One of the biggest feats that Sony’s God of War was able to accomplish when it released last year was the ability to have the camera never cut at any point in the experience. This was a feature that the game’s director Cory Barlog was adamant that the team at Santa Monica Studio include as it would make the entirety of the game that much more intimate. While God of War was the first game Barlog had created to implement this style though, it seems he had pitched the idea multiple other times.
In a new interview with Game Informer, Remedy Entertainment’s Mikael Kasurinnen was asked what it was like to work with Barlog at Avalanche Studios. During a brief span of time, both Kasurinen and Barlog worked at Avalanche on 2015’s Mad Max before each later departed. Kasurinen told Game Informer that it was fun to see Barlog later take some of the ideas that he had at the time for Mad Max and later implement them in God of War.
“What was interesting was that the ideas that we had for Mad Max, I can see those things popping up in God of War,” Kasurinen said. When asked to elaborate further on this, Kasurinen stated, “The idea of the camera and the moment being always with you–it’s like one single cut– and that’s what he wanted for Mad Max as well. It was fun to then see that realized in God of War.”
We’ve known for awhile now that Barlog desired this camera system to be implemented in Crystal Dynamics’ Tomb Raider as well when he worked on that project, but this idea didn’t work out here, either. It seems it wasn’t until Barlog was given the role of director on God of War that he was able to then utilize the idea he had been sitting on for years and see if fully realized. I’m glad Barlog was finally able to pull this off, not only for his own sake but because it really did enhance the overall experience of playing God of War.
Below you can find Kasurinen’s comments about his time working with Barlog.
The post God of War’s Cory Barlog Originally Wanted to Implement the No-Cut Camera Feature in Mad Max by Logan Moore appeared first on DualShockers.