Archief - God of War: Ascension

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Dekon7

Legacy Member
Jersy zei:
zitten toch een paar nieuwe movies in zie ik
en damm die olifant ... dik gepwnd

Ik moet het wss nog gewoon worden maar dat olifantenhoofd vind ik ergens niet passend in een GOW game tenzij het onderdanen zouden kunnen zijn van de God Ganesha =enige mythische wezen met olifantenhoofd en de god van kennis en wijsheid.

BuYcKi

Legacy Member
Net gelezen in OPM dat dit een prequel is.
Maar waarom heeft hij dan die assen van zijn familie op zich?
Foutje van de makers of fout van OPM?

Xylan

Legacy Member
BuYcKi zei:
Net gelezen in OPM dat dit een prequel is.
Maar waarom heeft hij dan die assen van zijn familie op zich?
Foutje van de makers of fout van OPM?

Waarschijnlijk zijn die assen er pas nadat zijn familie dood is in de prequel.

koolcast

Legacy Member
BuYcKi zei:
Net gelezen in OPM dat dit een prequel is.
Maar waarom heeft hij dan die assen van zijn familie op zich?
Foutje van de makers of fout van OPM?

Is toch al zeer lang bekend dat dit een prequel wordt...

BuYcKi

Legacy Member
koolcast zei:
Is toch al zeer lang bekend dat dit een prequel wordt...

Dat weet ik niet hoor, volgde het nieuws niet echt tot voordat ik het ben beginnen spelen.
:)

koolcast

Legacy Member
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koolcast

Legacy Member
Talking God of War: Ascension’s Direction With Todd Papy | GameInformer

How does God of War: Ascension’s new combat system work? Why did Sony decide to make a God of War prequel? Will Kratos ever explore another mythology? We pose these questions, and more, to God of War: Ascension game director, Todd Papy.

Why did you guys decide to make the next God of War game a prequel?
With the way that God of War III ended, Kratos, was…um…an a**hole, to say the least. I think some people connected with him, but it was more of an, "I've been through this journey with him from the start." And he wasn't a very likable character, versus God of War 1 – he was still somewhat ruthless, but there was a side to him that you could somewhat relate to. And that was something that I wanted to get across. I felt the best way to do that was going more for a prequel.

Since we already know where the character ends up do you feel like we still get that narrative arc?
I think so. The whole idea behind the story is more, “How do you undo selling your soul to the devil?” In essence, that is the question that we are answering in this story. It's something that has never been explained in any of the games. Obviously, it's not something that you go in and you're like, “Oh hey, I quit. Aries, you're a mean guy for making me kill my wife and kid. I'm no longer gonna work for you.” That, to me, is something that we should kind of explain and elaborate on a little more.

We know that the Furies are the new antagonists. How do they tie into the game?
They are the bond-keepers of the oath, and we explain how they're there and why they're there, and build them up as antagonists as well. What happens right after you killed your wife and kid? What did you do? Is it that you went to a bar and you drank for a really long time? And then somebody came to you and said, “Hey, this is how you break your oath to a god?” That's what we're explaining. Where does Kratos pick up roughly six months to a year after he killed his wife and kid? What's his mental state? It's not a very pleasant one.

Gameplay wise, what are the big things that you wanted to focus on with Ascension?
We had our unique selling points – we wanted to try out the multiplayer. And that was a big one. And then from there, it was looking at our systems, in particular our combat system and navigation and puzzle systems – really the pillars that we build or design our game from. What works, what doesn't work with those? For example, our climb system. We called it the freeway on the wall, or on the ceiling. To me, it didn't really fit into the environment that well. So we went more towards a point-to-point navigation system – almost similar to Assassin's Creed or Uncharted.

And what’s different about combat?
So everybody loves the blades, but we tried what we called the combat grapple last game – where you could pull a guy towards you or pull yourself towards a guy – and we wanted to expand upon that. And that's really the genesis of the tether idea. Where we can throw our blade into that guy, we can drag him around, and then basically still attack other people – and then choose when you want to swing him into the combat like a wrecking ball.

You also have something called world weapons in the game, where people can pick up weapons from the environment and use those. How does that work?
Basically, our grunts – those are the satyrs that you saw in the demo, the smaller satyrs – they'll have different weapons. They'll actually have five different weapons that they can use. We've showed off the short sword, we showed off the javelin, and then there's the club that we actually showed off in multiplayer. And then there are two other ones that we're not talking about just yet. And then there's Kratos' bare hands. He'll be able to punch people and kick people, so we've actually changed the way that we do controls. You can go smoothly between the world weapons system as well as the blades. Before, circle was our grab and what we called our fun button. And now, R1 is our fun button. So, we moved world weapons to circle, so you can easily change versus having to fumble between the d-pad and your face buttons.

