"That’s just a programmer's life", Simon explained. The process is always daunting however, but the process demands that the team sit down and brainstorm until something - anything - rises to the surface. A hundred armed titan - fucking awesome - right let’s do it, let's make it work." "When we were brainstorming the first creature in the game, Hecatom, for example, it was just one of those things where the idea comes up, an everybody liked it as a whole. Todd Papy is a designer at heart so one of the things he wanted to work on in this game were design mechanics - he really wanted to make them better. "It starts with the type of director you have. Simon continued, "We actually have millions of ideas that made it to prototype, through to production but ended up being cut – it's only the cream of the crop you send up seeing in the game.
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But they always remain somewhere so if we do another God of War, if we broach the subject material again, we look to these ideas and say “Well we can start with these”. Some of them go into the game, some of them don’t. McDonald added, "We always benefit as from every God of War there’s lots of ideas on the table. The team has been steeped in the God of War franchise since it debuted under the supervision of David Jaffe, and along the way a lot of content has been left on the cutting room floor to ensure that every second of what you experience meets the high quality the series strives for. We won’t stop working on it until they basically tear the game away from us kicking and screaming." "We’re going to try to do something we couldn’t get to work on God of War 3, we’re going to make it actually happen in God of War: Ascension.
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#GOD OF WAR ASCENSION CODE#
The team that we have is going to make the render better, they’re going to make the lighting system better, they’re going to add animation blending, they’re going to add multi player, they’re going to rewrite the game code so it works on PSN. "It’s funny because the fans worry,“Oh are they gonna pack it in this time on single player?” No way. "The team really pushes itself," said Simon. I spoke with lead combat designer Jason McDonald and lead game designer Mark Simon to find out what it takes to go one better in a series that has already hit astonishing peaks. People need a reason to return, and this is exactly why Sony Santa Monica has grown bigger, better and braver than before. Then again, franchises can't rest on their laurels, peddling out the same formula every other year.
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Blood, violence, muscle, scope and the sound of blades scraping on bone are so ingrained in the series' DNA that to go back on that now would be a stupid move. You know what you're getting with a new God of War game before you've seen the first teaser trailer or batch of leaked concept art.
![god of war ascension god of war ascension](http://cdn.pastemagazine.com/www/articles/god_of_war_ascension.jpg)
#GOD OF WAR ASCENSION FULL#
Watch it in full here.Įurope is getting three God of War: Ascension bundles at release. The studio recently released a dev diary explaining how it created the brutal succubus Empusa. God of War: Ascension's latest single-player trailer can be found here.
#GOD OF WAR ASCENSION TRIAL#
Sony Santa Monica Studio just announced the game's co-op mode, called Trial of the Gods yesterday. Jack Arnott speaks with Sony Santa Monica about raising standards and why toning down the violence simply isn't an option. God of War: Ascension has a long legacy to live up to.