Cory Barlog has been dreaming of a single shot game for some time. Speaking with Daily Star, the God of War creative director revealed that he pitched the concept to the Tomb Raider team during his spell at Crystal Dynamics, but the idea was rejected. A video released yesterday revealed how Sony Santa Monica made the ambitious cinematic technique work in Kratos’ latest adventure.
“I wanted to do [the single shot camera technique] and I had pitched it to Crystal Dynamics when I was there working on Tomb Raider and everyone was like, 'That’s crazy, we don't want to do that!’” he told the website. “And, my reaction was like, 'Yeah, y’know, I don't know if this is the best place for me anyway.’”
Sony, however, creatively supported the concept. “I guess, for me, there was just a lot more creative support and faith with Sony,” he added. “Like they’d say, you’ve got a crazy idea, we’re going to support you, regardless of how much of a leap off of a cliff it is.” Of course, pulling the presentation technique off was no walk in the park, but the Santa Monica team got there in the end.
[source dailystar.co.uk]
Comments 18
It's really cool sony support people like that, like it or not, game industry is creative industry, sony as console manufacturer can't play it safe.
Who knows how it could have turned out, but Tomb Raider was pretty spectacular as it is. But I am glad he found a way to try out his idea and we’ll see how it goes in GoW. It’s great that Sony is so supportive of creative license and thinking outside the box. The new ideas and techniques of today become commonplace standards tomorrow.
Sony supporting stuff like Media Molocule's Dream shows that they're not afraid to support crazy and unique ideas.
I don't want to be too harsh because it's not a big deal, but this quote sums up modern Tomb Raider for me. Happy to do what's been done before, but not really willing to get creative.
@get2sammyb I'm a huge Tomb Raider fan and defender, and I'd say that your comment is fair and understandable, regardless of whether I agree or disagree.
That being said, not wanting to try something risky and new doesn't mean any given studio lacks creativity. If you're carrying the weight of a pre-existing franchise (let's be fair, Tomb Raider as a global, multi-faceted brand is far larger than God of War) and your narrative premise is a tough enough sell to begin with, I wouldn't blame anybody for playing it safe in other aspects of design.
The fact that Crystal Dynamics was the environment in which Mr. Barlog fostered the idea says a lot of positive things, even if that idea (which does sound like it's been incredibly challenging to implement, for a game with a longer-than-average development cycle) was ultimately rejected.
Don't get me wrong; I'm hugely impressed with Sony for essentially giving a blank cheque to creative ideas, and equally impressed with Santa Monica for achieving this milestone... but just because you're giving points to one thing, doesn't mean you have to take them away from another.
I actually think that this will actually make a big difference to the narrative experience. It won't be a conscious thing but it will influence how the game goes. Tomb Raider reboot in one shot would have been amazing.
Sony is the best. We all know that.
@RogerRoger TR used to be bigger than GoW but sales of the last couple games have shown the reputation dwindling.
Too many devs and publishers play it safe choosing to optimise mechanics and graphics over invention and style. Welp
I wonder if the Nintendo president had similar thoughts when Miyomoto presented ocarina of Time and Mario 64.
@viciousarcanum This may be true, and you make a good point, but I did specifically quantify my statement with regards to being a "global, multi-faceted brand" instead of just a game franchise.
Lara Croft isn't just a playable character. She's a feminist icon, a movie star and a dozen other things to people other than gamers. Ask random folk in the street and they'll know who she is, even if they don't own a games console. I don't think you could say the same about Kratos.
I was simply trying to make the point that there were clearly wider brand and business considerations at play when deciding whether to make a risky creative decision or not. Might not be a popular thing to say, but it doesn't stop it being true, and it's easy for us to pass judgement when we're not responsible for safeguarding those millions of pounds / dollars.
@get2sammyb Completely agree here.
The ‘no loadong’ aspect is great, although that could have been done whether they had camera cuts or not. What I want to know is, what’s the benefit to the game of it just being a single shot? It’s obviously challenging to do, but I don’t see what benefit it brings, other than no loading? Is it just to give it that Blair Witch filmed on a camcorder vibe? Well, a 4K/HD camcorder anyway 😀
Right or wrong I don't really care until I see how god of war is for myself.
I don't get it. "Single shot" as in film terminology? Isn't that just like...any game that doesn't have cutscenes? Every game that just deals with presenting the story in-engine? I feel like it sounds a lot cooler on paper than it is in presentation.
I remember when Tomb Raider was an innovative masterpiece, so many exciting new ideas that had never been done before. Good times. Daring to make something new and making history, fantastic.
I mean, he worked on God of War 1 and directed God of War 2. It isn't like Sony gave a big check to some random guy from Crystal Dynamics...they have an over 20-year relationship lol.
If I recall it right, MGS V uses also this technique. Except that, in Kojima's latest Snake adventure, the game has a mission structure that breaks the "one move" dynamic. But when we were in a mission, everything was single framed, from the gameplay to the cinematics, really giving you the feeling of playing in a movie.
If God of War does apply this technique to the all game, it sure will be fantastic. Can't wait !
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