God of War Ragnarök’s designers want you to express yourself (with violence)

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God of War Ragnarök’s designers want you to express yourself (with violence)
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Kratos has some new tricks.

, the team at Santa Monica Studio had a very particular design problem: making the combat feel right even with a very zoomed-in perspective. And it worked. Despite the game’s close-up camera, which isn’t common in action games, controlling Kratos in battle felt appropriately heavy and satisfying. For the sequel, the upcoming, that main problem has already been solved. So the designers took on a different focus.

I’ve been able to play through the first four hours or so of the game, and this idea of choice is present very early on. In the original, you spent most of the game wielding a trusty ax that let you wallop enemies and recall it just like Thor’s Mjölnir hammer. It wasn’t until later in the game that you got Kratos’ iconic Blades of Chaos, which are essentially big knives attached to chains.

Sheth, a big fan of action and fighting games, also really wants to get more people to understand the genre’s appeal. And part of that comes through the level of challenge.has five different difficulty levels, one more than the original, starting with a relatively breezy story-focused mode. But even on the lowest difficulty, combat remains a huge part of the game.

“Our goal is to get as many players as possible to enjoy our game,” Sheth says. “And combat challenge and difficulty is part of that. We want a game that’s fun regardless of player familiarity or skill level. As a combat designer, I love combat and I want to introduce more players to that. I want to show players why that is a type of gameplay that’s a blast. And doing that well requires a lot of work when it comes to tuning.”.

“It’s a combat system that’s very improvisational,” says Sheth. “You can change your mind at any moment and do something different. As a sequel we want you to feel more powerful.”

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