- Character Development
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- Nov 07, 2020
Cory Barlog Quotes
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- Last Updated on May 30, 2021
- Hate
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- Nov 07, 2020
When you pitch a half-baked idea it's so easy for someone to pick it apart and hate on it.
- Lose
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- Nov 07, 2020
I wanted to experiment with more deliberate combat but I never wanted to lose that DNA of what 'God of War' is.
- Mind
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- Nov 07, 2020
A game director, in my mind, is somebody who makes everybody on the team miserable for the duration of the project.
- Figuring
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- Nov 07, 2020
You have to have this straddling balance of realizing that games are incredibly complex. You can have an idea of where you want to go with something, the structure of something, but the actual moment to moment figuring all this out-it unravels over the course of, in 'God of War''s case, about five years.
- More
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- Nov 07, 2020
I don't think I've ever worked on anything that wasn't way bigger than we expected. That's all the way back to working on fighting games at Paradox. Everything seems to balloon when more and more people get involved.
- Day
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- Nov 07, 2020
I used to animate. I started in animation, and you'd end every day with at least one substantive contribution.
- Follow
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- Nov 07, 2020
Every creator has to follow what they believe. That's the message I would love for every single executive to get, to clearly understand, and every single producer out there.
- People
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- Nov 07, 2020
I'm not a competitive player at all, but I don't want competitive games to go away, because for some people that's why they play games, to compete.
- God
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- Nov 07, 2020
God of War' was a 40-60 person team. It was a lot of very different, very passionate, very crazy people.
- Night
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- Nov 07, 2020
Staying in a hotel, I get zero interruptions and sleep all the way through the night. It's amazing.
- Love
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- Nov 07, 2020
I'm very - I love talking about games, I love talking about movies and TV shows and love what I do at work. But after work, I don't want to talk to anybody. I'm super private. I stay home.
- Human
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- Nov 07, 2020
For me, human beings have a very difficult time changing. It's one of the hardest things to do.
- Moment
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- Nov 07, 2020
I'm trying to be better for my son. And regretting every moment that I'm not spending with him.
- Life
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- Nov 07, 2020
Throughout my life, I've seen that everybody has had something to teach me and, strangely, it's always something relevant to what I'm going through at that point.
- Love
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- Nov 07, 2020
Initially I took the job because I thought it would be really easy. I was like, I'll take the paycheck because I want to do my own movie. That didn't work out. In the first two weeks I fell in love with Kratos from an animation perspective; I'd never been able to do anything like this.
- Curiosity
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- Nov 07, 2020
That feeling of being rewarded for your curiosity is huge. It's why I play games, this idea of truly existing in a world.
- Important
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- Nov 07, 2020
The dynamics of storytelling are very important. To just be serious and morose all the time would be not very enjoyable.
- Long
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- Nov 07, 2020
At the end of 'God of War III,' after laying waste to Olympus, Kratos leaves and, for me, goes on this really long wandering pilgrimage.
- Game
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- Nov 07, 2020
Picking just one game above all is nearly impossible for me, but if I had to, it would be 'Metal Gear Solid.' I remember being completely blown away with the story, the mechanics and the overall presentation on my first playthrough.
- Me
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- Nov 07, 2020
The Uncharted' series really pushed me as a developer. They managed to raise the bar with every single release and produce an action- packed thrill ride starring characters I wanted to hang out with, and mechanics I can easily pick up and play.
- Game
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- Nov 07, 2020
The Resident Evil' series. Not only are they great games, but the creators' willingness to reinvent the game every so often is something I think positively affects our industry.
- Nov 07, 2020
Sometimes a crazy idea can make something special.
- Considerable
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- Nov 07, 2020
So Kratos is always angry, and he spent a considerable amount of time after 'God of War' trying to be away from people and trying to figure out how to get control of that. So it is this kind of internal struggle for him at all times.
- God
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- Nov 07, 2020
My thing I always go back to is that sense of finishing 'Castlevania: Symphony of the Night,' and that castle flipping over, and just going, 'Oh my God, that was amazing! I have so much more to play!' It was astounding. I think I've always been chasing that. I think my entire career, I have been like, 'I want that kind of epiphany.'
- Me
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- Nov 07, 2020
Play the way you want to play. I want to give as much power back over to the player as possible. That's where games are leaning: give me the tools, let me do what I want to do with it. Let me solve the problem the way I want to solve it - experience the combat the way I want to experience it.
- God
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- Nov 07, 2020
And I could see - this franchise is very successful for Sony and I think it's awesome. I was big part of making that a success for them and I think it's great that they should continue doing it, but I don't want to make 'God of War IV' and 'God of War V' and 'God of War: The Expansion Pack' and 'God of War: The Role-Playing Kart Racing Game.'
