So no luck for me on the GOW PSP, but it was my own fault. I got too busy with other stuff and did not realize that it was over and done with. But it is still cool though, it fetched a pretty penny for the modder as well as for the Child's Play charity...so all is right in the world.In other news, we got a translation the other day of a Famitsu interview with Fumito Ueda, the Director of Shadow of the Colossus, about his impressions after he finished playing God of War 2. It's great to hear a Japanese game maker's perspective on the series so far, especially when it is from someone whom I respect so much. If you are a fan of God of War, or Ico or Shadow, then you should give it a read. The translation was done by a friend of Eric's, Andrew Alfonso, so a big thank you goes out to him!
Aight'...check it!
----------
Q: Have you finished God of War 2 yet?
A: Yes, of course I have. However, at first when I was playing God of War 1, I thought "This kind of game is rather cool". The player's character is on the screen, and he can move on both the X and Z axis. Also, it's the type of game where you have to be up close and personal with your opponent, and it's quite interesting but there have been so many games that have the same style that I was sick of it. So, I had kind of a negative image about the game to start off. But as I progressed through the game it really opened my eyes and I was like "wow this game is pretty cool!". The guys who developed this game have such enthusiasm that I really felt like they were saying "dude I want you to see all of this awesome stuff!" on purpose. Usually with sequels the tension and excitement goes down but I felt with God of War 2 that was the complete opposite, and the excitement factor was definitely higher than the first game.
Q: What was your first impression of God of War 2?
A: The way the game first grabbed me was pretty awesome. The way the game started off, it made me think about how in Japanese games that would never happen. It wasn't a matter of "how many explosions can we have on the screen in a short amount of time", but it definitely felt like a Hollywood movie. The way that everything was changing and expanding, I had never thought of that, I had never gotten tired of it, it constantly pulls in the user into the game's universe. Everything from the combat, to the programming, to the way of thinking is totally different from a Japanese game. For example, when you see the stage where you're flying (ed. note flying pegasus stage), and you see another stage, the more someone says they're two different games, the more varied the game becomes. The game's contents change, and if too many elements are thrown into a game you can quickly lose the interest of gamers, and it'll end up costing you. When I talk about Wanda and the Colossus (Shadow of the Colossus), the whole game is consistently based around the system of "the climb and the battle", and if you really say that we only made that kind of system, then it really was a success. However, when making God of War 2, because of the ideas, the programming of the stages and the numerous ways of capturing gamers, it became something really different. Each part was specially created, and the parts were all consistent with each other. That's a really extravagant way of creating things. But having so many different elements in a game makes me feel a little uncomfortable, and it's expensive too. If it was me, I guess I would use things multiple times.
Q: Perhaps the amount of volume kind of opens your eyes, right?
A: Even more than before, the modulation, and even though you push, it's still advantageous, I think. However, I think the service is a little excessive. However, talking about the flying stage I mentioned before, it's a little bit hard to put into words but I got this really old feeling when I played it. You can't really fly around like you could in newer games, and you could only attack on the Z Axis... But, even though the game design isn't totally new, the powerful imagery doesn't make me feel like it's an old game. With the CS Attack, the tension and the imagery's power is vast, I think. You could easily say that it copies a game like Made in Wario with its numerous mini-games, but it's a type of game where you can enjoy the varying tempo. Not only that, but the game also has a wonderful sense of direction.

Q: As for the graphics, from the way it looks like it's done by hand, did it surprise you?
A: I think the way that Japanese people handle it is a little different. It's only my impression, but perhaps Japan would say it's a little low poly? It's a minute detail of course, but usually in Japan we use textures to cover up for the low poly, I think. The edges of the polygons aren't all that conspicuous so it has that soft look to it. On the other hand, God of War rather than use textures they use polygons to represent their characters, so it seems very hard to Japanese people. So, like a rock's hardness, that's how God of War looks. So in God of War II, even if you arranged ICO or Shadow of the Colossus' objects in that game, they wouldn't match at all, since the way we made all three games are different.
Q: Do you think there's a relation between the way the game looks and how late it came in the PS2's lifetime?
A: Yes, perhaps. With PS2 games, right now you can get a lot of power out of the system. In God of War 2, there's almost no loading time, and how fast it reads your save games is really fast. That's because you only have to look for procedures on one hardware, which makes things easy.
Q: So everything rests on a higher foundation then, and that's why everything looks so good, right?
