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God of Battle Ragnarok isn’t Directed by Cory Barlog, Fight Offers Atreus Extra to Do

Written by Jeff Lampkin

Yesterday Sony lastly pulled the curtain again on God of Battle Ragnarok, and whereas the sport’s debut was definitely tantalizing, followers nonetheless have quite a lot of questions. Fortunately, some solutions have been supplied in some post-reveal interviews.

First off, an vital behind-the-scenes be aware – God of War Ragnarok is not being directed by Cory Barlog, however fairly Santa Monica Studio vet Eric Williams. Barlog has been hinting for some time that he’d favor to maneuver onto one thing new after God of Battle, so this isn’t completely stunning, nevertheless it’s nonetheless a fairly main shakeup. Fortunately, Williams should be as much as the duty of directing, as he’s labored on each core entry within the God of Battle franchise.

God of Battle Ragnarok Debut Trailer Delivers Brutal Fight, Teases a Showdown With Thor

As for the place Williams plans to take the collection as director, in a new interview with IGN, he says he needs to construct on the muse God of Battle 2018 laid, whereas including extra selection and room for participant freedom and “expressiveness.” Kratos’ son Atreus can be older now and extra capable of contribute to battle.

The best way [Atreus and Kratos] hyperlink up, he is grown up somewhat bit, so he is bought much more follow-ups and setups for Kratos. Creatures then clearly must have instruments to go in opposition to that, in any other case you are going to destroy them. So creatures have new issues that you will must suppose, ‘Oh, I would want to interrupt them down with Atreus first, or do that with Kratos.

Fight will likely be a bit extra strategic this time round, because the comparatively easy battlefields of the final God of Battle are being changed with one thing a bit tougher to navigate…

Kratos grappling up the ledge with a sequence after which colliding with the enemy and going off [in the new gameplay footage], you could not do issues like that [in 2018]. Many of the gameplay final time occurred on a [flat] aircraft. Now there’s some verticality to it, nevertheless it wasn’t, “Oh, let’s have him flinging up partitions simply because.” [That’s included] as a result of there’s gameplay oriented round it, nearly king of the hill-type encounters. So it adjustments how a participant expresses themselves on the battlefield. Enemies additionally, can benefit from that. So in case you’re not paying consideration, they’ll take benefit as nicely. So it helps once more with that dialog that goes by way of fight.

Williams additionally guarantees huge adjustments for a number of the realms beforehand visited in 2018’s journey, because of the early onset of Ragnarok. And no, they received’t all be icy – totally different realms will likely be affected in several methods. Total, it positively feels like God of Battle Ragnarok is considerably of an iterative sequel, however Santa Monica Studio is attempting to do it in essentially the most artistic method doable.

God of Battle Ragnarok storms onto PS4 and PS5 someday in 2023.

About the author

Jeff Lampkin

Jeff Lampkin was the first writer to have joined gamepolar.com. He has since then inculcated very effective writing and reviewing culture at GamePolar which rivals have found impossible to imitate. His approach has been to work on the basics while the whole world was focusing on the superstructures.