"The final, and perhaps most impressive thing about God of War is the fact that the entire game unfolds in a single, unbroken shot. There are no cutscenes, no load screens, no camera cuts, no fades to black. Despite the fact that game director Cory Barlog told us this back at E3 2016, the wildly-impressive effectiveness of this choice didn’t sink in until we actually went hands-on the game and realized that it was 100% true. I can’t really think of another game of this scope that has utilized this cinematic technique, but it’s an incredible feat. The unwavering immediacy in which we spend our time with Kratos adds even more depth to him and in turn, to his relationship with his son."
>http://www.ign.com/articles/2018/03/19/god-of-wars-first-3-hours-are-more-emotional-than-we-expected > > >This got me to preorder: > >"The final, and perhaps most impressive thing about God of War >is the fact that the entire game unfolds in a single, unbroken >shot. There are no cutscenes, no load screens, no camera cuts, >no fades to black. Despite the fact that game director Cory >Barlog told us this back at E3 2016, the wildly-impressive >effectiveness of this choice didn’t sink in until we >actually went hands-on the game and realized that it was 100% >true. I can’t really think of another game of this scope >that has utilized this cinematic technique, but it’s an >incredible feat. The unwavering immediacy in which we spend >our time with Kratos adds even more depth to him and in turn, >to his relationship with his son." > >
3. "games do this often" In response to Reply # 1 Wed Mar-21-18 03:30 PM by bearfield
most notably open world games. GTA V is basically one unbroken shot after the initial load if you don't engage the story mode or side activities that have loading screens and that game is enormous. god of war will be linear so they don't even need to worry about streaming in a huge open world. the level progression will be walking down a narrow path into a small open area for combat and/or story beats over and over. that's not hard to stream in. they'll hide loads with winding tunnels or elevators, which is common in video games
it's also easy to swing the camera around from a behind the back shot in a combat sequence into an intimate two shot for a story beat because it's a virtual camera and they can do whatever they want with it
i do think it's a good idea to make a linear game one unbroken shot but it think it will wear people down a little since there will be no visual break in the action for 10-15 hours (maybe longer?). i'm most interested in the camera work for this game. i imagine the player won't have much control over the camera (if any) since this game seems like a very directed experience
5. "RE: games do this often" In response to Reply # 3
It's kind of like what the first Halo pushed, technically speaking, when it would be loading up the next part of a level in those long hallways and all you'd see is a small word in the corner for a second.
I'm just wondering how they handle saves/checkpoints/pause menu's when going for something like this. No matter how well done and immersive this is and how much some people will want to sit through it possibly, it's still going to have to fit that aspect of playing of game in there somehow.
14. "What makes this even more impressive" In response to Reply # 1
is that this game isn't totally linear are there are literally divergent paths that lead you to somewhat hidden chests and items. Pretty impressive feat to make the game seamless, at least I haven't seen to many of the seams throughout the 6 or so hours I've played the game.
"Sean sparks like John Starks, nah, Sean ball like John Wall" - Rest In Power Forever Sean Price.
8. "About four hours in, shit's fire." In response to Reply # 0
If you haven't read the reviews or followed any of the limited preview coverage, you're in for a treat.
I will say, the combat is pretty unforgiving, and if you've played a good amount of Bloodborne recently or a ton of that series in general you'll probably have a tough time because the basic controls otherwise are somewhat similar. Block is on L1 instead of L2 and dodge is on X instead of O and it is constantly getting me in trouble.
13. "whew. this shit is hard" In response to Reply # 0
I have never touched any of the previous three God of Wars (i know... sorry) but I prefer to play a challenging experience, so i'm playing on the 2nd to hardest mode.
It took me a while just to kill the dremors, or whatever they call them. I had a tough time w that first giant boss, and then had some hard times beating the tattoo'd blue guy. But it seems like, once you find out their attacks, just dodge/block, juke away, attack, repeat 32x until they die.
I am basically just mashing R1 and R2 until my forearm hurts, not sure if I should have a rhyme or reason to it. haven't been throwing the axe much at all.