Playstation [OT] God of War | Ragnarok is the finale in the Norse saga

Chandoo

Resi Evil 4 > Your fav game.
Jan 19, 2007
45,727
2,201
129
S.S Normandy
God of War. Bringing PS4, PC and Nintendo gamers together :p

Ps. I'm like 15 hours in and I really like that not a single person, text or diary has said Kratos's name yet. They're really going for a "The Road" style approach with just "Father" and "Boy" being the primary characters.
 

NarutimateTaha

Only on PlayStation
Supervisor
Dec 14, 2009
2,099
5
43
26
Karachi
Spoiler: show
I didn’t feel like using the axe when we get Blades of Chaos lol. Only when the game forces you.
Spoiler: show
Agreed lol, also it was really cool seeing those same moves from GoW2/3 in this version.


Spoiler: show
I felt the game was light on those moments as well. Two in particular: When Atreus pulls Kratos out of the light and when they’re returning on the boat from Alfheim. Also when theyre drinking on the elevator. The only developement I saw in atreus was after he found out he's a God. He starts to betray Kratos commands and belittle the blacksmiths.

Didnt you feel the game got better when Atreus got sick? The ride back to his house and the exchange with Athena was a nice touch. Couldn’t help but think finally Kratos is free and all hell is about break loose. But that moment doesn’t last long.
Spoiler: show
Yeah, there were a lot of moments which definitely needed to be longer. Idk why every time you thought, 'oh they're about to have a meaningful discussion" something happened to stop it. That did annoy me at the moment but overall, after finishing the game, I felt everything that needed to be said had been said. Especially the bit where Kratos, Mimir and Atreus are discussing Freya and Baldur and how Kratos would let Atreus kill him if it meant Atreus living. Although, maybe it would have been out of character for Kratos, but a hug between Kratos and Atreus wouldn't have hurt :p


Spoiler: show
The paintings depict Kratos and Atreus’ death too. Make sure to head back to their house now.
Spoiler: show
yeah, I found out there's a secret hidden ending when you go to his house. Will do that asap. I'm doing all the side quests now. Tried fighting a Valkyrie, got my ass handed to me so I need better armor :p


Spoiler: show
umm no, the loki in gow universe will be drastically different. He will take the reigns as the franchise lead after Kratos. Now I am not sure what direction will the sequels take. Will it be another revenge/vengeance story after Thor or Odin kills Kratos, Or will it be something completely different with Kratos acting as the mentor for the young lad so ge doesnt end up commiting the same mistakes as kratos did. In any case, both Thor and Odin are dyin’ (sm1)
Spoiler: show
A little unsure about Loki being the series lead, but yeah, you could be right. I'm honestly very, very curious to find out what's next. Yeh bhi kaafi bari baat hai lol, looking forward to the story of a God of War game, and not killing more gods :p I'm thinking Kratos is killed by Odin, but Loki honors his father's memory and doesn't kill them, but imprisons them somewhere. Overthrows Odin, maybe?
 

manigamer

Respect Ma AuthoritA!!!
Global Mod
Jun 28, 2007
52,087
395
89
On earth...Lahore
[MENTION=26]Chandoo[/MENTION] con ? not really but god of war and gore go along together since the original games, this one tends to break that cycle. so this is not the god of war we were used to playing
[MENTION=11352]Necrokiller[/MENTION] same, was just trying to say the originals and this have broken the cycle of the usual god of war stuff.
 

Chandoo

Resi Evil 4 > Your fav game.
Jan 19, 2007
45,727
2,201
129
S.S Normandy
I think I'm still only half way or so into the story.

Spoiler: show
The Lake waters have dropped the second time and now I'm carrying around Mirmir's severed head and going to find a magical chisel.

I'm getting so distracted with all the new areas opening up, all the environmental puzzles and everything the world has to offer. it's so fun. I wouldn't call this 'padding' if this is content I'm genuinely having fun taking in.
 

Chandoo

Resi Evil 4 > Your fav game.
Jan 19, 2007
45,727
2,201
129
S.S Normandy
I know right, great game has great pacing ... who'd have thunk :p

Also. Holy Fucking Shit.

major story spoilers:

Spoiler: show
I was expecting the Blades of Chaos to make some kind of appearance but not be an actual playable weapon with it's own upgrades and skill tree.

