Spoilers for God of War follow.2018`s God of War has received widespread critical acclaim. Among its many achievements is the way it brought nuance to Kratos, a character that many would argue had simply served as an avatar for rage and bloodthirsty fury up until that point. In the PS4 pseudo-reboot, Kratos takes on the responsibility of fatherhood and, in doing so, is forced to make decisions that put his son, Atreus, before himself. One such moment sees him return to the Blades of Chaos, the iconic weapons he once used to carve a bloody path through the pantheon of Greek gods as part of a crusade for vengeance.The extended scene during which he travels home to dredge up a past he hoped would remain buried is powerful for what it represents, but it almost didn`t make it in because of technical and design challenges. In the first episode of a new GameSpot show called Audio Logs, God of War director Cory Barlog discusses the issues developer Sony Santa Monica faced when bringing the Blades of Chaos to the new God of War, which swapped the isometric and side-on view of the classic series for a more cinematic, behind-the-shoulder viewpoint.`The payoff that we actually got [the Blades of Chaos] right, that was always in question. We didn`t do the blades until probably the last year [of development],` he explained. `We worked on the [Leviathan] axe for so long that there was a possibility that the blades were going to have to get cut because they were just taking so long to get online that everybody said, `Look, it took three and a half to four years to do the axe, you`re never going to be able to do the blades in time.``So we had a good year of animated chain moves that were just like, `That doesn`t feel right, that doesn`t work.` And with this new camera angle where you have the camera behind [Kratos] it`s very different ... You don`t get the same visual as when you have a side view of Kratos shooting the chain blades out. Seeing it from an isometric view, seeing i ...
|