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Cory Barlog Quotes

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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.

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...

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.

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.

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.

I want games to have their own identity.

Games change by the different creatives that get involved and say, 'I have this crazy idea.'

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.

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.

Kratos began life as an anti-hero at a time when anti-heroes in games were scarce.

Superman' was created at a time when we needed some idealistic, perfect person to aspire to, which is why he is so flawless.

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.

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.

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.

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.

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...

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 nothing new, even 'new' is inspired by something. We're all, either consciously or unconsciously, we're inspired.

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.

If something evokes a strong emotional reaction in me, I need to push myself in that direction.

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