAH...Nintendo's flops and follies , listed
- RND...Women Who Blog; The Men Who Hate Them
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N'Gai Croal
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Apr 10, 2007 11:27 AM
In Round 1 of this week's edition of Vs. Mode , we wrote that Microsoft was shafting early adopters with its introduction of the $479 Xbox 360 Elite (ditto by charging $199 for the 120 gigabyte hard drive add-on) and that savvy gamers would likely reject...
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N'Gai Croal
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Apr 10, 2007 10:07 AM
BOO... What's up with GameStop spoiling game endings? TXT...The new Xbox 360 keyboard , in pictures HMM...Should games be entirely unlocked from the start ? PvP... Microsoft and Epic spar over charging for add-ons DAD...How gamer dads supervise their...
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N'Gai Croal
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Apr 9, 2007 11:50 AM
In Level Up's first-ever Vs. Mode discussion and debate series of posts, we tackled various aspects of the PlayStation 2 game God of War II with guest combatant Stephen Totilo. In the wake of recent news about the upcoming $499 Xbox 360 Elite and the...
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N'Gai Croal
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Apr 9, 2007 10:04 AM
NFL...Devin Hester gets perfect speed rating in next Madden HMM...Do Action Button's reviews make it the Anti-Level Up ? 25K...Stanford University's collection of 25,000 videogames RND..."Grindhouse": a good, trashy, fun time at the movies...
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Rolf Ebeling
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Apr 6, 2007 01:09 PM
At Newsweek HQ, most of our colleagues are either boomers in name or boomers in spirit, which means there haven't been many serious gamers among our ranks. But from the increasing number of game-related conversations we've had with our office mates, it's...
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N'Gai Croal
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Apr 6, 2007 10:21 AM
NAD... HP shows off game tech, guests call out consoles WII...Nintendo, graphical powerhouse ? DJK...God of War's Kratos shows softer, funkier side S&V..."Grindhouse" stars get their game on NEO...Nah; have the director of "eXistenZ" make a game RND...Yahoo!...
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N'Gai Croal
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Apr 5, 2007 12:56 PM
For the longest time, listening to the sound of our own voice made us cringe. So when it came time to listen to the two podcast appearances we made last month, we weren't expecting to listen to more than five minutes or so before pulling out our Shure...
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N'Gai Croal
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Apr 4, 2007 07:03 PM
PAX...Parappa creator asks peers to tone down violence MOM...Are publishers approaching casual games all wrong? TKO...MTV reporter likes his fighting real , not virtual FPS... Free Radical takes questions from Edge readers RND...Alanis Morissette gets...
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N'Gai Croal
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Apr 3, 2007 11:41 AM
In Part I of our two-part interview with Nintendo of America president Reginald Fils-Aime , he explained some of the steps he took to win back the support of third party publishers that had walked away from the Gamecube, but rejected the notion that some...
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N'Gai Croal
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Apr 2, 2007 12:32 PM
In May 2004, when Nintendo of America's then-executive vice president of marketing Reginald Fils-Aime took the stage at the Los Angeles Electronic Entertainment Expo and declared "My name is Reggie. I'm about kickin' ass, I'm about takin' names, and we're...
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N'Gai Croal
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Apr 2, 2007 11:30 AM
11!...Harmonix announces Rock Band ; fans and haters rejoice USA...programmers make 33 percent more than Euro coders BOO...PS3 stunners Lair, Heavenly Sword won't ship in May PSP...in schools? Playstation Europe explains its mission RND... DVD packaging...
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