Ash
إداري سابق
ما قريت المقابله , لأنها تحتوي على SPOILERS للي ما أنهوا اللعبه .
تحذير SPOILERS اذا ما خلصت Shadow Of The Colossus .
EGM: What inspired you to create SotC?
Ueda: Very hard to pinpoint the concept for the game...it's a combination books I've read, games i've played, and all other things that I've seen in my lifetime. I'm a fan of monster movies, so I guess that's the root of it. I've seen in most games that you see massive boss characters but you never get to really interact with them. I wanted to explore the relationship between hero and boss.
EGM: Before working on Shadow, there is a trailer for something called "NICO" that showed multiple characters fighting a giant creature. Was multiplayer considered for SotC?
Ueda: The stuff in the video was things we considered during development. We decided to focus just on one hero who must battle the colossi. I still have that multiplayer concept in mind, of course...
EGM: Personal favorite colossi?
Ueda: I'm afraid that if I tell you, you'd put it in the mag...let's just say I like aquatic and airbone battles.
EGM: Any colossi cut from the game?
Ueda: In the early planning stages, there were defintely more colossi, but we cut down the list through strict selections, choosing the ones that were most enjoyable for gamers to fight
EGM: SotC is a very linear game, yet boss battles invite players to experiment and improvise ways to battle them. Was this a conscious decision?
Ueda: When creating the concept, we balanced purposeful, directed content with a sense of spontaneity. We had to set rules, the environment, the timing and other aspects, but we wanted the gamer to discover their own way in defeating the colossus.
EGM: Tell us about the original language created for the game's dialogue
Ueda: Our concept for the language was a Romanization of Japanese, which was then edited and transformed into what you see in the game. We told the voice actors to make the dialogue sound as realistic as possible
EGM: Ending is very mysterious, did you want to leave gamers guessing?
Ueda: The essential goal was to leave the ending slightly vague, but to also imply a never-ending story that's left up to the gamer's imagination. The ending was quite deliberate in order to keep gamers guessing
EGM: During the ending, you can control the player at certain points. Can the outcome change?
Ueda: You can move around and attack people, but you can't change the outcome. There are no other endings but we left it open in some ways...you know that something else could have happened
EGM: What central theme did you intend for the game? Sacrifice?
Ueda: You can say sacrifice, but I think it's more closer to self-sacrifice. The colossi, Agro, the main character...they all go through a great deal to achieve the final goal and bring back life to the girl. It's not an easy feeling to put into words. We didn't want to pinpoint on a specific thing. We wanted to make it vague to allow gamers to find their own meaning.
EGM: Any compromise on your artisitc vision to make the game appeal to the mainstream?
Ueda: The only limitations we had in making SotC were hardware limitations. In terms of creative design, we were allowed to do anything, Sony never told us what we cannot do or what we have to do. I was totally on my own to create and produce the game the way I wanted to. I was very happy with the outcome
EGM: Looking forward to PS3 games? You'll have fewer hardware limitions then, right?
Ueda: We're looking forward to the PS3 platform. It'll bring better character manipulation, better graphics, and new direction for the industry. But as a director, I'm worried because it'll be difficult to distungish one game from another and all games will look alike. Everything will look like reality
ما قرأت الا السؤال الأخير , و ياريت أي سبويلر بالردود ينحط فيه تحذير .
تحذير SPOILERS اذا ما خلصت Shadow Of The Colossus .
EGM: What inspired you to create SotC?
Ueda: Very hard to pinpoint the concept for the game...it's a combination books I've read, games i've played, and all other things that I've seen in my lifetime. I'm a fan of monster movies, so I guess that's the root of it. I've seen in most games that you see massive boss characters but you never get to really interact with them. I wanted to explore the relationship between hero and boss.
EGM: Before working on Shadow, there is a trailer for something called "NICO" that showed multiple characters fighting a giant creature. Was multiplayer considered for SotC?
Ueda: The stuff in the video was things we considered during development. We decided to focus just on one hero who must battle the colossi. I still have that multiplayer concept in mind, of course...
EGM: Personal favorite colossi?
Ueda: I'm afraid that if I tell you, you'd put it in the mag...let's just say I like aquatic and airbone battles.
EGM: Any colossi cut from the game?
Ueda: In the early planning stages, there were defintely more colossi, but we cut down the list through strict selections, choosing the ones that were most enjoyable for gamers to fight
EGM: SotC is a very linear game, yet boss battles invite players to experiment and improvise ways to battle them. Was this a conscious decision?
Ueda: When creating the concept, we balanced purposeful, directed content with a sense of spontaneity. We had to set rules, the environment, the timing and other aspects, but we wanted the gamer to discover their own way in defeating the colossus.
EGM: Tell us about the original language created for the game's dialogue
Ueda: Our concept for the language was a Romanization of Japanese, which was then edited and transformed into what you see in the game. We told the voice actors to make the dialogue sound as realistic as possible
EGM: Ending is very mysterious, did you want to leave gamers guessing?
Ueda: The essential goal was to leave the ending slightly vague, but to also imply a never-ending story that's left up to the gamer's imagination. The ending was quite deliberate in order to keep gamers guessing
EGM: During the ending, you can control the player at certain points. Can the outcome change?
Ueda: You can move around and attack people, but you can't change the outcome. There are no other endings but we left it open in some ways...you know that something else could have happened
EGM: What central theme did you intend for the game? Sacrifice?
Ueda: You can say sacrifice, but I think it's more closer to self-sacrifice. The colossi, Agro, the main character...they all go through a great deal to achieve the final goal and bring back life to the girl. It's not an easy feeling to put into words. We didn't want to pinpoint on a specific thing. We wanted to make it vague to allow gamers to find their own meaning.
EGM: Any compromise on your artisitc vision to make the game appeal to the mainstream?
Ueda: The only limitations we had in making SotC were hardware limitations. In terms of creative design, we were allowed to do anything, Sony never told us what we cannot do or what we have to do. I was totally on my own to create and produce the game the way I wanted to. I was very happy with the outcome
EGM: Looking forward to PS3 games? You'll have fewer hardware limitions then, right?
Ueda: We're looking forward to the PS3 platform. It'll bring better character manipulation, better graphics, and new direction for the industry. But as a director, I'm worried because it'll be difficult to distungish one game from another and all games will look alike. Everything will look like reality
ما قرأت الا السؤال الأخير , و ياريت أي سبويلر بالردود ينحط فيه تحذير .