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Heavenly Sword Interview

PlayStation 3 Interview by Robert Purchese

17 May, 2007

Page 1 of 2. Page 2 ->

The fate of any new console isn't so much about how powerful it is, but the quality of its first party exclusive titles. You only have to look at how significant Gears of War, Project Gotham Racing and Halo have been in establishing Microsoft as a serious player, or how vital Zelda and Mario games are to Nintendo.

But does Heavenly Sword have what it takes to banish the cycle of negativity surrounding the PS3? Certainly from what we've seen so far, it's a very interesting proposition from a technical standpoint, but does it have the crossover potential to be the sort of game you'd buy a PS3 just to play?

With the launch of the game just four months away, we thought it was high time we caught up with Ninja Theory's co-founder Tameem Antoniades and find out how the game's shaping up.

Eurogamer: What have you learned from the experience of making Kung Fu Chaos for Microsoft - i.e. what did you do differently this time to get the amount of pre-release attention that KFC simply didn't generate?

Tameem Antoniades: We learned a lot of lessons. Two of the biggest ones at the time were "Go big or go home!" which every publisher rammed into us, and don't do a cartoony game unless it is an established brand. We also did our own PR and marketing when we didn't have a publisher, which helped us a lot. A big thanks to you guys for supporting and covering us back then!

'Heavenly Sword' Screenshot 1

Bless her cotton socks.

Eurogamer: What elements of Kung Fu Chaos made it into Heavenly Sword? As presumably you didn't just junk all the good ideas you had and start from scratch.

Tameem Antoniades: Yeah, it does seem like a bit of a leap from KFC to HS, but look closely and you'll see that there are a lot of ideas we have built on.

We learned a fair bit about how to make combat work in a third-person game with multiple enemies, so we really pushed that to the maximum of our abilities. The object interaction we took, too, so that you can pick up and throw pretty much anything in the environment.

The variety of mini-games we had in Kung Fu Chaos made it through to a degree, although it's integrated into the story and action rather than being a separate part. The scale of the levels and richness of animation we pushed to new heights, as we're strong in that area, and the replays with cinematics were pretty cool so we did our best to integrate them into the gameplay.

On top of all that we added loads more layers; things like physics, story, facial performances, interactive audio, group A.I. and armies to name a few.

Ultimately, Heavenly Sword would never have been possible without the experience we gained from making Kung Fu Chaos, even if it is a completely different gameplay style.

Eurogamer: Kung Fu Chaos was one of the few genuinely amusing games of the last generation, yet Heavenly Sword appears to play it with a straight bat. Was that a conscious decision from day one?

Tameem Antoniades: You may well be surprised by the humour in Heavenly Sword!

It will come courtesy of our innate draw towards it and the wicked sense of humour that Andy Serkis has. Most of this revolves around King Bohan and his three Generals, who are sick, sadistic and one of the most dysfunctional "families" ever seen in a film or game.

But, yes, the humour is a lot more subdued than the slapstick approach in Kung Fu Chaos. We wanted to make something with feeling that could affect you at a deeper emotional level, so the themes are more character-based this time.

We've always maintained that the big difference between the last generation and this one is that we can create more believable characters and stories, so we've pushed in that direction by collaborating with people who are the best in their fields, such as Andy Serkis, Weta Digital and Nitin Sawhney.

'Heavenly Sword' Screenshot 2

Our unblemished and fiery vixen.

Eurogamer: What helped influence the game setting? What kind of hero are you trying to create, and, conversely, how have you made the bad guys interesting to those of us who've fought a zillion nefarious maniacs over the decades? Who's the history buff on the team?

Tameem Antoniades: There are quite a few kung fu and samurai movie buffs on the team, including myself. And I'm satisfied we have created a fantasy setting that feels grounded and could easily be built upon in future.

The hero we tried to create was one that was strong and beautiful, yet vulnerable and tragic. In a way I think we created a typical Eastern or European hero - one that favours inner strength over American outer strength.

Eurogamer: The art style is very strikingly different. Who came up with the art direction, what were the influences there, and how hard was it to fit the design around the overall look of the game?

Tameem Antoniades: We wanted to make a beautiful, dreamy Wuxia experience like Hero or Crouching Tiger. So rather than go for realism we went for a stylistic look revolving around scale, lighting and movement.

