sony man gotta point when jak and ratchet came out i didnt know what to think and T for TEEN YEAH ONE KILLER DOWN another T for Altair please...
LGF: Reality gets an upgrade
The Ninja Theory team offers insight into the development processes behind the upcoming PS3 fighter, Heavenly Sword.
LONDON--Four members of the Ninja Theory development team revealed a little bit more of the promising third-person action game Heavenly Sword during a presentation at the Game Developers Conference London today.
Duncan Frostick (combat code Ninja), Nina Kristensen (chief development Ninja), SaiTong Man (combat design Ninja), and Guy Midgely (lead animation Ninja) talked through some of the gameplay aspects and showed off some demo videos to prove their points.
Man explained that the team found inspiration for the upcoming PlayStation 3 game from kung fu movies and current popular fighting games. "We looked at games like Virtua Fighter and Soul Calibur because they have essentially very simple designs." Frostick added: "We worked on a flowing pose-to-pose animation. The inspiration came from kung fu films, not hard, Western-style animation."
Man said that one of the driving forces behind the game was to create something that looked "pretty" and action sequences that flowed together perfectly. "Way back when we first started working on Heavenly Sword, the main thing for me was aesthetics; it had to look amazing. Also, the gameplay had to be completely accessible to the casual gamer, but it had to have depth for the hardcore gamer."
Frostick revealed that the main character would become stronger and gain attack moves as the game progressed, which suggested the game will feature role-playing elements. "Like most fighting games, we worked on the basis that through the game, the bigger and better the moves become. There are two types of synchronised attacks. There are counters and what we call super styles. The super style stuff looks spectacular. These get more and more kind of ridiculous as you go through the game and get more and more powerful."
Midgely went on to talk about how important the flow of the game is to make physically impossible fighting moves look real. "We're taking reality and amping it up to the next level. The players always feel like they are in the game. You don't want to be enjoying playing a game, or watching a kung-fu movie, and think, 'Wait, that's not right.' It takes away enjoyment from the game."
The game, as has been seen from previous videos and demos, will be fast paced--Midgely confirmed that the animations will be running at 60 frames per second, while most games today run at 30. He added that there will also be a slowing effect within the game, which may work out something like 'bullet time,' now common in games.
No visuals of game bosses were shown, but the team was quick to assert that their moves will be equally impressive as those of the main character. Frostick elaborated on some of the boss-related elements: "There are some bosses who do truly spectacular moves. And there are armies, 1,000 people tearing through a valley trying to get you. There is also another element to the game, more cinematic elements, environmental interactions, power jumps, etc."
He went on to quantify the number of attack animations: "For the hero, there are literally hundreds of different attack animations. I'd say around 1,000 animations at the moment."
One revelation that surprised many attending the session was the lack of a collision-based system within the game, but Frostick defended the choice. "We use transitions to take the hero away from the wall into a safe area with cool animations. I'm pretty happy with that solution."
The quartet also explained the creative process for the game. "We were an autonomous unit and the studio heads have faith in what we do. We don't have to go through several people to get what we want. It's talking around the table rather than having to go through lots of red tape to make something happen."
Although some of the fighting sequences in the demo were obviously violent, including one in which a creature was sliced from the groin up, Midgely claimed that the game is likely to receive a T-for-Teen rating in the US.
Hot Stories
Newsmakers
-
Biden: No legal problem with taxing violent games
United States Vice President Joe Biden believes there is no legal restriction on ability to tax violent media. Full Story
- Posted May 13, 2013 12:50 pm PT
-
Just Cause dev promises 'holy f**king sh**' moments in future games
Avalanche Studios co-founder says developer's ambition is for action, not moments that make players cry; steampunk-style game on hold. Full Story
- Posted May 15, 2013 6:33 am PT
Featured Stories
-
Bungie shoots down Destiny for PS Vita rumor
Developer confirms image suggesting version of upcoming shared-world shooter in development for Sony's latest portable is a fake. Full Story
- Posted May 16, 2013 5:08 am PT
-
Ubisoft planning to release games more frequently
Assassin's Creed and Far Cry publisher says its network of 26 studios and over 7,000 developers will allow company to ship major franchises more regularly. Full Story
- Posted May 16, 2013 4:42 am PT
-
Metro: Last Light dev responds to workplace conditions claims
4A Games creative director Andrew Prokhorov thanks Jason Rubin for telling the studio's story, but says, "We deserve the ratings we get." Full Story
- Posted May 16, 2013 12:44 pm PT
-
EA opens DICE LA to make Star Wars games
DICE head would also like to poach top talent from rivals Infinity Ward and Treyarch. Full Story
- Posted May 15, 2013 3:28 am PT
-
EA dropping Online Passes - Report
Future EA games won't require Online Passes; the service is being scrapped after tepid player response. Full Story
- Posted May 15, 2013 8:28 pm PT
Related Game
Heavenly Sword
- Publisher(s): SCEA
- Developer(s): Ninja Theory
- Genre: Action
- Release:
- ESRB: T