The entire segment leading up to the reveal and Athena .. literal goosebumps.
 

JANARIOO

DEMONxSHADOW
Global Mod
Dec 17, 2008
6,014
20
44
ISLAMABAD / Abu Dhabi
as i play forward the game is geting better n better even on hard.. the rpg style game which becomes easy once u have some upgrades is here aswell.

as now i have armor and strength... getting in love with it..

going to upload different type of shots of the game.. which arent taken with ps share button bcoz everyone does that .. and i wanna show what it actually looks like to the eye and not the pics of in-game images which some people can see properly some can;t
 

manigamer

Respect Ma AuthoritA!!!
Global Mod
Jun 28, 2007
52,087
395
89
On earth...Lahore
I think I'm still only half way or so into the story.

Spoiler: show
The Lake waters have dropped the second time and now I'm carrying around Mirmir's severed head and going to find a magical chisel.

I'm getting so distracted with all the new areas opening up, all the environmental puzzles and everything the world has to offer. it's so fun. I wouldn't call this 'padding' if this is content I'm genuinely having fun taking in.
yeah im at the same point, after getting
Spoiler: show
mimirs head now im doing some flame realm challenges doing that sidequest and will return back shortly the main quest.
 

venom

Lado-K-Lashkary
Mar 15, 2007
2,758
256
88
Karachi
Such an interesting character Mimir is... The stories that he tells to Atreus on almost every boat journey are so very interesting.....

Also which mode are guys playing the on Performance or resolution ? I played for the starting five hours on performance mode and then switched to 4K but it felt alot slower so i switched back to performance. Honestly i cant differentiate much in terms of IQ between both the modes but the difference in performance is quite apparent between the two modes (unlike HZD).
 
Last edited:

NaNoW

Administrator
ADMIN
Feb 5, 2008
11,350
433
89
Karachi, Pakistan
A pretty cool article :

should be interesting for [MENTION=218]CerebralTiger[/MENTION] and [MENTION=38748]V3nom[/MENTION] :

This is what is called "juicy" gameplay

Recalling the Leviathan Axe

~After spending the last several years working on God of War, I was trying to figure out what to do with a sudden surge of free time. After talking about it with several other designers on the project, I thought it might be nice to just ramble on about some of the stuff I spent the last 5 years of my life working on. So full disclosure: there's a good chance nothing here will be of interest or use to anyone...

With that said, the first mechanic I wanted to talk about was something that ended up being a pretty unique and well regarded mechanic - recalling the Leviathan Axe after throwing it. It was also one of the earliest gameplay/combat prototypes that we tackled.

Despite knowing all the way back in 2015, maybe even 2014, that we wanted to do this mechanic, we were still putting the finishing touches on it months ago. It really did take several years of tweaking and noodling and messing with it. Special thanks to George Mawle for dealing with a ridiculous amount of obscure and difficult code requests and features for the Axe recall alone!

The basic functionality is super simple -- once the Axe is either in flight, stuck in an enemy, or stuck in the world, you can push triangle to call it back.

Its original purpose was really just functional. We were certain we needed a ranged attack, and before we attempted having the Axe fire some kind of projectile, we wanted to see if we could just throw the the weapon itself. Hitting an enemy with a solid / large object is just more satisfying than using a projectile/particle effect.

We realized pretty quickly that in addition to some strong fantasy fulfillment, the mechanic also came with some additional game play benefits we weren't predicting. One of the first things we realized was that hitting enemies on return was basically mandatory. It wasn't only what you would intuitively expect, it was something that was both satisfying to do on purpose and have happen accidentally.

The first of many little helper features that we added was to tweak the return path so that it would specifically move through enemies in order to ensure that it hits them. We used a pretty tight angle to define when the Axe should do this. (Although there is a special pommel late in the game that opens that auto-seeking behavior to 180 degrees!!)

