Why was the combat system of God of War 2018 so good? Game makers explain

When it comes to video games, innovation comes first, especially when you're trying to reboot a popular series. In this way, developers are challenged to balance what fans love about the series' roots with what modernizes the game experience and offers amazing gameplay improvements. Few developers understand this better than the Santa Monica studio; The studio that recreated the God of War series in the best possible way in 2018.

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

When it comes to video games, innovation comes first, especially when you're trying to reboot a popular series. In this way, developers are challenged to balance what fans love about the series' roots with what modernizes the game experience and offers amazing gameplay improvements. Few developers understand this better than the Santa Monica studio; The studio that recreated the God of War series in the best possible way in 2018.

The sequel to this game, God of War Ragnarok, will be released on November 18. The game is set to offer a more fun version of the combat system introduced in God of War 2018, which included the Leviathan Axe, Chaos Blades, Shield, and customization options. Now, on the occasion of the near release of Ragnarok, an interview has been conducted with the talented game developers of PlayStation studios and others regarding the interesting battles of God of War 2018, which we will discuss in this article.

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

Ted Fishman (Ted Fishman) as the chief combat system designer from Sucker Punch Studio, referring to the impact of God of War combat on the gameplay of Ghost Ave Tsushima says:

God of War 2018 was very inspiring. The game combined many aspects of action games to create a new standard. A standard that influenced the way we approached combat while making Ghost of Tsushima. For example, the yellow and red effects in God of War that indicated items to the player were very effective and inspired the blue and red effects used in Ghost of Tsushima to represent unblockable and chargeable attacks, respectively.

The design of the Valkyries was also a big inspiration for us and had a major impact on the Six Blades of Kojiro mission in Ghost of Tsushima, which involves tracking down and fighting characters across the island. Each of these characters had a unique move, but the final character used all the different moves of the previous characters, similar to the Valkyries. Sigrun as the last Valkyrie beat me more than I expected and my hope is that Kojiro will beat a lot of players in Ghost of Tsushima as well.

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

Yuya Tokuda (Yuya Tokuda), one of the directors of Capcom company, said with a simple but profound reading of the game's combat:

When players use heavier weapons [ [in Monster Hunter World] that are slower, making it harder to hit monsters. An important part of our approach to combat design is creating a mechanic that transforms the stress of slow weapon movement into a sense of accomplishment when the player successfully hits a target with it. There are many ways to achieve this, and obviously it's important to have a specific swing that feels satisfying when hitting the target because of its weight. However, what is considered even more important is giving players movement options in order to execute that hit as well as possible.

The combat system in God of War is simple but deep. The basic principles of an action game have been carefully implemented in this game. For example, if you react properly to your opponent's attacks, your attacks will be more effective. There are many options in terms of what you can do with your opponent, such as throwing arrows even at long distances and switching to Rage mode or fighting bare-handed. Additionally, depending on the opponent's state, such as when they are confused, you can attack Implement heavy and powerful. In these situations, the number of movement and control options does not increase, but the reactions are different and varied, so players do not get bored. I'm amazed at the detail work that went into the game.

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

Christian Wohlwend, One of the game designers at Naughty Dog mentioned the changes in the game's camera and stated:

The Last of Ace 2 had a unique challenge to maintain the sense of weight and impact that Joel brought to the battles of the first part. , but changed it to 1 to 19 years old. This was while presenting all the action of the game realistically and faithfully to the first version. We used techniques including camera work, camera shake, blood effects and more to implement this theme. This set is needed to achieve the weight, impact and violence of Lest of Aces. On the other hand, one of the biggest changes is the different camera approach. The game uses a different camera angle to create more field of view in the battle space. This allows the player to better track multiple targets at the same time. The camera shake is also to the extent has decreased significantly. While this can hurt the heavy feel of the shots, it does greatly improve target detection and aid gameplay. However, what has changed with the camera and reduced its effectiveness, has been compensated by the sound effects and animations. Kratos' ax doesn't seem to simply cut through enemies. On the other hand, its effectiveness is enhanced by animations. God of War also uses a subtle but powerful technique called Hit Stop, which freezes Kratos and the target for a short period of time when hit. It's not realistic, but it strongly emphasizes the effectiveness of the shots. Honestly, this technique really helps when you're looking for more weight and impact in your game, and sometimes when your hero is a Greek god.

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

Tymon Smektaa, the chief game designer of Techland Studio, attributes the success of the battles to the feeling of hitting the enemies and their reaction to the hit:

What God of War has achieved is spectacular, and Kratos' ax has already been talked about and how it came to fruition thanks to the exemplary transparency of Corey Barlog and the entire Santa Monica studio about its design process. However, aside from all the gimmicks inspired by Street Fighter and other beat-em-up games, the secret to God of War is sheer effort and relentless repetition. In fact, it's the action-reaction loop that's been implemented to perfection.

