The Art of (God of) War

Phillip East II
At The Outset
Published in
8 min readJul 24, 2018

Have you ever experienced a work of art so powerful that it changed the way you viewed an entire medium? Earlier this year, God of War made me fall back in love with video games for that very reason, showing me a prime example of the potential they have to deliver a truly moving experience.

God of War was truly my gaming renaissance moment. To be up-front with you, even after seeing the game shown off for the first time at E3 in 2016, the most credit I gave it was something along the lines of “that looks pretty.” And when the marketing machine started ramping up ads for it, I passively resigned that I might try it out later on down the road if it went on sale.

But then the post-launch hype hit. Reviews kept coming out citing it as the best title ever released on PS4. That was something I honestly hadn’t seen coming. It’s also what lured me into finally breaking down and trying it. After initially dipping my toes in with a rental, I quickly realized this was one title I was going to have to commit to.

One month of the most pleasant gameplay I’ve ever experienced later, my time with God of War is now over. In the aftermath, I’ve had some time to digest the journey Santa Monica Studios took me on, and it’s left me with a few impressions.

Story

God of War’s story is remarkable in a few key ways. For one thing, this game acknowledges that it is something of a reboot right off the bat in taking up the name of its progenitor instead of the obvious “God of War IV.”

In taking that name, it has opted to stand apart as the first entry of something new. Unlike the traditional reboot though, this game fully embraces its position after the events of the original trilogy, allowing it to take the story to new places rather than to rehash what veterans of the series had already experienced.

In God of War, players take up the role of Kratos, a bearded, brooding, behemoth of a man whose life has taken a sudden turn when we first meet him. The ways in which he handles that turn result in the game’s story.

It’s perfectly positioned so that players of the originals gain a new layer of perspective on the unfolding events. On the other hand, those players, like me, who chose to dive into this game without playing the originals will enjoy just how much this game works to catch them up with the God of War mythology (no pun intended).

Because of the game’s new Scandinavian setting in the series, God of War has the whole of Norse mythology to play in. And it isn’t shy about it.

Almost immediately, you’ll discover a fully fleshed-out world with obscure references that show the developers were doing their homework the entire time they were making this game. I won’t go into too much detail here, but it’s clear there are expansive plans in mind for God of War’s future.

Plus, with the recent prevalence Norse mythology has taken in pop culture thanks to efforts including Marvel’s comics and movies, I couldn’t help my suspense — and dread — at the thought of meeting any number of God of War’s takes on these classic characters.

Characters

In many ways, the characters make this story. It’s easy to draw the comparison between God of War and games like The Last of Us. Or Ico. Or Resident Evil 4. There are tons of games out there that play with the mechanic of companionship and the growth characters go through together as more and more layers of their stories are peeled back.

What sets God of War apart is the incredible backdrop it all takes place against and the way the character of Atreus — Kratos’s son — develops so organically, never once feeling unnecessary or tacked on.

Kratos

It’s clear that Santa Monica Studio has a different vision of Kratos than the one we’re accustomed to from the original trilogy — the man of few words embodies the male power fantasy.

In this game, we meet a Kratos much more in tune with his softer side after having been tempered by marriage and fatherhood. His life after the original trilogy has given him a depth that he previously didn’t, and couldn’t, possess.

In fact, his protective attitude toward Atreus adds a new level of depth to Kratos, blending the killing machine who he used to be with someone seeking redemption in fatherhood.

Throughout the game, Kratos’s need to protect his son, both emotionally and physically, highlight that he has come a long way from the last time players saw him. This imperative drive also presents countless opportunities to showcase both characters’ continued growth together over the course of the game and demonstrating how Kratos adapts to his son’s ever-shifting development.

Atreus

Atreus is a remarkable character in his own right. When we meet him, he’s just a child who has no idea about the kinds of grandiosity that await him just outside the confines of his daily life. In many ways, he’s a point of connection to the audience — especially those who never played the original trilogy — providing a lens through which players learn more and more about Kratos over the course of the game.

Much of the game’s story tackles how Atreus handles the transition from his old way of life to one that more closely resembles the mythological background of his father. Throughout the game’s runtime, players will witness Atreus’s eyes open on just how big, dangerous, and amazing his world really is, and the developers masterfully capture his childlike wonder and reactions along the way.

Gameplay

The gameplay in God of War is some of the most responsive, polished, and fast-paced fun I’ve ever had in a game. Throughout the experience, you’ll find yourself constantly coming up with ideas on how to use the tools you already have in new ways to create your own unique combat system, letting you play in whatever style suits you. It made every battle a truly distinct experience, and I loved the opportunity to retool my combat selections for different encounters.

This unique combat system is due in large part to weapon and armor modifiers. Honestly, If the whole game just involved throwing your Leviathan Axe — Kratos’s weapon of choice — at enemies, it’d still be good. But I don’t think the developers were happy stopping there.

Your weapon has two slots for runic attacks — one light and one heavy — to give you more ways to build a strategy against your enemies. With additional item slots in armor, there are a limitless number of combinations you can throw together for taking on any challenge. On more than a few occasions, the modifiers I had equipped made the difference in encounters.

In addition to modifiers, the battles themselves often have a sense of scale that makes the player feel incredibly small compared to what they’re up against. Combined with the incredible cinematography and soundtrack from Bear McCreary, it’s easy to feel like you’ve been transported into a summer blockbuster during boss battles.

There are also a large number of optional side quests players can embark on to see more of the world this game has to offer. Several different “realms” allow players a chance to go deeper into the lore, take part in challenges, and acquire rare gear they otherwise would have missed.

How Atreus Adds to Combat

God of War succeeds in large part because of the significant way that players can take advantage of Atreus’s skills with a bow in battle. Similar to companion characters in other games, Atreus is controllable in a limited capacity by the player with a single button tap, simplifying control of the character while negating the powerlessness players can frequently find in companion games. Last Guardian, I’m looking at you.

Visuals

I don’t want to use hyperbole, but this was one of the most beautiful games I’ve ever played. Every area was clearly created with painstaking attention to detail. From the enemies to the characters to the gear you get, every element was meticulously designed to look great by itself and to enrich the context of the world around it. Altogether, it amounted to a true visual symphony.

Camera

Personally, my favorite visual element of God of War has to be the camera. It takes a little getting used to at first because of how different it is from games that cut from gameplay to cutscenes and back as normal practice.

In God of War, gameplay and cutscenes all take place within the same continuous shot. If you’ve ever seen Punch-Drunk Love, you know what I’m talking about. A single, continuous shot that starts focused on Kratos at the beginning of the game follows the adventure without blinking once through the entire adventure.

The developers use this in some incredible ways to misdirect, foreshadow, and to convey meaning — all through camera work. It’s an incredible benefit to the story and often leaves you with the sense that you’re playing through a movie.

In Conclusion

As someone who had become fairly jaded toward gaming as a result of additions like loot boxes, multiplayer-only games, and games that rely on brand appeal without delivering anything of substance, God of War was just the shot in the arm I needed.

It’s an absolutely captivating single-player experience that transports players to a world rich with characters, creatures, and landscapes they won’t soon forget — and one that will continue to call them back for more long after their first playthrough.

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Phillip East II
At The Outset

Examining productivity, communication, pop culture, and technology