<![CDATA[Kotaku: cory barlog]]> http://cache.gawker.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: cory barlog]]> http://kotaku.com/tag/cory barlog http://kotaku.com/tag/cory barlog <![CDATA[ Miller, Barlog Working On Mad Max Game ]]> Australian director George Miller has teamed up with former God of War II director Cory Barlog. Which explains where Cory got to. Obviously, they're going to be working together on games based on movies. Their first project? Sadly, it's not a Babe MMO, nor is it a collection of Happy Feet mini-games for the Wii. It's Mad Max. Yeah. Mad Max. Miller's had a fourth Mad Max film - "Fury Road" - in the pipeline for a while now, and thinks that working with Barlog from such an early stage in the film's development will result in a kick-ass tie-in. Indeed, so close are the film and game that pre-production on the film's been delayed so that both the film and the game's development cycles are "in sync".

While Miller's been working on the film, Barlog's been responsible for coming up with a "script" for the game, using the same resources and material as the film crew have had access to. Once he's done, Miller says they'll be doing something not that common in the games industry: they'll workshop the story. The film guys, the game guys, they'll chew through the title's outline and collaboratively brainstorm. Miller says of this breaking down of traditional borers on a movie project:

My expertise is in cinema, but it's about seeing where those disciplines overlap and bringing people together—by workshopping or whatever you want to call it—bringing together all these disciplines and basically telling the story of the same characters and the same world, but putting them out in all these different platforms. Does that make sense?

I see myself not so much as a filmmaker but as a storyteller. If I'm a storyteller first and a filmmaker second, then all of this other stuff is a legitimate part of telling the story. So that's how I'm seeing it. And my job—my specific job is to tell the story through film; at the same time it's someone like Corey's job to tell the story through the game. But there's a cohesion between the two.

Rest of the interview's definitely worth a read, especially if you're interested in finding out the chances of Mel Gibson reprising his role for the upcoming movie...
The George Miller Interview, Part II [Level Up] ]]>
Thu, 13 Mar 2008 01:00:00 MDT Luke Plunkett http://kotaku.com/index.php?op=postcommentfeed&postId=367283&view=rss&microfeed=true
<![CDATA[ God Of War II Producer Says Kratos "In Good Hands" For III ]]> Cory Barlog, formerly of Sony Computer Entertainment America's Santa Monica studios and God of War II-producing fame, has ended an extended period of blogging silence following his departure from the developer. In today's update to his personal blog, Barlog reveals that his "whole departure from Sony was not exactly the ideal route that I wanted to go, but in the end I think it is the absolute best thing I could have ever done" and gives a status update on the third proper Kratos adventure.

The producer writes that fans can "rest assured that [God of War III] is all in good hands," heaping praise on the Santa Monica team who will undertake the inevitable sequel. As far as known progress on GoW III, Barlog reveals that "immediately after I finished God of War 2 I was already working on the story and design for the third game."

He indicates that the third game in the series proper will wrap up the series' main story arc, ending with "very big, very epic bang." Is anyone else thinking Kratos foursome?

Here's to hoping that the series will finally make the jump to the PlayStation 3 and that we'll get our hands on God of War III in some form before year's end. And that free copies will rain down upon the staff. Plus, I want a pony.

Welcome Back! [Barlog's Blog]

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Thu, 03 Jan 2008 18:20:00 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=340342&view=rss&microfeed=true
<![CDATA[ God of War II Creator Weighs In On Shadow of the Colossus ]]> Providing some very enjoyable tit-for-tat, God of War II director Cory Barlog provides his own mirrored responses to the questions asked of Shadow of the Colossus director Fumito Ueda in a recent Famitsu interview. He tackles Ueda's more successful game, only briefly touching on ICO.

It's just as enjoyable as the translated Ueda piece , but might have less of an immediate impact, partially because we get to hear from Barlog and his peers fairly often, while it's a rare treat to have the opportunity to hear from the creator of two of the best PlayStation 2 games of all time. Regardless, it's a good read, only because Barlog's entry about his personal discovery of the beautiful intricacies of SotC's gameplay is so easy to relate to.

