N'Gai Croal
|
Apr 16, 2007 11:01 AM
It
couldn't have been easy for Irvin Kershner to assume the director's
chair on "The Empire Strikes Back" after the success and acclaim for
George Lucas' "Star Wars," but the result was what is universally
regarded as the best movie in the series. Similarly, God of War game director David Jaffe is in more ways than one a tough act to follow
(just look at the responses online to the outspoken Jaffe's recent
statements on Geoff Keighley's show "Bonus Round"),
and after Jaffe declared that he was passing the torch, many wondered
whether the unproven Barlog could fill his shoes. But once the
phenomenal reviews for God of War II started pouring in, all doubts
evaporated as it became evident that the franchise had been placed in
good hands.
Barlog, a former visual effects artist, worked on
such colon-sporting titles as Backyard Wrestling: Don't Try This at
Home and X-Men: Next Dimension before joining Sony's Santa Monica
studio as the lead animator on the original God of War. During those
rare moments when he's not working on God of War PSP and God of War
III, Barlog maintains a blog of his own, where he's
been known to touch off a controversy or two himself.
In Part I of our two-part email interview with Barlog, he discusses how
he graduated from lead animator to game director; why he, unlike Jaffe,
hasn't lost his love for making epic games; and whether the original
game may have had stronger emotional hooks than the sequel.
How did you go from being the lead animator on God of War to director of God of War II?
To
be perfectly frank, I have no idea. When I came onto the original God
of War, I was actually planning on taking it easy. I liked the game,
but I was so used to working way too much on really terrible games that
I was not motivated to push myself really hard anymore. I had reached a
point where I wanted to have a life, since it seemed I could not catch
a break and make a good game. So I decided that when I came to Sony
Computer Entertainment America (SCEA), I would work normal hours and
just have fun. If the game turned out good, well then that was a bonus.
That lasted all of a day or so...then I got my hands on the Kratos
model. I stayed all night working on a series of animations for how
Kratos would attack with the Blades of Chaos and I was in heaven. I
loved the character and my mind was just racing with all the crazy
things we could do. For the first time in a long time, I felt "This
could be something really cool. Something I won't be embarrassed to
tell people about." From that moment on I worked like crazy and put
everything I had into the game. I think that my tenacity and passion
for making the game the best that it could be got the attention of
those above me. Plus I was using the Jedi mind trick on Dave [Jaffe] every day--"These are not the
droids you are looking for. Move along"--so I am sure that didn't hurt either.
After
we finished the original God of War, producer Shannon Studstill
came to me and asked how I would feel about directing the next game. To
be honest, I thought she was kidding. The thought had never really
crossed my mind. I took a day to think about it, but that was mostly to
not make it look like I was too eager. You know, play it cool. The next
day I said I was interested and few weeks later I was writing up story
ideas and gameplay outlines. The rest, as they say, is history.
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