Creating a Deeper Emotional Connection: The Cinematography of God of War

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  • เผยแพร่เมื่อ 17 พ.ย. 2024

ความคิดเห็น • 24

  • @hypejuice1321
    @hypejuice1321 3 ปีที่แล้ว +19

    The cinematography in junction to the one-shot camera was very well done and made the player really feel injected their in the story. chefs kiss!

  • @AddGaming.
    @AddGaming. 3 ปีที่แล้ว +34

    inofficial timestamps:
    0:00 introduction
    1:10 the challenge
    2:15 the theory - overview
    3:00 concept - metal absorption and games
    3:44 sympathy vs empathy
    4:45 concept - tying it together
    5:20 1st person camera and absorption
    6:13 3rd person camera and sympathy
    7:05 crux of the conflict
    8:55 the intrinsic problem
    10:30 breaking emotional defense (case study: the exorcist)
    12:55 bridging the gab
    14:33 script breakdown
    15:05 camera nuance
    18:09 interactive game camera
    21:10 creative challenges
    26:20 technical challenges
    27:12 zooming
    30:50 visual defects
    33:00 hand held
    35:46 the one-shot
    39:10 previsualization pitfalls/traps
    41:02 the one-shot - actors
    44:10 key takeaways
    47:45 QnA

  • @shreyansjain65
    @shreyansjain65 3 ปีที่แล้ว +26

    Oh boy you wouldn't believe how much i was looking forward for that thank you for uploading

    • @MadPropzBaller
      @MadPropzBaller 3 ปีที่แล้ว +1

      I see what you did there 💪

  • @solortus
    @solortus 3 ปีที่แล้ว +9

    amazing talk, God of war has one of the best cinematography in gaming history

  • @BloodSasuke101
    @BloodSasuke101 2 ปีที่แล้ว +1

    I love the Q&A because it gives you some insight as to not just WHAT is being asked but WHY its being asked. To me, it shows that complete buy in and trust in a vision is not easy to do but the devs of Santa Monica trusted each other and the vision and delivered a MASTERPIECE.

  • @anmolsingh4026
    @anmolsingh4026 3 ปีที่แล้ว +6

    Why is it that every person who worked on GOW is just soo pathbreaking and intelligent

  • @sybilcollas
    @sybilcollas 3 ปีที่แล้ว +8

    Brilliant talk, packed with insight. Thank you for shedding more light on the fantastic processes being the narration of this gem.

  • @Kane.JimLahey.
    @Kane.JimLahey. 5 หลายเดือนก่อน

    While the "Not cutting the camera away" is impressive, and still fairly unique among most modern titles, it is often hampered by having to go to the equipment menu every 30 mins to an hour to update all the new loot received, mitigating the affect of the realistic cinimatic immersive style. Dead Space 2 did managed this by having the inventory screen in-game for the player as UI and for Issac Clarke himself never pulling out of the experince or game itself. That game also did the "No cut" style years before back in 2011. Regardless I appreciate the attention to detail that is always readily apparent when I play the rebooted God of War games. Lovingly crafted. Can't wait to see what they do with the next title in the franchise! These developers at Santa Monica are at the top of their game, some of the best I'm the business and I have no doubt their next game will be spectacular. Cheers!

  • @HAL1138
    @HAL1138 3 ปีที่แล้ว +9

    As a Video Cinematographer this is an invaluable resource to be able to watch. Thanks!

  • @goldmemberpb
    @goldmemberpb 3 ปีที่แล้ว +6

    You could argue that the player pausing the game to go into menus or the warp menu breaks away from the no cut camera but still, what they achieved is pretty amazing.

    • @CorvinaNoirManra
      @CorvinaNoirManra 2 ปีที่แล้ว +4

      yes, just as much as when I pause a no cut camera movie to answer the door 🧠

    • @rufus5208
      @rufus5208 11 หลายเดือนก่อน

      What is there to argue? You literally are breaking away from the no cut camera. Just like when you turn off the game to go to bed. 🧠

  • @FuranA7x
    @FuranA7x 3 ปีที่แล้ว +1

    How does this not have more visits?

  • @pf7578-p8o
    @pf7578-p8o 2 ปีที่แล้ว

    Truly inspiring !

  • @Mrplasticuppolitics
    @Mrplasticuppolitics 3 ปีที่แล้ว

    Fantastic talk!

  • @8butsideways295
    @8butsideways295 3 ปีที่แล้ว +4

    Even more gow 😎👍

  • @livecarsonreaction
    @livecarsonreaction 2 ปีที่แล้ว

    It's going to feel so weird if Ragnarok doesn't have the no-cut camera. It won't be unplayable, but it definitely won't have the same immersive, character-focused vibe.

  • @JoyasInmaculadas
    @JoyasInmaculadas 2 ปีที่แล้ว

    I think people at Santa Monic Studio should've studied this conference while creating Ragnarok. Ragnarok might even be a better videogame but it's a very mediocre inmersive experience, despite the beautiful visuals

  • @LeynosJehuty
    @LeynosJehuty 3 ปีที่แล้ว

    Doesn't make sense why CA in budget games like Lost Sphere. So Tokyo RPG Factory can't claim Uncanny valley in their game

  • @itsasecrettoeverybody
    @itsasecrettoeverybody 3 ปีที่แล้ว +6

    AKA transforming games into movies and how to trick the player into thinking he is doing something meaningful.

    • @LEg3enDArmy
      @LEg3enDArmy 3 ปีที่แล้ว +1

      playing a video game has no meaning anyway, only if you are an incel maybe

    • @helljumper_
      @helljumper_ ปีที่แล้ว +3

      They are doing the same thing even with puzzles, the player companion is constantly sharing the solution. And people love it, the trick is clearly working. It's just crazy to me.

  • @Ifailedtopickanick
    @Ifailedtopickanick 2 ปีที่แล้ว

    The conepts he is using are murky, poorly defined, separated and synonymous. He uses much more slides with textual and video information than it is actually needed to get the point across. He hadn't prepared well, a waste of time for the audience. A non actionable, tautologous and obtuse talk.