Originally we wanted something authentically Eastern, but quickly found it to be derivative and restricting. Game worlds just have to look larger than life to be interesting, so we ran with our imaginations and found every excuse to make it more stylish and over-the-top at every turn.

There were lots of hands involved in shaping the visuals, mood, animation, and feel of the game, so there's no one person that I can pick out above others. It's been a team effort and lots of excellent talent has helped make Heavenly Sword what it is. I am proud of what we have achieved from such humble beginnings.

Eurogamer: What games would you say Heavenly Sword has most in common with? If we were lazy and trying to encourage a mate to buy it, our first impressions suggest it's Prince of Persia meets God of War. Is that on the money?

Tameem Antoniades: If you really want a small list of influences and inspirations, how about this: the poetic beauty of ICO, the dynamic action of Panzer Dragoon Orta, the extreme style of Devil May Cry, the depth of combat of Virtua Fighter, the visual emotion of Crouching Tiger Hidden Dragon, the "wire-fu" style of Yuen Woo Ping, the over-the-top action of Kung Fu Hustle, the madness of Versus and the scale of Lord of the Rings.

But we've always made things our own and pushed them into areas we were interested in going. So I would really prefer the game to be judged on its own merits, as it really isn't the same experience as any of the games or movies I mentioned.

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Comments: 1-50 of 77 in total | next 50 »

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morriss
17/05/07 @ 08:37
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How do we know it's going to be a 'future classic'? Might be pants.
disc
17/05/07 @ 08:39
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Overlush
17/05/07 @ 08:41
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Off topic: why aren't the readers review archives changing?
krudster [mod]
17/05/07 @ 08:46
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Good question! I'll look into it.
souljacker2000
17/05/07 @ 08:48
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I dont have a PS3 I dont want a ps3, but if i did i would love to have this game... looks imense
zuljin
17/05/07 @ 08:50
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Dammit I was halfway through... Grrr
Moz
17/05/07 @ 08:55
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I'm currently on a strict one game a month diet! Though from the looks things the september releases are going to last me through to the end of the year!!

This is currently looking like the game i'll get in Sept, with Halo 3 slipping further towards next year if i bother getting it at all.
ZuluHero
17/05/07 @ 08:55
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"...If you really want a small list of influences and inspirations, how about this: the poetic beauty of ICO, the dynamic action of Panzer Dragoon Orta, the extreme style of Devil May Cry, the depth of combat of Virtua Fighter, the visual emotion of Crouching Tiger Hidden Dragon, the "wire-fu" style of Yuen Woo Ping, the over-the-top action of Kung Fu Hustle, the madness of Versus and the scale of Lord of the Rings"

Oh man, you had me at 'hello'.

I really hope the ps3 drops in price when this is released... :S
morriss
17/05/07 @ 08:55
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frod: can't take any valid criticism toward a Sony machine/article/game or anything else as usual, eh?

How can something be described as a 'future classic'? Explain the concept to me.
Moz
17/05/07 @ 08:59
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So morriss your saying that Halo 3 can't be discribe as a future classic either then?
Edited 1 times, most recently on 17/05/07 @ 09:59
zuljin
17/05/07 @ 09:02
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I really like the fact so much of the acting is mocapped... It looks outstanding, although I realise I am judging it solely on that first vid disc posted.
morriss
17/05/07 @ 09:08
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@Moz: No. A potential classic, maybe.

frodlol. As soon as the conversation rises above fanboy-calling, he skulks off. Child.
mattigan
17/05/07 @ 09:12
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How can something be described as a 'future classic'? Explain the concept to me.

It's an oxymoron, typically used by smug gits who think they're sitting on a goldmine product that will catapult sales into orbit.

andromeda
17/05/07 @ 09:16
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mega-mEH
old skool
17/05/07 @ 09:26
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@disc
thanks for the links, looks interesting
RedPanda
17/05/07 @ 09:26
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That image with the army in it is insane if its gameplay and not cutscene :)

Love the visual style of this from what I've seen. Bit scared it'll end up being ace and I'll be tempted to pick up uber-crazy-pricey console and be a pauper for ages :(
Tonka
17/05/07 @ 09:35
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@morris: Your bundy impersonation is spot on
10/10
Kiigan
17/05/07 @ 09:38
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The game looks very interesting, and I'm looking forward to having something worth playing on my PS3.

