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God of War Ascension
News: God of War: Ascension combat designer Jason McDonald knows the franchise has been criticised previously for being too accessible and straight forward, but this won’t be a problem in the new multiplayer as Sony Santa Monica look to learn from fighting games, while also avoiding “very broken” ones like Marvel vs. Capcom
Jason McDonald, a man who’s worked as combat designer at Sony Santa Monica on all the God of War games to date, has explained in length the new combat mechanics in God of War: Ascension, offering a view into how the singleplayer fighting had to be tweaked to accommodate the addition of multiplayer.
“It’s always a tough point that we think about every game, because God of War is very popular,” said McDonald in a huge interview with Gamasutra. “I’m not going to lie; we do get knocked occasionally for being a little too accessible, a little too easy and straightforward.
“With Kratos in particular, in the past, a lot of his moves got the job done even if you didn’t explore the depth of his move set. The multiplayer is going to be a little bit different than that, because multiplayer, you’re going to have to pretty much know your character a little bit better in order to know how to counter, when to counter, and what to counter with.”
That doesn’t mean they’ll be making players remember long button-input combos, as McDonald doesn’t think that appeals to everyone, as only the ‘hardcore’ players will bother learning such advanced techniques. “What I mean by memorize is remembering things like, ‘Okay, to do this combo, I gotta go Square Square Square Triangle Square Triangle Square’ or something like that, where it’s like, how are you going to remember this?”, says McDonald. “Who is going to remember this? The only people that are going to remember this are people that are staring at that book, or people who are really hardcore and into it.”
He also emphasised the importance of striking balance between characters in multiplayer, something that the studio had never had to consider before when Kratos was just beating up countless AI enemies. Again, they’re using fighting games as a learning tool, aiming to strike a balance between the depth of Street Fighter and the usual God of War combat, while avoiding the mistakes of ‘very broken’ games like Marvel vs. Capcom.
“There’s games like Street Fighter, very technical, deep game that people still play to this day because of its depth,” said McDonald. “Then you have games like Marvel vs Capcom which is still really deep, but it’s very broken as well. There are a lot of characters in there that are just like vastly better than other characters.
“One of the first things we did this game was just put two Kratoses in the arena against each other just to see how it works. And yeah, it’s like getting hit by a move that does a 20-hit combo on one little press, that’s not exactly where it’s at in multiplayer. So we have to find a different way to still give you some satisfying moves that can give you some links and longer combos but present a little more skill to actually get those.”

Jason McDonald, a man who’s worked as combat designer at Sony Santa Monica on all the God of War games to date, has explained in length the new combat mechanics in God of War: Ascension, offering a view into how the singleplayer fighting had to be tweaked to accommodate the addition of multiplayer.
“It’s always a tough point that we think about every game, because God of War is very popular,” said McDonald in a huge interview with Gamasutra. “I’m not going to lie; we do get knocked occasionally for being a little too accessible, a little too easy and straightforward.
“With Kratos in particular, in the past, a lot of his moves got the job done even if you didn’t explore the depth of his move set. The multiplayer is going to be a little bit different than that, because multiplayer, you’re going to have to pretty much know your character a little bit better in order to know how to counter, when to counter, and what to counter with.”
That doesn’t mean they’ll be making players remember long button-input combos, as McDonald doesn’t think that appeals to everyone, as only the ‘hardcore’ players will bother learning such advanced techniques. “What I mean by memorize is remembering things like, ‘Okay, to do this combo, I gotta go Square Square Square Triangle Square Triangle Square’ or something like that, where it’s like, how are you going to remember this?”, says McDonald. “Who is going to remember this? The only people that are going to remember this are people that are staring at that book, or people who are really hardcore and into it.”
He also emphasised the importance of striking balance between characters in multiplayer, something that the studio had never had to consider before when Kratos was just beating up countless AI enemies. Again, they’re using fighting games as a learning tool, aiming to strike a balance between the depth of Street Fighter and the usual God of War combat, while avoiding the mistakes of ‘very broken’ games like Marvel vs. Capcom.
“There’s games like Street Fighter, very technical, deep game that people still play to this day because of its depth,” said McDonald. “Then you have games like Marvel vs Capcom which is still really deep, but it’s very broken as well. There are a lot of characters in there that are just like vastly better than other characters.
“One of the first things we did this game was just put two Kratoses in the arena against each other just to see how it works. And yeah, it’s like getting hit by a move that does a 20-hit combo on one little press, that’s not exactly where it’s at in multiplayer. So we have to find a different way to still give you some satisfying moves that can give you some links and longer combos but present a little more skill to actually get those.”


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game over - Δημοσιευσεις : 1789
Αν και έχω παίξει όλα τα god of war για ps3(εκτός του psp που βγήκαν και για ps3),αυτό το παιχνίδι δεν μου αρέσει ιδαίτερα,ειδικά όταν άκουσα ότι θα έχει multiplayer,σκέφτηκα ότι το παιχνίδι δεν θα έχει πολύ καλό σενάριο γιατί θα έχουν δώσει έμφαση άλλου.Άν έχει και καλό σενάριο και καλό multiplayer,θα είναι πολύ δύσκολο.Το καλό σενάριο έφτασε εδώ τα god of war.Ακόμα θυμάμαι πόσο αγωνιούσα για το god of war 3 για να δω την συνέχεια.
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kessel - Δημοσιευσεις : 155
Talking God of War: Ascension’s Direction With Todd Papy
http://www.gameinformer.com/b/features/archive/2012/07/23/talking-god-of-war-ascension-s-direction-with-todd-papy.aspx

http://www.gameinformer.com/b/features/archive/2012/07/23/talking-god-of-war-ascension-s-direction-with-todd-papy.aspx


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Shepard - Moderator
- Δημοσιευσεις : 6860
God of War Ascension: ‘Kratos has morals, won’t kill civilians’ – Sony
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.”
https://www.theverge.com/gaming/2012/8/20/3251815/in-god-of-war-ascension-kratos-isnt-the-monster
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.”
https://www.theverge.com/gaming/2012/8/20/3251815/in-god-of-war-ascension-kratos-isnt-the-monster

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Shepard - Moderator
- Δημοσιευσεις : 6860
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