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Jonathan Knight is Dante's Inferno's executive produce and spoke to Arstechnica about the game before its release. He is quizzed on the extraoridinary marketing push of the game as well as the undoubtable likeness to the God of War franchise.
He also downplays God of War questions, claiming many titles influenced the game from the early stages. "The thing that was important was to build a really great and responsive combat system. It's a video game at the end of the day, and we wanted to make sure the combat felt great."
It was important for the system to be responsive, to flow from move to move with plenty of cancelling so you were never locked into long attack animations. "When you do something with the controller, the hero should instantly respond." He pointed to two games that provide that feeling: Devil May Cry and God of War. "When we get that comparison that it feels like those games, it's very flattering."
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- Dante's Inferno [PSP, PC, XBOX360, PS3]








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