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Will there be another God of War 2023?
Sony Santa Monica has shared that a New Game Plus Mode will be coming to God of War Ragnarök next year. The studio took to Twitter to share the news, alongside a GIF. “We know many of you have been asking, so we’re happy to confirm that New Game Plus will be coming to #GodofWarRagnarok in Spring 2023,” the tweet said.
“We’ll share more details once we get closer to the release!” We know many of you have been asking, so we’re happy to confirm that New Game Plus will be coming to #GodofWarRagnarok in Spring 2023! We’ll share more details once we get closer to the release! ? ? pic.twitter.com/vmv5X2USuW — Santa Monica Studio – God of War Ragnarök (@SonySantaMonica) December 22, 2022 For those unfamiliar with the term, a New Game Plus mode is an unlockable video game mode designed for role-playing games so that they can be replayed following first completion.
Developers will unlock new features not available in the first playthrough or may keep items and skills accrued in the first playthrough accessible the second time around to alter the gameplay experience.2018’s God of War, the eighth installment in the franchise, had debuted its own New Game Plus mode just a few months after its release on PlayStation 4,
Players were able to carry over equipment and abilities from their initial playthrough. Developers also introduced the skill of transforming talismans into enchantments, new armor sets for Kratos, attack patterns for Valkyries and more. It’s likely that the studio will once again allow players to carry over items in God of War Ragnarök but beyond that, they’ll have to wait until the mode launches to see what’s in store.
In other gaming news, Nintendo launched the retro-inspired Sports Story RPG on Switch.
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Will there be God of War 7?
Is God of War Ragnarök the final game? Source: Twitter God Of War Ragnarok is the last game in the franchise which will have Norse mythology in it, but there will be more to come in the future, set in a different setting. People enjoyed this series a lot with characters like Odin and Thor.
But as God of War following Greek mythology had three installments, the fans wonder if there will be a sequel to God of War Ragnarök. No. In an interview with the Director of Ragnarök, Eric Williams, and Sony Santa Monica creative director, Cory Barlog, they stated that this game will be the last one to have Norse mythology in the lore.
They are shifting from Norse mythology to present players with a new location, storyline and enemies to fight, because playing in the same repetitive setting can be boring.
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Is Thor in God of War Ragnarok?
Home Lists Lists God Of War Ragnarok: 7 Things About Thor The Game Changes From Norse Mythology
How different is God of War: Ragnarok’s Thor than what is known in Norse Mythology? Thor is a character in Mythology that has been adapted and interpreted through many different stories across many different media. God of War: Ragnarok is the latest of this iteration of the mighty Thor, God of Thunder, and he is certainly a character vastly different from his Marvel Comics counterpart, but truly how different is he from the Norse Mythology that inspires God of War: Ragnarok at every turn? Santa Monica Studios have carefully constructed their version of Thor, whilst also honoring the Norse Mythology from which they have taken the character.
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Is Thor in the next God of War?
“God of War Ragnarök” is one of 2022’s most explosive video games. Focusing on Norse mythology, the game features the folklore’s most iconic figures such as Heimdall, Freya, Odin and Thor, Thor, in particular, has received tons of attention due to his prominent role in the game and overall popularity in pop culture.
Thor has many layers to him, both physically and emotionally. Variety sat down with narrative director Matt Sophos, art director Raf Grassetti and voice actor Ryan Hurst to talk about how Sony Santa Monica approached the god of thunder. When the general audience thinks of Thor, people would most likely think of the Marvel comic books or Chris Hemsworth’s portrayal in the Marvel Cinematic Universe.
There, he’s a benevolent being, but in “God of War Ragnarök,” he’s depicted as a ruthless killing machine. Sophos says that this route fits in with the story the team was trying to tell. “We did the flip of everything that Marvel has done, where all the Æsir gods are the bad guys, and all the Giants are good guys,” he says, referencing that Jötunheim’s Frost Giants were portrayed negatively in the MCU.