A: As for the ideas, even though they are very common, the way everything is represented makes it interesting and fun to play, I believe. And yet, the action, puzzles, graphics, everything was realized on a higher foundation, that was my impression. From the start, everything was put in with care, and nothing was really neglected. Basically, like how a Japanese game carries itself. But with japanese games, the really interesting parts are kind of sparse....
Q: It's not fresh but...
A: That's right, the attacks, system and ideas have been done before, I think. However, when you try to play the game, you have a usual sense of tension, but the graphics and the reactions become better and better. Perhaps, starting now, Western games are advancing quickly, you know.
Q: Has God of War 2 inspired you in any way?
A: Well there are certainly a lot of ideas and such in the game, and they're all really fun things. I haven't had a lot of time to think about it though. If there are things that I can really absorb from the game I think I will absorb it, but God of War 2 is such a high value game (ed. note: I don't know if it means that it's valuable or if it was expensive to make.) that I don't think I can really copy it. Perhaps with this kind of game, we'll leave it to the Western designers to make them, hah.
Q: Why would you do that?
A: Well, I think it'd be kind of difficult to do things like that. The reality is that costs to develop a game is different between Japan and Western studios. One year ago I observed how things were going with God of War 1, and I was really surprised by the number of people on staff. With one team they made a lot of programs that couldn't be used more than once. It's the kind of trouble I hadn't thought of. Also, everything took a lot of time too. Perhaps they were implementing a lot of elements into their game. When you have a lot of stages, the player won't get bored and it's really interesting. However, with Japanese style, when you apply that kind of thinking, I don't think it'd be cheap at all. I don't think our schedule or budget would be enough for that kind of project. However, budgeting and scheduling is difficult, but more than that, focusing on the scope of the game is important. Within our team, and within a workable scope, the best ideas will eventually win out and be something we can work with. Up until now I've held that idea and I've made games with it. However, right now when I play God of War 2, I think that if I don't think things clearly and with a level head, I may create something that's only halfway finished. That's the kind of impression I get.
----------
Sweet!!!
Well that is all for today...hopefully everyone got a chance to vote for the Gphoria thing...we will have to see how all of that goes. In then end it really doesn't matter all that much, but it never hurts to get some recognition for the teams hard work on the game.
Cory

20 comments:
Hey Cory! I just wanted to let you know that it is really great to see you utilizing this blog to allow your fellow gamers a little bit of insight into the mind and life of someone in the business. I realize that you certainly want to maintain your privacy, but I wanted to know if you could tell us a little bit about Cory...the gamer. You put in a post a little while ago that you just picked up a copy of the Darkness. That got me thinking, what gets you going in terms of playing video games. What systems do you own, what games do you have, what are your favorite games, what games inspired you, do you like FPS, RPG, sports, racing, etc? If you can find any time to answer any of those questions I certainly would appreciate it. If not, hey I realize that you have a fairly busy schedule. Thanks for your time!
A curious gamer from Illinois
Man that's pretty damn cool. I love both SOTC and ICO so it's awesome to see Fumito discuss and analyze GOW2.
God of War 2 was great, these Japanese developers better learn something from it!! Especially these guys at Team Ico, lock the damn frame rate next team!!!
Anyway you are the new shining star at Sony Cory! Cory > Jaffe
please make a new IP after finishing God of War 3
bye
Cory, keep up the excellent work. God of War II eclipses the original in every area. I'm glad that you posted this interview, as I am a HUGE fan of Team ICO and their work. Also, I'm very interested in you guys doing some other projects besides God of War after the inevitable 3rd one and Chains of Olympus on PSP. The power of the PS3 opens up lots of doors for you guys. Best of luck and blessings. I hope to work with you guys at SCE in the future.
Cool he really got god of war. I thought it would maybe be to over the top for Japanese people.
And Cory god damn good work on GoWII. You totally nailed it. One of my top favorite games, like MGS, Resident evil 4, Sotc, Jak, Sly.
I cant wait to see what you and your team can get going on the ps3.
Best of luck with gow3
See you PSN =)
liquid your a moron.
Anyhow great interview, enjoyed it.
Hi Cory!
This is quite interesting, I like hearing game developers speak about other games. I think that other than Capcom, most Japanese developers are having a really difficult time with next-gen hardware. In the west we are developing highly sophisticated AIs and physics as well as blending those two with new animation methods. I think in the west we share much more info among the industry and people are less bound to specific companies so knowledge spreads quickly, which in the end benefits the whole industry, at least as far as technology is concerned.
In Japan everything is much more sedentary, and knowledge is rarely exchanged between companies.