God of the Colossus [Don't Play Games With Me!]

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Sat, 04 Aug 2007 22:30:26 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=286100&view=rss&microfeed=true
<![CDATA[ God of War PSP Using New CPU Speed ]]> The upcoming PlayStation Portable entry in the God of War franchise, God of War: Chains of Olympus is the first confirmed title to take advantage of the recently unlocked 333 MHz CPU speed for the Sony handheld. Developer Cory Barlog revealed that the hardware improving changes added for developers in the 3.50 firmware are indeed being used by developer Ready At Dawn, which, I'll assume, is partially responsible for the game looking so damn good.

Barlog's first entry on the official PlayStation.Blog hints that we'll be seeing more of the game at E3.

Inside the Developers Studio: Follow-up; Cory Barlog [PlayStation.Blog]

UPDATE: Didier Malenfant just contacted us with additional clarification on God of War: Chains of Olympus. Details after the jump.

Didier writes:

Just read your update regarding "GoW: Chains of Olympus" and Cory's comments.

Unfortunately this is completely incorrect and I want to make sure the rumors don't start getting out of control.

EVERYTHING that was shown of "GoW: Chains of Olympus" so far was runing at 222Mhz like everyone else. We are planning on having the final game run at 333Mhz but this likely won't be just to improve the graphics which we think are already pretty awesome.

Cory also makes a joke in his post about 1080p on PSP. This, ironically, is not a joke at all. We ARE able to render the game at 1080p if we want to thanks to a feature of the 2.0 version our engine. It doesn't run in real-time but the results look awesome, even with the assets we built for the regular screen size.

Look for a post shortly on our web site to address out the confusion on the CPU speed issue.

So, while God of War: Chains of Olympus will ultimately take advantage of the improved clock speed, it appears that Ready At Dawn's previously shown work is that much more impressive now.

Thanks for the Barlog-to-Kotaku translation, Didier! I guess what they say about when one assumes is true after all.

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Mon, 25 Jun 2007 19:20:06 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=272164&view=rss&microfeed=true
<![CDATA[ Barlog Downplays God Of War PS3 Talk ]]> God of War II producer Cory Barlog updated his blog with rumor smashing talk of his team's "new project", which, despite rumormongering, he says is not God of War III. (Maybe.) After a quick update on the team's unannounced PLAYSTATION 3 project and God of War for PSP, Barlog starts setting the record straight.

If we do get started on a GOW for PS3 you can be sure I will be screaming about it from the mountain tops the first chance I am allowed. Until then...I am plugging away on my RPG opus 'A Family Ties game'.

Wait, "Family Ties" RPG?! I thought this project was a "Facts Of Life" spin-off. I was really looking forward to recreating Tootie's first near-sexual experience as seen in that one very special episode.

Obviously, with God Of War II sales still going strong, a third chapter in the main series is coming sometime. It just maybe arriving a little later than we all want.

This one is in Drop 'D' [Barlog's Blog]

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Tue, 05 Jun 2007 15:20:34 MDT Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=266199&view=rss&microfeed=true
<![CDATA[ Gods of Game: Totilo V. N'Gai ]]> 21800-9859D882-57FA-42E2-A516-4A53CFA779C2_medium.jpg

It is, I would think, no big secret that MTV's Stephen Totilo and Newsweek's N'Gai Croal are two of my favorite gaming writers. (Clive Thompson would be the third, in my trinity of game writers)

So N'Gai's latest feature over on his Newsweek blog is for me, quite a thing to behold. In Vs. Mode Totilo and N'Gai take one another to task over their feelings on God of War 2.

I'll summarize, poorly, their takes on the game here, but you really, really owe it to yourself to go over there and read the whole thing because it's the sort of game critiquing that you will almost never find.

Totilo comes down on the side of liking God of War 2 but not really being blown away with it. It is a marvel of game creation, he argues, but it's also very much more of the same. And not just because it's a sequel that uses some of the same sorts of setting and themes, but because the game, like its predecessor, uses "level design to define a character's personality", the personalilty of Kratos. And the sequel relies heavily on this same sort of trick.

