N'Gai Croal
|
Apr 18, 2007 02:22 PM
From the
very first moment we picked up a Dual Shock 2 controller to play an
early build of the original God of War, we were spellbound. The visuals
were stunning, to be sure, but it was the interplay between the highly
responsive controls and the impressively detailed animations that made
us feel as though we were Kratos. To get the lowdown on the technology
that enabled the first and second games, we conducted an email
interview with lead programmer Tim Moss, who also serves as Sony Santa Monica's director of technology.
Moss has spent most of the last 20 years making videogames, from demo scene games for the Atari ST to licensed titles at the late Argonaut Games,
where he worked before joining Sony. In this final installment of Team
Assault, Moss discusses how he and his band of coders pulled off the
original God of War; details the changes they made for its sequel; and
takes a shot at the haters who doubted his team's Island of Rhodes
Easter egg.
The original God of War was a considerable technical achievement: 480p resolution; 60 frames per second visuals; terrific lighting; crisp textures;
strong animations; and, in what was the first aspect I noted when I saw
the game at Sony Computer Entertainment America's (SCEA) Foster City HQ
ahead of its E3 2004 debut, combat and controls that were so fluid and
responsive, their quality could only be described as Japanese. From
start to finish, summarize how did you and your team of programmers
pull this off?
Initially we
spent a lot of time looking at the action game genre and neighboring
genres. Many of the members of programming team, including me, are
pretty hardcore gamers. I am a big fan of platform games (Jak and Daxter, Ratchet & Clank,
etc.) so I knew that I wanted it to feel like those games do, in other
words, very arcadey and responsive. We decided that this could be best
explained by the gameplay controlling the animations rather than the
animations controlling the gameplay.
Initially I
got a simple sphere moving around in the world, jumping, wall hanging,
climbing, making fast turns and then tuned it to feel good--the right
speed. We then placed a character inside that sphere and played its
animations, walking and running etc, at the speed that the sphere was
moving. We also do a lot of animation blending, things like making the
character lean into turns, play a land animation while continuing
running so as to not break up the game flow. These are subtle, but make
the character feel less wooden.
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