Fumito's team is a bit different, I remember how they put up online a "Shadow of the Colossus" making off, which was actually technical. That is something that very few developers in Japan are ready to do, and it shows confidence.
And at the same time I believe that Japanese developers, being more careful about budget and overall resources have developed stronger game design skills. Fumito clearly explains what I mean in this very interview; they create small scope gameplay that is expanded upon numerous times through repetition. This enables them to highly polish their games on a gameplay level and make the gameplay experience itself fun, without having to rely too much on more technical aspects such as advanced AI or animations. Yet people keep riding roller coasters years after years, the only thing that really changes is the experience. Same with movies, the act of watching a movie has always been the same, it's just the experience itself that is different.
As a developer myself I feel that we could gain a lot from the Japanese as much as they could gain much from us. I feel that with many of our games (at least I've noticed this where I work), we tend to be more abstract, and do a lot of patchwork throughout the game's development (as in, we must make specific code for unique parts of the game since the conceptual phase is never set in stone), as Fumito explained. This often leads to the deterioration of the overall experience as our resources end up being spread thin over issues that in the end don't contribute to the gameplay itself.
God of War, to me, actually feels much more Japanese than I think Fumito implied. What makes it different in his eyes is probably the uniqueness of the different sequences such as the boss fights. But God of War never strays from its core, if not sole, gameplay. Hence just like Japanese games, God of War has an extremely narrow and focussed gameplay mechanism, but it is experienced through a varied presentation. This is what keeps it fresh, what makes us go forward; we never feel we've seen it all, yet the gameplay itself doesn't actually change through the game.
I think this is what has made God of War such a success. It's a perfect blend of focussed gameplay (which is the Japanese way of making games), and the ever-changing presentation of that precise gameplay (something very Western, closer to movie production).
Anyway that's my two cents. Keep up the good work! Can't wait to see God of War 3 and ICO 3!
- Ether_Snake
cool
it sounded like Ueda was a little jealous of your budget for GoW 2, lol.
Thanks for the translation! Good read.
Hey Cory. It's great that Japanese dev get some ideas from game that are totally made-up on the western part of the world. Great WORK with GoW2 my friends totally loved it as much I do.
Keeping working hard dude'
GBU
Chekerola
I love it when different developers comment on games. Especially when its Japanese culture versus American. Two very different approaches, very good read :)
Only 11 responses to the Director of GOW2? WTF? I watched the behind the scenes spots and Cory, you're hilarious and a genius. I am glad that the research team discovered you should work on a "Facts of Life" game after GOW2, it shows clear, level headed marketing. I just remember that burnette was a real bitch, "Rage of the bitch" can be her super attack mode. You're only as good as your last game right? That means the pressure on GOW3 will be reduced too. hahaha.
Tell Fumito to stop playing games and make me another Shadow type game, Shadow of the COlossus was legendary as well. GOW2 was a catechlsymic cyber snort of cocaine that forces you to say "daaamn" often enough to deserve the score 9.7 on IGN. Good fing job!
Anyway you are the new shining star at Sony Cory! Cory > Jaffe
WTF?!! o_O
I don't understand the meaning of these comparisons. I think that they're both excelent developers, doing excelent works, and sharing the key feature of a great charisma.
And about Gow2, I think that it has better cool features than GoW1 because they already had many things that came from GoW1 done, so they've made better what already was excelent.
I voted for GoWII in G4. I didn't knew I had an account since I stopped going there when they became Sony haters. But it Seems MS haven't give G4 enough cash so now they're ok. Lol, hottest babe, Vaan was nominated. Great Blog this time.
Great interview, I love SotC and ICO but they certainly could learn a thing or two from God of War.
HA he caught you!
You so were copying Warioware when making GoW2. And you thought you'd get away with it didn't you....
Wow, you worked on Requiem?
That was one of the first games I played when I first got a Pentium PC waaayyyy back in the day.
I still remember those screaming, stretching, moaning souls coming out of the walls to this day.
Anyway, it is good to see studios give positive press to each other. Is it so EPIC that two companies can't do that these days?
Nice article, thanks for the translation.
Thanks Cory for that excellent interview with Fumito Ueda. I love his video games and it is extraordinary to get his perspective on western games.
Dude, GOWII is a fantastic game, just wanted to say well done and thanks from Ireland. If you ever come here I owe you a pint of Guinness. Games like this and Shadow have set a benchmark.
thanks for the interview.. always wanted to know wat he felt bot GOW..well he has taken it well...i wonder y he is so critical about the money big factor...may be you guys should lend sum of yours ..lol thamks anyway
Post a Comment