While he doesn't come out and say it, I think Totilo might also be trying to say that this not only fails to move the development of the game forward, but the development of the character of Kratos forward. He remains fairly unchanged from the first game. And I have to agree, that is a disappointment, though one I didn't totally grasp until just now.


N'Gai comes back swinging, pitting Totilo's encyclopedic knowledge of games against his skills at comparative media analysis and using it to try and pick apart his gaming sensei's arguments.

N'Gai argues that referencing your previous game, either in story or in design, is an acceptable form of homage often used by music producers and rappers. Intratextuality in games is a good thing, he says. He goes on to point out that David Jaffe freely borrowed from the cannon of video games to create his magnum opus, so why shouldn't Cory Barlog do the same.

He conclusion places me squarely on N'Gai's side of this argument. Sometimes a good game is just good, it doesn't have to shake the bounds of its genre or reinvent something. Or as N'Gai put it, misquoting screenwriter and journalist Cheo Hodari Coker talking about P. Diddy's music: God of War II may not be perfect... but it is unquestionably a game that will make you shake your ass.

Damn straight.

Read this, or you can't call yourself a gamer [Newsweek]

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Tue, 27 Mar 2007 11:00:38 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=247431&view=rss&microfeed=true
<![CDATA[ GoW2 Dev Gets Wii, Gets Disappointed ]]>

Cory Barlog had a little dinner with his God of War II design team last week and they gave him a surprise gift: A Wii.

While Barlog said it was "pretty damn sweet" and that he was very moved by the sentiment, the fun factor on the Wii wore off quickly.

Here are some pics of the sweet wii...though I must be honest it was not everything I had hoped it would be. It was fun...but the wow factor wore off fairly quick. The one game I wanted to play, Trauma Center, was definitely a bit of a let down. The wiimote was woefully inaccurate and sapped the fun of the game. The Wii sports golf and bowling was cool...the boxing is freaking terrible though. In the end I hope to see some cool games come out of it, though it has me worried that the whole "what new thing can you do with the controller" fad will wear off after awhile and I will have left is a much slimmer wireless gamecube. Though the gamecuvbe gave me some great gaming moments so I am not all that bummed. I am still happier playing Zelda on my Gamecube...maybe I am just a luddite like that. Who knows?

He did like how well designed the actual console was and "petite".

Demo Time [Cory Barlog]

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Thu, 22 Feb 2007 17:09:11 MST Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=238787&view=rss&microfeed=true
<![CDATA[ The Fabulous, Limited Edition Kratos Statue ]]> Sculptor Mark Newman was commissioned to create 100 of these lovely, blood spattered Kratos statues for the team that created the original God of War. Sure, this thing may be ancient in terms of video game news pieces, but it's—to borrow a phrase from Jaffe himself—fuckin' cool. These shots, including some pre-painted sculpts, were just recently added to the artist's deviantART gallery and are further whetting my appetite for the upcoming sequel and our pending interview with GoW2's Cory Barlog.

Thanks for the heads up, Patrick!

Mark Newman's deviantART Gallery [Some potentially NSFW sculpts there, FYI]

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Mon, 29 Jan 2007 17:40:31 MST Michael McWhertor http://kotaku.com/index.php?op=postcommentfeed&postId=232308&view=rss&microfeed=true
<![CDATA[ God of War 2 (Action) Figures Coming? ]]>

Hot cha cha. Cory Barlog writes on his blog that he has been meeting with unnamed folks about the possibility of getting some God of War 2 "figures" made. Please, oh please mean action figures and not metal non-posable figurines. I need a Kratos with tiny spinning Blades of Chaos and and action crotch thrusting (For bonus points, don't ya know.). That would so rock.

Oh, and they're doing a playtest at the end of the month and other non-action figure related stuff.

"You mean Coitus?"
[Don't play games with me]

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Thu, 17 Aug 2006 16:00:07 MDT Brian Crecente http://kotaku.com/index.php?op=postcommentfeed&postId=194961&view=rss&microfeed=true