Earlier this week, over 50 media outlets from North America and Europe saw God of War III, the “epic finale” to Kratos’ tale of revenge, played before their very eyes for the first time. The game’s director, Stig Asmussen, led off the session by sharing some key features of the game: Titan gameplay, Ride-able enemy characters, a new weapon system, large-scale battle. All of these were demonstrated in this extended trailer, which was shown next:
To further drive home that this trailer was produced in the game’s engine, the audience was treated to nearly 20 minutes of gameplay (which you’ll be reading about all over the internet today, no doubt). After the gameplay demonstration, Stig took questions from the press. Here they are (paraphrased – I can only type so fast!):
Gamespot: How will you catch people up to the story?
- Stig: One of the criteria of the game is to “bridge the series.” Some recent games were confusing if you missed certain chapters in the story. I don’t want that to happen with God of War III.
Game Revolution: Has the ESRB gone too far?
- Stig: People have to stop looking at games like they’re a toy. There are a lot of mature games and a lot of mature gamers. We look at these like movies. I’m a husband with 2 baby twins, and we’re not making this game for them, we’re making it for people like you. Everything we do is in the character of Kratos. We’re not doing gore just to do gore.
Gamepro: I didn’t see red experience orbs coming off enemies, is it just too early to show?
- Stig: It’s just too early to show, expect all that to come back.
UGO: You mentioned this will be the “epic finale.” Is this the final God of War?
- Stig: I don’t know about the future of God of War, I’m just focused on God of War III.
Playboy: Gamers don’t want long load times or storylines, do you plan to recap everything?
- Stig: For the most part in God of War games, we’ve never made people watch very long movies. Don’t expect God of War III to change that. As far as loading, it’s something we take pride in. We’re a streaming game, we don’t have load times.
G4: Are you going to strip down Kratos’ abilities in the beginning of the game again?
- Stig: As a gamer, I’d like to start with everything Kratos has. But as a game designer, it’s not good for gamers who have never played before. We’re still deciding.
IGN: Large-scale puzzle sequences could get people lost because of the scale of the game. How do you keep people focused?
- Stig: I’ve never seen anyone else work on this kind of scale. Because of that, we don’t have anything to refer to. We don’t plan on something where you go to a marker and get a hint. We want to design it so that it has a flow, and we won’t have to drop hints. We also do extensive playtesting. Working on these Titans is tough. When we first started we realized we’re doing something we’ve never done before. When you’re on these titans, it doesn’t change how Kratos handles –he can still pull cranks and ride Cyclopes and fight bosses.
G4: When you’re on the titan, how does his movement affect gameplay. Will that affect gameplay?
- Stig: Perhaps. [laughter]
Now I know you readers had plenty of questions for the God of War team. I spoke with a number of the dev team, and am currently editing those together for you to see on the Blog next week!