<![CDATA[Kotaku: the developer's studio]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: the developer's studio]]> http://kotaku.com/tag/thedevelopersstudio http://kotaku.com/tag/thedevelopersstudio <![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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<![CDATA[ICO Creator Weighs In On God of War II]]> Shadow of the Colossus and ICO creator Fumito Ueda was recently interviewed by Famitsu on the topic of, oddly enough, God of War II. The game director discusses in great detail his impressions on the PlayStation 2 game from SCEA and the differences between Western and Japanese game development. There are some fascinating insights into the different philosophies on development from cost and design perspectives.

Unfortunately, some of Ueda's comments are rather vague—his comments about the recycling of game assets and code, for example—possibly with some of the finer details lost in translation, but it's still a good read.

This—video game developers discussing their own work in the terms of their peers—is something I'd definitely like to see more of. You can read the translated interview with Ueda at God of War II director Cory Barlog's blog.

Ico of War! [Don't Play Games With Me!]

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