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Hey! It’s Paul Edwards, Lead Combat Designer at SuperBot. I’m here to shed some light on Sweet Tooth’s character design, as we continue our PlayStation All-Stars Battle Royale character series.
Sweet Tooth has always been closely associated with vehicular combat, rather than hand-to-hand fighting, so when shaping his playstyle we had to rely on his distinct personality and image. Fortunately, we had direct input from the talented Twisted Metal team (including the man himself, Twisted Metal creator/game director David Jaffe), and we were able to get a great deal of constructive feedback from them through rigorous playtesting. We also had early access to the newest iteration of Twisted Metal when it was being developed — we drew inspiration for his level 2 super from the new “Nuke Mode” that was introduced in the game. Sweet Tooth has always had this sort of campy B-movie feel to him, which led us to thinking we should have him use the PS3 controller as a weapon in his super.
Hi everyone! I’m responsible for bringing everyone’s favorite Spartan warrior, Kratos from God of War, into our world of ultimate crossover fighting with PlayStation All-Stars Battle Royale. SuperBot Entertainment was incubated within Sony Santa Monica Studio, and their feedback and involvement ensured Kratos’ transition from his game to ours was smooth. One of the biggest challenges was taking this immensely powerful god-killing character from a single-player game and try to balance that design within a multiplayer fighting game.
To get you a better feel for Kratos’ combat strategies ahead of the public beta later this fall, we’ve enlisted SuperBot’s Game Director Omar Kendall and PlayStation.Blog’s Sid Shuman to give you a breakdown of Kratos!