However one thing that puts me off is the "QTE" button-mashing stuff I've seen in trailers of Heavenly Sword. I hated that sort of thing in (the otherwise wonderful) God of War II as well. That sort of thing just feels like a failing of the game design. It's as if there's a design document listing all these action-movie hallmarks that MUST be crowbarred into the game, but rather than actually finding a credible way to implement them in play, designers just throw their hands up in the air and settle for simple-minded simon-says button mashing as a way of making it interactive. Job's a good 'un! Thing is though, games like Ninja Gaiden Black and Devil May Cry 3 let you do awesome things all through normal play - there's no need to undermine all that effort (creating a satisfying, exhilarating, entertaining combat system) by settling for a decidedly UNsatisfying QTE sequence.

The whole thing is rather baffling. Investing all that time and effort to make a brilliant fighting game... only to then disregard that effort for the dramatic action sequences, supplanting your wonderful action figure controls for moronic button mashing? I hope the QTE stuff goes out of fashion soon.
kangarootoo
17/05/07 @ 09:46
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Of course something can be a future classic, so long as you accept its a prediction rather than a statement of fact.

I suppose the proper way to describe it would be "I predict that in the future, people will look back at this as one of the classics", though that amount of detail is only really required by the anally retentive.

Whether this turns out to be said classic is another matter. Thius kind of game ALL hinges on the gameplay mechanics, which could be bloody awful. Lets wait and see.
Machetazo
17/05/07 @ 09:46
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I was pleased to read the comments regarding the variety of situations and gameplay types that Heavenly Sword will include. It's also good to know a demo's in the works. Should help raise some eyebrows, and peak some interests.
kangarootoo
17/05/07 @ 09:48
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@Kiigan

"designers just throw their hands up in the air and settle for simple-minded simon-says button mashing as a way of making it interactive."

I think thats a little severe. I personally don't much like that sort of mechanic, but mainly because it is often used in combination with instant death failure conditions. But some people genuinely enjoy that sort of mechanic and you can't blame a designer for catering to their audience.

I also think that used sparingly and in the right way, that sort of mechanic can actually be quite fun. So lets wait and see how it turns out.
RedPanda
17/05/07 @ 10:00
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I think a lot depends on checkpointing with QTE stuff. IIRC Resident Evil 4 did it quite well, making sure you started very close to the begining of the QTE if it was going to be a live or die one.

The actual example I remember is the bit near the begining where you have to outrun the boulder.
Artemis_Matsas
17/05/07 @ 10:03
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Well, this one certainly looks promising!
FrostyPhoenixxx
17/05/07 @ 10:11
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Ninja Theory games suck big time, this will be no different, It's only hyped up because there is nothing else on PS3 to get excited about.

You can keep these crappy Kung fu chaos wannabe crappy games
The_Programmer
17/05/07 @ 10:12
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"We have stuffed the Blu-ray disc with data. It's full up, and we actually struggled to get it all in! "
So the Blu-ray drive isn't big enough either. So much for all those complaints about DVD.
Lov3
17/05/07 @ 10:16
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"If you really want a small list of influences and inspirations, how about this: the poetic beauty of ICO, the dynamic action of Panzer Dragoon Orta, the extreme style of Devil May Cry, the depth of combat of Virtua Fighter, the visual emotion of Crouching Tiger Hidden Dragon, the "wire-fu" style of Yuen Woo Ping, the over-the-top action of Kung Fu Hustle, the madness of Versus and the scale of Lord of the Rings."

Great references list! I'm sold.
morriss
17/05/07 @ 10:20
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Another Sony defender in the shape of Tonka. You lot should wear capes and badges!

:)
dirigiblebill
17/05/07 @ 10:21
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Fookin' ace, milord.

/gurgles with appreciation
dirigiblebill
17/05/07 @ 10:22
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'Another Sony defender in the shape of Tonka. You lot should wear capes and badges!'

And you, baby, should be in real life.