Animation

The animation for the recall actually went through several versions. The first version actually required the player to be static while it returned. And, the animation was more in line with the old god of war in that we went for a bombastic, high profile (hand in the air), facing completely forward approach.
After we moved on to an additive animation that would allow the freedom to navigate, block or evade, we reworked the animation aesthetically quite a bit. The first thing we did: make it feel more casual and less stressful by simply lowering his arm. The second thing we did was rotate Kratos towards the camera, in order to play into the camera a bit more so you could see more of his chest /upper body and not just his back. We also really emphasized both the initial recall moment and the catch moment with a few specifically placed frames and 0 tween time.We wanted the beginning of the recall to feel weighty, almost like a mini-attack, something forceful. For the catch, we wanted to make sure that it feels strong, but we were very careful not to make it feel like Kratos can't handle the Axe or that it's too heavy for him. We had to strike a very specific balance so that the catch feels casual, like he does it all the time, but still carry some momentum through so you can feel the Axe's speed.
Return Time

A lot of time was also spent tweaking the arc and timing of the Axe flying back. Originally we simply set an acceleration/max speed value and returned the Axe in a straight line to his hand. This was problematic for a couple of reasons:

  • The further away you were from the Axe, the longer it would take to get back to you. This was extremely frustrating in combat.
  • It traveling in a straight line often meant you didn't see it.
And, to be honest, the linear path just didn't look very good. After much noodling with George, we settled on a nice curve from the initial recall location to the hand. This increased the chance you would see the Axe return, as well as just looked nicer. There were also quite a few tricks done so that the Axe spins cleanly on the way in. Only in the last second before it goes into Kratos's hand does it rotate itself around correctly. Attempting to rotate the Axe in flight made it look too messy/out of control.
For the speed issue, we eventually came up with the idea to use a hard time-out in addition to a base speed/acceleration. The idea was to make sure that if the Axe was close to you, it came back a little bit faster but was still visible. But, if that distance/speed was going to take more than 1.5 seconds, we would simply increase the speed to whatever was necessary. This allowed us to easily control the max possible time that the player would be spent waiting for the Axe.



Axe Wiggle


One of the more subtle little mechanics (that was notorious for breaking numerous times during development) is a wiggle the Axe does before it rips itself out of an enemy or wall. We wanted the Axe to feel like it was really wedged into the surface. In order to do that we created a programmatic wiggle that happens for the first 0.1 seconds before beginning its return flight. It used to be much longer, but we started getting complaints that the Axe felt like it was taking too long to come back. And strangely enough, it actually didn't matter if we sped up the return to compensate because it was the added delay before moving that made it feel longer. Some even had the perception that their inputs were delayed.


Polish & Presentation


On top of the movement and animation for the recall, we added a few little things to really polish it off. For sound, we attached the emitter to the Axe itself so that you can actually hear it come closer. The sound itself is also actually tied in with the rotation speed of the Axe. And there are actually 3 separate rumbles used on the recall -- one for the initial triggering, one for the flight, and one for the catch. (Side note: I was actually thinking of doing a blog post solely on rumbles, since I can be pretty obsessive about them!) Lastly, a little camera shake always helps things feel strong.​


Despite how much work it took, this mechanic might be the one I'm most proud of in the game. Of course we took some inspiration from a certain Marvel character... but from a game play standpoint I feel like it really did open a lot of doors we weren't expecting.
 

venom

Lado-K-Lashkary
Mar 15, 2007
2,758
256
88
Karachi
@NaNoW, The axe throwing mechanic is one of the best things in GOW. When the first image of GOW leaked a couple of years ago I honestly thought ditching the chains was a stupid idea and even after watching the first game play video i wasn't convinced. That is until i played it myself. Really almost everything about the axe feels perfect.
 

NaNoW

Administrator
ADMIN
Feb 5, 2008
11,350
433
89
Karachi, Pakistan
the axe is a copy of Thor's hammer though.
How...? Just because it flies back ?

You can say Thor's hammer is a copy of a boomerang

Thor's hammer can help him fly and it cant be lifted by everyone

I dont think Krotos's axe is what I would call a copy
 
Last edited:
General chit-chat
Help Users
We have disabled traderscore and are working on a fix. There was a bug with the plugin | Click for Discord
  • No one is chatting at the moment.
    C cattoboee: yo