Wolf’s Wicked Words: Hell, Apocalyptic Talk And Behind The Scenes
It’s starting again.
IT. IS. STARTING. AGAIN.
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School, university, campus, college or Hell. Call it whatever you like, it’s here yet again and the sole plan is to provide us with less and less time for gaming. All those talk about building a future with it, creating a solid foundation for an education or it being there to help you through life: LIES.
We shall root out the phosphoric basis with adequate, able-bodied and hardy strength and we shall conquer these systems that take pleasure in the reduction of our precious gaming time! WE SHALL… My editor has informed me to leave the apocalyptic talk and hop on with the actual column. I would, however like to rage about the petrol price, always-on DRM and my lack of horse tranquilizers, but we’ll see what I can muster up in two weeks’ time.
As much as I would like to moan about the lack of free internet, I must persist with an actual article.
Behind the scenes.
It may be snore ‘o clock for some of you, but stay with me.
Gaming time has already decreased for me and will continue to decline, but I’ve managed to play a little bit of God of War: Ascension today, finishing it, and watched a few ‘making of’ videos that are included with the game under the “Extras” menu.
The videos range from the undertaking of multiplayer, concepts, level design to recording the voices while doing the motion capture. I always love seeing the voice actors doing their magic and bringing our characters to life. As I said earlier, this topic may not be for every gamer out there. I know about a lot of movie-loving folk that never even watches the Making of or Behind The Scenes and there’s nothing wrong with that.
I, for one, really like to see an idea develop into a final playable product. The whole concept of a concept artist providing image after image for a workable and successful design is beyond my comprehension. So many awesome drawings created and never even used. It’s part of a process, I realise that, but a ton of sketches get thrown out and very few people feel concerned about that. I would be grateful to be able to draw but one of those ideas. Never mind a file filled with sketches the size of a plumpish elephant.
Something else that astounded me were the early versions of the levels and how abnormally bare-boned they are in the first stages of development. The basic functions and scripted events are there, but it doesn’t even look like something that will turn out to be quite gratifying. How it goes from an almost all white, grid-based space to a polished area containing one gargantuan-sized super monster wanting to eat Kratos and the very platform he is fighting on, is something I immensely respect.
You can easily find developer diaries on the internet, but they’re so short sometimes. What stood out to me with God of War III’s Making Of, is that it was quite lengthy and in-depth. The amount of sweat and tears that the teams goes through to create a working, playable and polished demo for E3 is noteworthy.
Not everyone would like to see T.C. Carson, Jennifer Hale and Troy Baker in their motion capture outfits portraying story segments. We’ll see these movements and hear these voices, but it will definitely have more effect in the final product. To me, this is magic. Not the pigeons and bunnies crawling out of tuxedo-wearing gents’ pants-magic, but a great combination of art and technical aspects coming together and offering us a great experience-magic.
I wish more developers would sit and make a series of Making Of videos which are featured on the disc, I really do.