/Beeblebrox
Killerbee
17/05/07 @ 10:29
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This looks and sounds very good indeed - my only concern is that the combat will be a bit too complex. I've never really gotten on very well with beat 'em ups that have countless moves and button combos to remember. God of War got things about right imho, so I hope this remains playable to those of us who aren't uber-hardcore for the likes of Soul Calibur.
Wabe
17/05/07 @ 10:31
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"We've always maintained that the big difference between the last generation and this one is that we can create more believable characters and stories..."

Why on earth does he think that? You can create believable characters and stories with nothing more than a pencil and paper.
disc
17/05/07 @ 10:37
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FrostyPhoenixxx: This is their second game. Kung Fu Chaos was quite a fun little fighter even though it was harmless.
TwistidChimp
17/05/07 @ 10:39
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The only thing that worries me is that he seems to equate more believable with more polygons. Which is obviously BS. That said Heavenly Sword looks awsome in pretty much every concievable way. Hope they dont overdo the QTE's but other than that this is very much the reason i'll probably pick up my ps3.
Steroyd
17/05/07 @ 10:42
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"If you really want a small list of influences and inspirations, how about this: the poetic beauty of ICO, the dynamic action of Panzer Dragoon Orta, the extreme style of Devil May Cry, the depth of combat of Virtua Fighter, the visual emotion of Crouching Tiger Hidden Dragon, the "wire-fu" style of Yuen Woo Ping, the over-the-top action of Kung Fu Hustle, the madness of Versus and the scale of Lord of the Rings."

They mentioned ICO. :O

Hawt.
dirigiblebill
17/05/07 @ 10:46
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'They mentioned ICO.'

Yes, but in a very flowery, Times Literary Supplement sort of way.
morriss
17/05/07 @ 10:47
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This was the game that impressed me most at E3 last year; I fell in love with the trailer back then and iss one of the reasons I bought a PS3.

The new stuff looks great too. Let's hope it lives up to its promise.
Pirotic
17/05/07 @ 10:50
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met Tameem once, came across as a complete muppet. Wasn't suprised to hear from some fellow sony staffers that they got moved off a new racing project to try to fix this game up after it was deemed to be heading downhill and overbudget :P Hope Ninja Theory don't take all the credit.
Edited 2 times, most recently on 17/05/07 @ 11:52
dog2_99
17/05/07 @ 11:03
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Is it just me or does this not look as 'nice' as the early stuff shown! Before you all start i have PS3 so not trying to make any kinda point on that front!

Still lets judge the final product right?
zuljin
17/05/07 @ 11:03
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@onka
"Your bundy impersonation is spot on"

Ted Bundy or Al Bundy?
disc
17/05/07 @ 11:12
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dog2_99: It looks better. Check out the cinematic pics : 1 2 3

And the gameplay graphics and animations are also quite improved from the first time the game was shown.
Edited 1 times, most recently on 17/05/07 @ 12:13
dirigiblebill
17/05/07 @ 11:14
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Yo disc, you're like the Voice of God or something these days. Perish the Unbeliever who doubteth the Powaaaah of Cell ;)
disc
17/05/07 @ 11:19
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Do you have a problem with me? Send me a private message and we can work it out.
Hugundo
17/05/07 @ 11:24
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"I'd rather not try and hype it up anymore than it is now"

Too late.
dirigiblebill
17/05/07 @ 11:31
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Oooh, sounding a bit 'pistols at dawn' there.

I'm not having a go at you, just think you're getting a bit heavy-handed on occasion :)
disc
17/05/07 @ 11:34
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Point taken.
dirigiblebill
17/05/07 @ 11:39
#46
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On the other hand I could just be a frivolous twat :)
dog2_99
17/05/07 @ 11:41
#47
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Stand (well sit) corrected...perhaps the pics in the article are not the best though!

squarejawhero
17/05/07 @ 11:44
#48
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Umm... love the face, but is the hair actually hair or ribbons? I'm confuzzled!
agparrot
17/05/07 @ 11:44
#49
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What happened to her in disc's third picture? did she fall and break her teeth?
morriss
17/05/07 @ 11:45
#50
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I now see the sub-heading has been changed. So I had a point after all? I thought I was just some rabid anti-Sony troll....

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