Sophos continues, “Almost everything we know about Norse mythology, the gods were way grayer than in a lot of popular depictions, especially the MCU.” He brings up Thor’s two goats, Tanngrisnir and Tanngnjóstr, In one tale, Thor sleeps over at a peasant family’s home and allows them to eat his goats.
As long as nothing happens to the goats’ bones, Thor can resurrect them with his hammer, Mjolnir, without any problems. However, when one of the children breaks a ham bone, the resurrected goat returns with a lame hind leg. As punishment, Thor takes away both of the family’s children and makes them his servants forever.
“Yeah, that’s actually how they pitched the story to me,” says Hurst, who voices the formidable god in “Ragnarök.” “They said, ‘We want you to play Thor. How do you feel about goats?'” Hurst explains that one of the main inspirations for his Thor was actor Tommy Lee Jones’ Sheriff Ed Tom Bell in “No Country for Old Men.” “He was a powerful being that harbored forms of regret that manifested in his voice,” he says.
Surprisingly, Hurst brings up the Hulk as another source of inspiration. He says that both characters have uncontrollable amounts of rage and anger, sometimes not knowing where to direct them. They also love the art of fighting. “There’s some of that, that comes in through the saying, ‘Hulk Smash,” but in a more layered way.” He continues, “The way that I interpreted it is that you need access to superhuman amounts of strength, rage, and unpredictability.” Sony Santa Monica As for Thor’s design, most of the Æsir gods in general were created to be taller than Kratos. “We knew that he needed to be as impressive as Kratos, if not more,” says Grassetti. Making Thor as big as he is was all about him having a looming presence.
Sophos adds, “We wanted that imposing nature from Thor. We set the precedent in the last game when you first saw one of Thor’s sons, Magni, who was also really big. You extrapolate that out to Papa, so he’s going to be big.” Before 2018’s “God of War,” the previous games in the franchise used Greek mythology.
Grassetti explains that the biggest difference between designing Greek and Norse gods is that, historically, the latter were not nearly as flashy. There was a delicate balance between making the Norse gods look impressive, but also not throwing something like gold-plated armor on them.
He says, “When we’re designing these gods, and knowing where we’re going with the franchise being a lot more down to earth, these gods just live with mortals. But they still need to look like gods.” One of the most iconic parts of Thor’s design is his exposed belly within his upper body armor and shoulder pads.
This contrasts the MCU’s Thor, in which Hemsworth typically sports chiseled abs — Thor’s initial design stirred up controversy with those who were expecting something similar. “I reduced a lot of graphic shapes into something that was readable from afar.
Obviously, the belly being so iconic to what he is, we needed to make sure he’s proud of that,” Grassetti explains. What makes Thor stand out is how he contrasts with Kratos. For example, Thor is left-handed while Kratos is right-handed, Additionally, Kratos can recall his Leviathan Axe weapon when he throws it like a boomerang, and it’ll come back to his hands.
However, while Thor can do the same, he also tends to travel to the hammer instead — throwing it to a destination and then jumping there. At the same time, Sophos says that Thor is a clone of Kratos. Thor believes himself to be an irredeemable person as he’s done horrible things like killing a bunch of Giants.
- Similarly, Kratos started his new family after killing all of the Greek gods in the franchise’s previous games.
- He’s just trying to hold on to what he has left in the family that he has together,” Sophos explains.
- He’s trying to be better, but he ultimately doesn’t believe that he can be, because he’s had a father in Odin, who told him he can’t be anything more than what he is, just this blunt instrument to be used when Odin needs something killed.” He adds, “What if Thor made a different choice? Maybe he doesn’t have to be that way.
If Kratos can try to be better, can Thor try to be better? Sophos is looking forward to seeing how players react to Thor in “God of War Ragnarök,” especially as Marvel already set expectations. “I hope we surprise people in ways that they didn’t see coming, but realize it couldn’t have been any other way with the Thor in our game,” he says.
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Was Kratos born a human?
Ironically Kratos, considered by many to be the most dangerous of the Gods, was born a Human.
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Is God of War 2028 open world?