- Creative
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- Nov 07, 2020
It is the adage of any creative thing; it looks terrible, it is an ugly baby, until the very last second.
- Character
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- Nov 07, 2020
I don't really want to make casual games or games with no sort of story backbone or character backbone.
- Look
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- Nov 07, 2020
Drama comes from characters changing. If characters stay the same and nothing changes, there's really nothing to look at.
- God
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- Nov 07, 2020
God of War' is traditionally known for these cinematic, pull back cameras, which I think are fantastic.
- How
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- Nov 07, 2020
The vocabulary of film is camera cuts, it's how they communicate. But games are different. We don't really need to do that. We do it because it's a language that we're familiar with.
- Dramatic Change
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- Nov 07, 2020
There are some who expect every game to make a dramatic change the way that 'Resident Evil 4' did over its predecessors. And for that series I think the change was fantastic and completely necessary. I honestly think it should have happened much sooner than it did. But that kind of change is not necessary for every game.
- Fun
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- Nov 07, 2020
The Wii is fun, but nothing feels all that accurate or precise. I don't want to play an action game with controls that sloppy.
- Great
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- Nov 07, 2020
I would love for 'God of War II' to be considered the swan song of the PS2 but I really don't think this will be the last great game on the system.
- More
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- Nov 07, 2020
Despite what many say or think, the PS2 is here to stay. I know that Microsoft dropped the Xbox like a bad habit but PS2 still has more staying power.
- Identity
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- Nov 07, 2020
I want games to have their own identity.
- Crazy
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- Nov 07, 2020
Games change by the different creatives that get involved and say, 'I have this crazy idea.'
- Me
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- Nov 07, 2020
I don't want to work on any games that don't have some kind of story component because that is the draw for me.
- Drive
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- Nov 07, 2020
Competition doesn't drive me. It's not to say that competition is bad, it's not to say that competitive games are bad because I love that those that exist, but it's not my thing.
- Life
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- Nov 07, 2020
Kratos began life as an anti-hero at a time when anti-heroes in games were scarce.
- Person
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- Nov 07, 2020
Superman' was created at a time when we needed some idealistic, perfect person to aspire to, which is why he is so flawless.
- Game
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- Nov 07, 2020
I think the best thing you can do with a 'Superman' game is to kind of explore the psychology of what it would be like to be a person who slowly begins to realize that he can't save everybody.
- Life
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- Nov 07, 2020
We did so much work developing the character of Kratos, why would we throw all that out? We're sort of treating the first seven games like chapter one of this character's life.
- Perception
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- Nov 07, 2020
I had a very specific idea of the personal nature of the story I wanted to tell, really changing the image and the perception of Kratos.
- Just
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- Nov 07, 2020
Strength comes in so many forms. Not just the physical strength, but to understand the emotional strength. To have emotional vulnerability, to show that's not a weakness.
- Focus
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- Nov 07, 2020
We're growing into an entertainment medium as opposed to 'We make games. We make Mario jump.' We no longer have to focus so hard on the technical hurdles and can ask, as a player, why am I doing this? Why am I making these choices? Games that don't have that strong foundation stumble.
- People
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- Nov 07, 2020
But I think it shortsells any idea when you say there's a similar part to something else, like 'aw man, 'The Avengers' is ripping off 'Batman.' You've got people running around in outfits.' Of course, there are outfitted people and there's superhero stuff, but it's not just ripping off 'Batman.'
- New
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- Nov 07, 2020
There's nothing new, even 'new' is inspired by something. We're all, either consciously or unconsciously, we're inspired.
- Game
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- Nov 07, 2020
I went to work with George Miller on game stuff, but to also learn every possible thing I could from somebody I admire so much.
- Me
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- Nov 07, 2020
If something evokes a strong emotional reaction in me, I need to push myself in that direction.
- God
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- Nov 07, 2020
The thing I really liked about the early 'God Of War' games was the idea that from the menu screen it felt like you went right into the game.
- Game
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- Nov 07, 2020
Puzzles are always a difficult thing, I don't think I've played any games where the puzzles are perfectly contextualised, unless the entire game is a puzzle game built upon that concept.
- Me
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- Nov 07, 2020
God of War 2,' for me, was great because we were experts at the platform. You know, it was at the end of the PS2's lifecycle and we knew everything about it.
- Gotta
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- Nov 07, 2020
Gotta know the rules to break the rules.
- Great
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- Nov 07, 2020