"god of war" Posts

How Santa Monica Studio Created God of War’s Greatest Challenge

Posted by on Feb 01, 2019

There is no single formula for making a good boss fight in video games. Every fight serves a different purpose. The best fights are the ones that embrace that purpose, without getting bogged down by lofty ideas about what a good boss fight needs to look like. For example, let’s compare the Valkyrie boss fight to the Baldur boss fight.

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Editors’ Choice 2018: Why God of War is One of 2018’s Best Games

Posted by on Dec 28, 2018

God of War defies hyperbole. Almost every effusive thing you may have heard about Santa Monica Studio’s hit is borne out through gameplay. It’s a study in contrasts. It’s brutal, but sensitive; fast, but methodical; huge and sprawling, but intimate and focused; loud, but quiet.

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Memories of Mother: How the Music of God of War Brought Faye to Life

Posted by on Dec 18, 2018

We began by laying out a few high-level ideas to pitch to game director Cory Barlog. The first was to have Bear McCreary compose the score. Keith had worked with Bear on SOCOM 4 and was impressed with his ability to integrate ethnic instruments into a modern orchestral sound, and by his gift for composing memorable themes. We were certain that the new score would rely on an assortment of Scandinavian instruments to help place it in the Norse world, so Bear’s expertise in this area was crucial.

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How Santa Monica Studio Nailed Exploration in God of War

Posted by on Dec 05, 2018

God of War was built around three core pillars that would influence all design decisions for the project: Combat, Father/Son, and Exploration.

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Read 2 Pages of the Upcoming God of War Prequel Comic

Posted by on Nov 09, 2018

I’ve always loved stories that take characters from one setting or era or genre and drop them into another—samurai warriors in the Old West, western gunslingers in the African jungle, and so on—and the story-telling possibilities of taking a character like Kratos and running him up against the kinds of obstacles he might encounter in a world filled with ice giants and trolls were too intriguing to pass up.

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Midgard Mishaps: Insights From God of War’s QA Team

Posted by on Oct 23, 2018

QA spans all game content and all of the departments who create it, so we needed a team capable of working hand-in-hand with the numerous creative disciplines to effectively support God of War. We would also be remiss if we did not mention and pay thanks to the entire First Party QA test team, without whom we could not have successfully shipped this title.

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The Art of the Scene: Cinematic Challenges in God of War

Posted by on Sep 28, 2018

Each of these moments was a mental turning point, starting with “Can this be done with the tools we have?”, which moved onto “Can we pull this off without breaking our visual language?” and, mostly, ended with “I can’t believe we pulled this off.”

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God of War Development Diary: Building a Better Boat

Posted by on Aug 23, 2018

The boat was a fantastically interesting feature to work on. For a long time, going as far back as God of War II, Cory wanted a boat in the game. In the previous games there wasn’t a narrative conceit to justify the addition of a playable boat. But, for this reimagined God of War, we made exploration and storytelling big pillars of our focus… and with Caldera Lake as our hub environment, it finally made sense to bring a playable boat to God of War.

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