Gotta know the rules to break the rules.

Sometimes a crazy idea can make something special.

Resident Evil 4' truly changed the way I look at making games.

At its root, 'God of War' was always the promise of adventure.

I can't learn Swedish to save my life. I tried, but I'm not very good at it.

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

When you pitch a half-baked idea it's so easy for someone to pick it apart and hate on it.

I'm trying to be better for my son. And regretting every moment that I'm not spending with him.

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

For me, human beings have a very difficult time changing. It's one of the hardest things to do.

Staying in a hotel, I get zero interruptions and sleep all the way through the night. It's amazing.

I don't really want to make casual games or games with no sort of story backbone or character backbone.

God of War' is traditionally known for these cinematic, pull back cameras, which I think are fantastic.

God of War' was a 40-60 person team. It was a lot of very different, very passionate, very crazy people.

It is the adage of any creative thing; it looks terrible, it is an ugly baby, until the very last second.

My wife is Swedish, so I'm familiar with the Scandinavian kind of odd humor. It's very dark and very deadpan.

I used to animate. I started in animation, and you'd end every day with at least one substantive contribution.

I wanted to experiment with more deliberate combat but I never wanted to lose that DNA of what 'God of War' is.

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.

A game director, in my mind, is somebody who makes everybody on the team miserable for the duration of the project.

The dynamics of storytelling are very important. To just be serious and morose all the time would be not very enjoyable.

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

That feeling of being rewarded for your curiosity is huge. It's why I play games, this idea of truly existing in a world.

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

Working with George Miller was an education. It was eight college degrees in character development and directing all at once.

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 went to work with George Miller on game stuff, but to also learn every possible thing I could from somebody I admire so much.

It's better to do something really really well and thorough, than I think to have a surface level version of a lot of different things.

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.

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.

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.

Having a kid motivates you to really take stock of yourself and how much of yourself you want to be reflected back in the actions of your kid.

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.

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.

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 enjoy flawed heroes that actually struggle, you know, with their own sort of path and are not really aware that they reach that level of being a hero.

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.

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.

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.

As a writer, you understand how hard it is to build up backstory for characters, so you can have impactful moments. You have to build toward something and then pay it off.

I think that's the beauty of the collaboration with a team. In the end, it never turns out how you imagine, it always is this amalgam of bringing in different perspectives.

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.

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.

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.

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.

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.

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.

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.

No one finds it interesting to look at the person who is perfect all the time. They have no flaws. Flaws are what open us up to another person to show that we are not having a veneer, a fake sort of exterior.

Any sort of major change we want to make in our life is hard. Change is not easy and true change takes time and takes thousands, millions probably, of failures along that path and that's the interesting thing.

Share This Page