How God Of War 2018 Became The New Blueprint For Prestige Gaming

How God Of War 2018 Became The New Blueprint For Prestige Gaming

God of War is celebrating its five-year anniversary today, April 20, 2023. Below, we take a look at how the relatively recent release has had echoes of influence across the AAA development landscape.

As a highly successful reboot of a legendary (though dated) trilogy, God of War 2018 garnered not only ecstatic reviews from critics, but also 23 million in sales by the end of 2022. However, while many great games come and go, this one achieved something that few others do–it’s become a major blueprint that AAA developers look to follow in their own projects.

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God of War 2018’s influence is most evident in a number of elements that have become staples of the contemporary single-player AAA landscape, such as colored loot systems in action games, Souls-inspired combat, an extravagant presentation, and map design that bridges the gap between linear and open-world. Some noted developers have called out the game as a major milestone that they hope to reach, including Final Fantasy XVI director Hiroshi Takai. In a recent interview Takai even said that God of War is the game that XVI most resembles in terms of quest design, which surely will surprise some fans.

God of War 2018’s presentation is arguably its most striking aspect. Santa Monica Studios’ decision to trade the fixed camera angles of the previous trilogy for the “one take” over-the-shoulder view of the reboot is well-known as a masterstroke, but the strength of its visuals go beyond

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God of War’s no-cut camera built incorporating ultrawide support incredibly demanding

God of War’s no-cut camera built incorporating ultrawide support incredibly demanding

God of War’s Computer system port is an increased model of a fantastic video game, with a couple of features we adore to see on Personal computer like DLSS upscaling, a versatile FPS limiter, and ultrawide assistance. That past a single was a no-brainer inclusion for God of War’s builders as they started off operate on the Computer variation of the video game, direct UX designer Mila Pavlin informed me. “I consider this is just a remarkable recreation for the widescreen structure,” Pavlin said. “It has all those big vistas, the huge sweeping moments, and the cinematics that participate in to that… So I imagine that was something that was truly crucial to the staff, as we were being searching at how to existing the video game in the ideal probable way.” 

For UI designers, producing a match operate well in ultrawide contains some pretty noticeable duties. You have to ensure that UI features that are ‘pinned’ to the corners of the monitor in 16:9 aren’t uncomfortably out of perspective on a 21:9 monitor. But that’s just a single of the concerns developers have to deal with to make ultrawide work. The industry of look at at that wider facet ratio can be a massive dilemma for online games that ended up initially only constructed to support normal widescreen.

“It truly is not just setting resolution and accomplished. I desire it was that easy,” said Matt DeWald, the senior technical producer on God of War’s Personal computer port. If you widen the component ratio without the need of expanding FOV, it just won’t seem rather right to our brains. But at the time you widen the FOV, you commence viewing items that you had been in no way meant to, like in negative ‘HD remasters’ of aged Tv set displays.

“Now you will find all this stuff that was on the edge and minimize off on 16:9 that now is in the scene,” DeWald said.  “Like ‘Oh no, Atreus is warping by means of the scene because he is finding into posture.'”

“So you had to go back again and animate all all those factors. It demanded enjoying by the whole activity. And not just cinematics because we’re a no-slice camera, correct, it is really the one particular shot the full way. So it’s seriously taking part in via the full game… all these managed camera moments, like when Kratos is making an attempt to kill one thing and he goes into a locked animation, the camera’s controlled to that scene, or you will find some gameplay instant exactly where a little something demonstrates up like the Draugr popping out and Kratos whipping out the axe and it frosting up.

“Those people usually are not cinematics per se, they are just gameplay moments. You’ve acquired to go via all of individuals and check to see: Was there a Draugr on the facet of the display that popped into visibility due to the fact he’s heading to be attacking from

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