You’ve also showed off the Life Cycle power, which allows Kratos to rewind time and reset the state of certain objects. How does that work?
You get that from one of our bosses. You'll see basically what the boss does with it, which is very, very similar to the things you can do. You are able to adjust the world by taking an object from pristine to rubble or rubble to pristine. It also slows the AI down and it’s a good way to start combos. If somebody is coming at you and you're feeling surrounded then you can pop one of those off and it allows you to free yourself and get out of it and figure out how you want to get back into the fight. So for example, if you have the Elephantaur and you've got a bunch of grunts around you, you're going to maybe put the Elephantaur in stasis so he's moving around real slow and then that allows you to clear out some of the grunts or vice versa. You choose to put the grunts into the stasis moment and then you're really able to focus on that Elephantaur.

How will it work on environments?
As far as levels go, you saw a very light puzzle where you can take the dock that had been wrecked and take it to completion, and once it was taken to completion there was no way for you to get up. So you'd have to life cycle it back down to a stop point – we can have as many stop points as we want, but we want to make sure that the player has clear points that they can stop at. We wanted to be sure that the players don't get frustrated. It’s more about the steps versus knowing exactly where I needed to stop it. So that's kind of the process behind why we put the stop points there and then you can see where it can be used in a puzzle. If I have an object and I'm trying to get through a wall or something like that, I can life cycle a wall and then I can push an object through and then I can life cycle back. You can see how we can build puzzles off of this one mechanic and it would feel fresh and new compared to anything that we've done before.

It has been rumored for a long time that Kratos might venture off into other mythologies. Did you guys consider that this time around?
I wanted to answer the question that we started with, it was basically, let's stay in the Greek mythos. To me, if we're ever going to come out with something that goes to other mythologies or something like that, then it needs time to percolate. For example, you look at The Last of Us. The directors on that game, they didn't work on Uncharted 3. They worked on The Last of Us and probably started it pretty damn close to when they finished Uncharted 2. To create new IPs and do complete overhauls to franchises and stuff like that you need time. It’s not something like, “You have a full team, now go!” Because you are going to be burning cash and people are going to be looking at you and like "What the hell are you doing? Come on, figure stuff out!" You need that time to percolate on those ideas and really hammer it out with a skeleton crew.

Do you think the God of War franchise will ever head in that direction?
I don't know. I mean, frankly, ideally after this one, yeah, we get to put it down for a while and I get to take a nice vacation (laughs), so I won't have to think about it. I think that, if anything, that's something that we need to weigh, you know? Can God of War be without Kratos or can God of War be within a different mythology? That would be something that we'd really need to sit down and think about and boil down to the essence of God of War. If we take out one of those pillars, does it make the game better or should we be doing this?

koolcast

Legacy Member
Are You Ready For The God Of War: Ascension Multiplayer Beta? – PlayStation.Blog.Europe

I’m excited to announce today that we will be launching a global multiplayer beta in the near future, available exclusively first to PlayStation Plus subscribers (there may a few other secret inroads). It’s critical to our team that we receive as much community feedback to tune and prime our multiplayer mode for one of the best experiences possible, come launch this March.

Nice :)

koolcast

Legacy Member
God of War Ascension: ‘Kratos has morals, won’t kill civilians’ – Sony | VG247

God of War: Ascension stars a very different Kratos, a man who doesn’t feel the need to kill everything in his path. He even feels morally opposed to killing innocent civilians, says Sony Santa Monica’s lead designer Mark Simon.


Speaking with Polygon Simon gave an example of how Kratos is more human in Ascension:

“For example, there’s the guy who’s against the wall, and there’s a fire, and in order to get past him Kratos just kills him and moves on. I think what the Kratos in this game would do is, he would try to move around the guy”, Simon explained.

“He wouldn’t try to kill him to move on”, Simon continued, “He’s not going to go massively out of his way or anything like that, he is very driven to do what he does — the guy is a Spartan general, he’s killed hundreds and hundreds of people.

“But the civilians in this case,”Simon added, “he doesn’t kill any civilian, here. The ones that are killing the civilians are the beasts that he’s fighting against, and we want to get back to that. Because it’s important to know that, like, these guys are terrorizing the workers on this statue.”

“Kratos is going to go in and fight those guys, so in a way he’s more heroic for doing things like this. When the Juggernaut shows up, he kills three guys just like that, and Kratos runs in and fights this guy. That’s the monster, in this game, not Kratos.”

Tah_b00nz0r

Legacy Member
Gespeeld op gamescom en echt ne zalige gow :) mss toch is aanschaffe ast zo ver is!
Het archief is een bevroren moment uit een vorige versie van dit forum, met andere regels en andere bazen. Deze posts weerspiegelen op geen enkele manier onze huidige ideeën, waarden of wereldbeelden en zijn op sommige plaatsen gecensureerd wegens ontoelaatbaar. Veel zijn in een andere tijdsgeest gemaakt, al dan niet ironisch - zoals in het ironische subforum Off-Topic - en zouden op dit moment niet meer gepost (mogen) worden. Toch bieden we dit archief nog graag aan als informatiedatabank en naslagwerk. Lees er hier meer over of start een gesprek met anderen.
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