team behind
God of War at the 2019
Game Developers Choice Awards Development on the next
God of War began in 2014. This was confirmed by
Santa Monica Studio's creative director
Cory Barlog at the inaugural
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 had been a major contributor in the development of the series, previously most notably as the director of
God of War II (2007); this installment was his fifth
God of War game. 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". 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 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 that Kratos did not destroy what was believed to be the entire world, but only the portion ruled over by the Greek pantheon. 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. 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. Barlog had originally
pitched the idea for a one-shot camera while he was at
Crystal Dynamics working on
Tomb Raider (2013), 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 (2005)s "combination of poised camera exploration and scavenging" and
Resident Evil 7 (2017)s "strong vision" from a team making "bold decisions, and actually hav[ing] 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's 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". as well as the game's approach to storytelling. In addition, designers Anthony DiMento and Luis Sanchez revealed how
God of Wars 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 [the world] 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 killing 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's naiveté and kind-hearted nature, as well as opportunities for Kratos to teach him life lessons. 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 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 (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 is shown using a shield 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 warns Kratos about the Norse gods, as they knew what he did to the Greek gods, while a pair of wolves are also shown. The trailer ends with Kratos and Atreus encountering the
World Serpent. Atreus is able to translate its request 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 Wars Nordic world.
God of War went gold on March 22.
Characterization does the voice and cinematic
motion capture for
Kratos in the game, replacing longstanding voice actor
T.C. Carson, who had voiced Kratos since the
original 2005 game and also did the
motion capture for him in 2013's
Ascension. During early development, there was talk of having a different protagonist for the game. Some of the team said that Kratos was "annoying" and felt Kratos's story had run its course. Barlog said it took a lot of convincing to keep Kratos. Referencing the
Nintendo character
Mario and the
Mario games, Barlog said that like Mario, "Kratos is intrinsically tied" to the
God of War series. The canceled live-action
Star Wars television series developed by
George Lucas during the 2000s was also an influence; back on his days working at
LucasArts, Barlog had been allowed to visit
Skywalker Ranch and read some scripts written by writers of
The Shield and
24 planned for the show, particularly starring
Emperor Palpatine in an emotional and sympathetic
origin story that depicted his fall into villainy after being wronged by a heartless woman. The bond between Kratos and his son is at the heart of the game. Barlog said, "This game is about Kratos teaching his son how to be a god, and his son teaching Kratos how to be human again". In changing the narrative focus, Studstill said, "I think we inherently knew the franchise needed to evolve in that emotional beat and be something meatier for the older generation of gamers". Carson later explained that he understood the reason for the actor change and that Judge's casting made sense for what Sony was wanting to do. He also said that losing acting jobs is part of the business, but he did feel a lack of respect as he was not contacted by anyone at Sony to be informed of the change. In explaining the actor change, Barlog said that the way the previous games were made, they were able to have someone else do the
motion capture instead of the voice actor. Although Carson had done the motion capture for Kratos in
Ascension, Barlog said the actor change was made because of the type of camera work they wanted to do. For the new camera work, they needed someone who was closer to Kratos's size to do the motion capture along with a child. Carson was unsuitable for this because he was much shorter than Kratos, who is over tall: "Offsetting [Carson's height] for the size of a child, it turned out it was going to be almost impossible to try and actually shoot them and go in and redo the animations". Judge was chosen because he was and had the build of a professional football player. He was also chosen because of the chemistry with his then-10-year-old co-star Sunny Suljic, whose opinion was also sought in making the decision; out of all the auditions, he liked Judge the most. The two bonded well, and Judge described his time with Suljic as time he had missed with his own children. In stepping into the role of Kratos, Judge took it as an opportunity to add something new to the character. He researched the character and Carson's performance but decided not to imitate it. Since Santa Monica was going in a new direction, he decided to start fresh. Judge was thrown off when he first read the script, saying it "was a real script," and not just "a way to get into battles," which is why he decided to take the role. Former
WWE wrestler
Shad Gaspard also performed some of the motion capture for Kratos. During E3 2016,
GameSpot mistakenly reported that Kratos's son's name was Charlie, which Barlog laughingly denied. As a nod to this, the giant turtle above Freya's house in the game was named Chaurli. In January 2017, after a fan downloaded the
God of War overture and saw the track's details that read, "An introduction to Kratos and Atreus", Barlog confirmed on
Twitter that Atreus was in fact the son's name. Barlog said Atreus was unaware that Kratos was a
demigod and did not know about his past. After
God of War was revealed at E3 2016, it drew comparisons to
Naughty Dog's
The Last of Us (2013), a game that also featured a father-child type story and gameplay. Barlog felt it was "fantastic" to be compared to that game and found it odd that some people considered the similarities a negative thing. Although he did not directly state they were influenced by
The Last of Us in developing
God of War, he did say, "I think we're all inspired by each other". He did, however, use
The Last of Us as an example to show the development team how an in-game companion could work without the game becoming an escort mission. McCreary was called into Santa Monica Studio in November 2014 to meet with music producers Peter Scaturro and Keith Leary to discuss "a secret project"; McCreary had previously collaborated with Scaturro and Leary on 2011's
SOCOM 4: U.S. Navy SEALs. Ideas of folk music, mythology, Nordic ethnic instruments, vocal writing, and classical thematic development were discussed; McCreary correctly guessed that the discussions were about a new
God of War. McCreary met with Barlog early on to discuss his narrative vision for the game. After meeting with him, McCreary felt the franchise was in good hands because
God of War II, which Barlog also directed, was his favorite installment. which resulted in him using "exotic instrumentation and languages from various Northern European folk traditions". He spent several months working with Barlog, Scaturro, Leary, Sony music director Chuck Doud, and the rest of the development team to make this new theme. McCreary described it as "arguably one of my most structurally satisfying and catchy melodies". After further scoring, McCreary realized that Faye would require a theme, and his original one was "exactly [what] I needed". This melody was woven throughout several scenes and is featured as prominently in the game as Kratos's theme. When it was decided that
God of War would be revealed at E3 2016, Sony wanted McCreary to perform his original score with a live orchestra at the press conference. McCreary opened the show with the new main theme before the unveiling of
God of War and performed the gameplay demo's music live during the presentation. ==Release==