Development – Development on the next God of War began in 2014. This was confirmed by Santa Monica Studio ‘s creative director Cory Barlog at the first annual PlayStation Experience on December 6 that year, where Barlog said the game was in very early development, and that it would not be a prequel, but possibly a reboot.
- In April 2016, concept art was leaked that showed images of Kratos in the world of Norse mythology, a concept originally considered by series creator David Jaffe after Kratos eliminated the Greek gods.
- The game’s official announcement came at the 2016 Electronic Entertainment Expo (E3) with a gameplay demo that confirmed the setting.
The demo showed a fully bearded Kratos teaching his son how to hunt. The pair also battled a troll, The end of the demo showed the title God of War and confirmed it was in development for the PlayStation 4 (PS4). The E3 announcement also confirmed that Barlog had returned to the series as game director for the new installment.
- Since the original 2005 game, Barlog has been a major contributor in the development of the series, previously most notably as the director of God of War II (2007); this new installment was his fifth God of War game.
- Barlog said the game was titled God of War with no numeral or subtitle because, although it was a continuation of the series, “we,
everything.” Head of Santa Monica Studio, Shannon Studstill, and Barlog said that Sony Interactive Entertainment had to be convinced to do another God of War game as many people at Sony wanted the series to “sleep and rest” due to the lackluster response to the previous game, Ascension,
In explaining why Barlog was brought back, Studstill said he knew the series very well, “and bringing in someone that understands that history is the respect the franchise deserves.” Barlog responded, “You gotta know the rules to break the rules.” Series creator David Jaffe was also considered but was unavailable.
In explaining the transition from Greek mythology to Norse mythology, Barlog said: “It’s kind of this BC–AD change over kind of thing. We’re moving and starting from zero and kind of moving forward on that.” In adapting the Norse myths, Barlog said there were so many different translations and interpretations, and the writing team read the Prose Edda to learn how the myths were translated and told.
- Just like they did with Greek mythology in the previous games, they found ways to parallel path things from the Norse myths to fit their story.
- Before settling on Norse mythology, Egyptian mythology was also considered.
- Barlog said that half of the team was for it, but because Egypt has “a lot more about civilization – it’s less isolated, less barren”, he decided on the Norse setting to keep the game focused on Kratos.
Barlog explained further: “Having too much around distracts from that central theme of a stranger in a strange land.” To explain why Kratos was now in the Norse world, Barlog said that different cultures’ belief systems coexisted, but they were “separated by geography”, suggesting that Kratos traveled from Greece to Norway ( Scandinavia ) after the conclusion of God of War III,
Clarifying the conclusion of that game, Barlog said Kratos did not destroy what was believed to be the entire world, but only the portion ruled over by the Greek pantheon. Barlog said the new game predates the Vikings as it takes place in the time when their gods walked the Earth. Most of the development team that worked on the original God of War worked on the new installment.
They claimed they matched the new gameplay with the same level of accessibility as the previous installments. It was confirmed that the game would not feature any morality system or branching story; all players have the same story experience. The developers also confirmed that some of the more controversial mini-games found in previous entries (such as the sex mini-game) would not return.
- The enemy count was increased to up to 100 enemies on-screen, although this limit is never approached; God of War III and Ascension had up to 50.
- Some gameplay characteristics such as jumping, swimming, and instant-death platforming challenges found in the previous installments were cut because of the camera being closer to Kratos.
Although the previous installment, Ascension, introduced multiplayer to the series, the team decided to drop it and focus on the single-player experience. In changing the gameplay, Studstill said, “I felt like, in order to reinvent, we really needed to turn a lot of things around.” With regard to the camera change, Barlog said they wanted a more intimate and player-controlled experience.
The entire game was done in a single shot with no camera cuts; there are no loading screens and no fade-to-black between gameplay and cutscenes. Barlog said about forty percent of the team did not originally agree with this decision due to the increased work and production to implement the feature, especially since this was the first time that a one-shot technique was being used for a three-dimensional AAA game,
This meant Barlog had no examples to show if this would work or was a good idea. After the game was finished and the team got to play through it, Barlog said they finally understood his vision and said it was a feature they should use from now on. Barlog had originally pitched the idea for a one-shot camera while he was at Crystal Dynamics working on 2013’s Tomb Raider, but he was turned down.