Kratos deserves nothing less, and I'm sure God of War Ragnarok will continue down that path. Creating a good combat system is always kind of a long battle against time and resources, but you'll never win unless you put all of your focus and attention into how it feels to hit an enemy and how they react to that powerful hit. [Like God of War] We spent a lot of time fine-tuning each of the animations [in Dying Light 2] to make sure they conveyed the right feeling.

Adam Coriglione, lead designer Battles at Insomniac Games Studio also said:

God of War has always been a series that has given players a sense of power that is unlike anything else. When the series returned in 2018, it managed to tweak its formula while staying true to the elements that made it great from the beginning. The camera change brought a new perspective to Kratos' carnage, and with it came new weapons, abilities, and a partner to help you out. While taking the time to master the game will show the Gods of Asgard that Kratos hasn't strayed one bit from his prime, the innovative new ways to execute combos will make you feel like you're truly in the role of the God of War.

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

Morimasa Sato, one of the directors of Capcom, mentioned the role of tension in close combat. And he says:

I believe the key to close combat design is tension and release. The player must experience the tension well while performing the attacks and have a sense of balance as well as predicting the movements on the screen. [In Resident Evil Village] we're looking to release that tension and create a sense of release through animations and special effects when attacks are successfully linked. While this may sound like a general theme, simple and attractive design is what I emphasize when developing games.

Anna Marsh, Associate Director at Firesprite Studios , about his concern regarding the change in the series' formula at the time of the game's introduction:

I loved the old God of War games, and the brutal flow of combat was, for me, the best combat system in any work out there. It was made in Japan. When the 2018 version came out, I was apprehensive, wondering if this was an attempt to remake the formula of that beloved, screw-up combat system. Of course, it wasn't and instead offered a fantastic action and third person gameplay. Early in the game, I threw an enemy into the air with an ax and into another companion, who was also thrown into the air. It was a really fun moment and I knew this game was going to live up to expectations.

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

Leif Walter , one of Torn Banner Studio's directors compares Chivalry 2's combat to God of War:

The paradigm of Chivalry 2's combat design is to allow players to do fun things. Full control over the player's avatar's weapon rotations and body position, along with mechanics like dodging and feigning attacks, allow players to pull off stunning action sequences.

In comparison, Gad's combat Avvar is effective, moving and striking. In fact, its combat is about giving players the opportunity to display a fantasy force that feels Give value and power. In the game, a lot of attention is paid to the reactions to the blows and the general feeling of the implementation of the blows, and Kratos' ax becomes a natural extension for the player's hands. The animations and handling of player inputs ensure that every action has its own reward, and the combination of these ultimately results in battle sequences that can rival Hollywood blockbusters.

God of War also It uses its nature as a single-player game to expand the player's equipment collection throughout their journey through the game, keeping the experience fresh along the way and allowing players to choose their own playstyle at will. .

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

David McMullen, System Designer at Gorilla Games Studio, Praises Leviathan and Atreus:

God of War was an amazing achievement. We can all probably agree that the Leviathan is one of the best examples of an ax seen in a video game, but for me it was the behavior of our companion in the game that caught my attention. It can become a one-person escort and protection mission, but Atreus is never considered a burden, and is a brilliant and rare example of a video game companion that dramatically improves the combat experience.

I didn't expect Atreus to be so involved in the main battles, but he was quite autonomous and could actually implement different combat mechanics. My only problem was that for a few months after playing the game I wanted to start every sentence with Boy!

BingMag.com Why was the combat system of God of War 2018 so good? Game makers explain

Finally, Hiroyuki Nishi, designer of combat mechanics from Team Ninja Studio, says:

In the Nive series, we wanted to implement the contrast between stillness and movement in samurai battles, Therefore, we designed the game in such a way that the player and the enemies have stamina bars and actually pay attention to their attack and defense times. Additionally, using Ki Pulse after attacks to restore stamina is something that is different in Nive series close combat. Fairness (games are usually considered fair when the player can clearly see that his actions in the game lead to tangible results, and on the other hand, there is a balance between the level of difficulty and reward) and giving it a unique feel by the game, not only It is a feature of the Niue series, but these are the points that Team Ninja gives the most importance to when creating close combat in games.

In God of War, the animation and sound effects were all quality, but the camera element It was a step above everything else and felt incredible. When designing close combat, there is a challenge of how to implement the camera in such a way that the visuals and gameplay are both equally impressive. However, God of War's camera was very close to Kratos while still maintaining the power and impact of the attacks, allowing players to feel the pain of their enemies.

This It was done while a lot of work was done on the UI and effects, without the player being bothered by the cluttered screen and camera performance. The combination attacks with Atreus and the original QTEs of the series were also well implemented and the way all these elements fit together was truly amazing. I look forward to seeing how these things evolve in God of War Ragnarok.

God of War Ragnarok will be released on November 9th for PlayStation 4 and 5.

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