- Sony, however, was much more supportive of Barlog’s creative ideas.
- Furthermore, Barlog and lead level designer Rob Davis were also influenced by the Resident Evil series, particularly Resident Evil 4 ‘ s “combination of poised camera exploration and scavenging” and Resident Evil 7 ‘ s “strong vision” from a team making “bold decisions, and actually hav the audience follow them.” Barlog noted how there was initial disagreement over the camera distance.
He wanted it close whereas the combat team wanted it further away, like the Assassin’s Creed and Batman: Arkham games; he eventually convinced the team to go with a close camera. Explaining Kratos’ axe, lead gameplay designer Jason McDonald, who had worked on the series since the original game, said the axe was chosen because they wanted a more grounded direction for the game.
Initially, they were unsure how to make it unique. After they came up with the concept of throwing the axe and having it return to Kratos, “things started to fall into place.” McDonald said that combat with the axe was a little slower than with the Blades of Chaos, “but it’s just as fluid and just as brutal as it’s ever been.” Barlog took inspiration from Dark Souls (2011), which influenced the game’s combat system, particularly its gameplay loop and strategic decision-making, as well as the game’s approach to storytelling.
In addition, designers Anthony DiMento and Luis Sanchez revealed how God of War ‘ s level design and exploration were influenced by Bloodborne (2015). They wanted to “just have the world breathe a little bit” and expand upon player discovery by including “micro-loops where you’re unlocking paths, unlocking shortcuts” that gave purpose.
DiMento said that a team dedicated to focusing on the game’s exploration was formed. One challenge was creating quests in a world that did not have non-playable characters outside of the core narrative. DiMento said, “I set out to create a quest giver that was light-weight, but also flexible enough to be used in multiple locations, while providing a varied suite of quest activities.” This resulted in the “wayward spirits” (ghosts with ties to the world) found throughout the game.
Having the spirits tell their stories “made feel more alive”. The developers ended up with a four-tiered system for side quests: the top tier quests were from the characters Brok and Sindri, the next level from wayward spirits, then treasure maps and artifacts, and the bottom tier were milestones, such as destroying all of Odin’s ravens.
- Brok and Sindri’s quests were made into dungeons while the others were used for exploration.
- The developers also had to find the reasons that would motivate Kratos to undertake these quests.
- For Brok and Sindri, it was to obtain more powerful gear, but for the wayward spirits, it was because of Atreus’ naiveté and kind-hearted nature, as well as opportunities for Kratos to teach him a lesson.
Unlike the previous games, Santa Monica did not make a demo specifically for public release. Barlog explained that doing so would have delayed the game by a couple of months. He also confirmed the game was built for the standard PlayStation 4 but would “benefit from the power” of the PlayStation 4 Pro ; an updated version of the PlayStation 4 that can render games in 4K and was released a few months after God of War was announced.
Players with a Pro have the option to favor resolution or favor performance when playing the game. Favoring resolution runs the game in 4K with checkerboard rendering at a target frame rate of 30 frames per second (fps), while the performance option runs the game at 1080p and targets 60fps. In late December 2016, Barlog confirmed the game was playable from start to finish, and later said its story would take 25–35 hours to complete.
This is significantly more than the previous four main installments, which each took an average of 10 hours to complete. A new trailer was shown at E3 2017, featuring new gameplay, cinematics, and characters. In it, Kratos was shown using a shield that he could use offensively and defensively.
- At one point, Kratos finds a Greek vase with himself on it, wielding his infamous double-chained blades.
- During the trailer, an unnamed woman warned Kratos about the Norse gods, as they knew what he did to the Greek gods, while a pair of wolves were also shown.
- The trailer ended with Kratos and Atreus encountering the World Serpent.
Atreus was able to translate what it said, which was that it wanted to help the pair. It was confirmed that the game would release in early 2018. Until the game’s launch, Santa Monica included a section on the God of War website titled “The Lost Pages”, detailing some of the lore of God of War ‘ s Nordic world.
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