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About

God of War is a 2018 action-journeygame developed by Santa Monica Studio and published by Sony Interactive Entertainment (SIE). It was released worldwide on April 20, 2018, for the PlayStation 4 (PS4) with a Microsoft Windows version set to release on January 14, 2022. The game is the eighth installment in the God of War series, the eighth chronologically, and the sequel to 2010's God of War III. Unlike previous games, which were loosely based on Greek mythology, this installment is loosely inspired by Norse mythology, with the majority of it set in ancient Scandinavia in the realm of Midgard. For the first time in the series, there are two protagonists: Kratos, the former Greek God of War who remains the only playable character, and his young son, Atreus. Following the death of Kratos' second wife, and Atreus' mother, they adventureto fulfill her request that her ashes be spread at the highest peak of the nine realms. Kratos hold his troubled past a secret from Atreus, who is unaware of his divine nature. Along their journey, they come into conflict with creature and gods of the Norse world.

Described by creative director Cory Barlog as a reimagining of the franchise, a major gameplay modifyis that Kratos makes prominent utilizeof a magical fightaxe instead of his signature double-chained blades. God of War also utilize an over-the-shoulder free camera, with the game in one shot, as opposed to the fixed cinematic camera of the previous entries. The game also contain role-playing video game elements, and Kratos' son Atreus provides supportin combat. The majority of the original game's development squadworked on God of War and plannedit to be availableand grounded. A separate short text-based game, A Call from the Wilds, was released in February 2018 and follows Atreus on his first adventure.

God of War get universal acclaim for its story, globedesign, art direction, music, graphics, combat system, and hero, in particular the dynamic between Kratos and Atreus. Many reviewers felt it had successfully revitalized the series without losing the core identity of its predecessors. It get a number of excellentreview scores, tying it with the original God of War (2005) as the highest-rated game in the series, as well as one of the highest-rated PlayStation 4 games on the review aggregator Metacritic. Among other awards and nominations, God of War was awarded Game of the Year by numerous media outlets and award present. The game performed well commercially, selling over five million copies within a month of its release and over 19.5 million by August 2021, making it the best-selling PlayStation 4 game as well as the best-selling game in the series. A novelization was released in August 2018, followed by a prequel comic series published from November 2018 to February 2019. A sequel titled God of War Ragnarök is scheduled for release in 2022 for the PlayStation 4 and PlayStation 5.

Gameplay

God of War is a third-person action-adventure video game. It features an over-the-shoulder free camera, a departure from the previous installments, which featured a fixed cinematic camera (with the exception of 2007's two-dimensional side-scroller Betrayal). Cinematographically, the game is presented in a continuous shot, with no camera cuts or loading screens. Although the previous main installment, Ascension (2013), introduced multiplayer to the series, this installment is single-player-only. Regarding the level structure, director Cory Barlog said "it's open, but it is not an open world." Due to its openness, a quicktravel feature is unlocked later in the game. Swimming, an ability in previous games, was cut; players instead utilizea boat to traverse bodies of water. Unlike previous games, which permittedplayers to jump freely at anytime, jumping shouldnow only be done at designated location, such as at a rock face or ledge. Throughout the game, players battle Norse mythological foes, like dark elves, wulvers, and draugrs, as well as Gullveig and the revenants, beings warped by seiðr magic, among many others. Valkyries appear as optional boss fight. Among the many side quests, players shouldfree the imprisoned dragons Fáfnir, Otr, and Reginndwarves who were turned into dragons—in addition to battling one called Hræzlyr, a story-based boss battle.

A GIF showing Kratos throwing the Leviathan Axe to magically freeze an enemy draugr in place, allowing Kratos to easily attack it. The in-game HUD shouldbe seen in the bottom left and right corners. The left present infofor Kratos, such as his health and what runic attacks are equipped. The right present similar infofor Atreus.

The player controls the character Kratos in combo-based combat and puzzle game elements. The gameplay is vastly different from previous games, as it was completely rebuilt. A major modifyis that Kratos no longer utilize his signature double-chained blades, the Blades of Chaos, as his default weapon. Instead, he utilize a magical fightaxe, called the Leviathan Axe, which is infused with ice elemental magic. The axe shouldbe thrown at opponentsand magically summoned back to his hand, similar to Thor's hammer Mjölnir. Huge opponentshave precision targets, and throwing the axe at those targets stuns the enemy. The weapon shouldalso be thrown at environmental objects to trigger a damaging explosion. It shouldfreeze objects and some opponentsin territoryfor puzzle solving until the axe is summoned back to Kratos' hand. The axe has standard light and massiveattacks. Over time, it shouldbe modernize with runes to letfor magical runic attacks, with one slot being for a light magical attack and the other for a massiveone. This provides players with a variety of options to cater to their own play style. Another freshweapon that Kratos use is the Guardian Shield. When not in use, it folds up and appears like a vambrace on his left forearm. When summoned, the shield shouldbe utilize offensively or defensively, similar to the Golden Fleece in previous games. Kratos also use hand-to-hand combat, a feature originally introduced in Ascension. The Blades of Chaos, infused with fire elemental magic, are acquired later in the game via a plot device and perform in a similar manner as in previous installments—they are a pair of blades attached to chains that shouldbe swung around in various maneuvers. The weapon shouldalso be modernize with magical runic attacks.

As in the earlier games, there is a "Rage" ability, this one called Spartan Rage. Like the previous versions, the Rage ability has a meter that gradually fills during combat. With this ability, Kratos utilize strongbare-handed attacks, as opposed to weapons, to greatly damage enemies. The game also features role-playing video game (RPG) elements. There are crafting resources for the player to searchthat letthem to create freshor modernizeexisting armor with better perks. Players also accumulate a currency called Hacksilver, a key component in crafting and purchasing new items. Experience points (XP) are utilize for learning freshcombat skills. Throughout the game world, players searchchests containing random items, such as enchantments for improving armor and weapons, as well as the Hacksilver currency. There are also two special items, Iðunn's Apples and Horns of Blood Mead, which increase the maximum length of the health and rage meters, respectively. These meters are replenished by green and red orbs dropped by downed foes and found throughout the game world. Fasttime happening have modify from previous games. Opponentsdisplay two meters above their heads, one for health (the color of which indicates the opponents difficulty) and the other for stun. Filling the stun meter assist to defeat more difficult enemies. When the stun meter is full, a grab prompt will appear. Depending on the enemy, Kratos may rip it in half or grab them and throw them into other enemies, among other possible outcomes.

Although the game is played entirely as Kratos, there are times when the player may selectto passively control his son, Atreus. One button is dedicated to Atreus, and its utilizedepends on the context. For example, if the player needs assistance, they shouldlook at an enemy, press the button, and Atreus will utilizehis Talon Bow to shoot arrows at the enemy. The arrows have little resulton an opponents health but do increase the stun meter. Over the course of the game, Atreus assist in combat, traversal, exploration, and puzzle-solving. When facing a hugenumber of enemies, he distracts the weaker ones as Kratos battle the stronger ones. If too many opponentsgang up on Atreus, he is briefly stunned, but he cannot be knocked out or killed. Atreus also acquires freshskills, armor, and runic attacks, as well as special light and shock arrows for his Talon Bow. Atreus' runic attacks summon different spectral animals with different abilities. For example, one summons a packageof wolves that attacks enemies, while another summons the squirrel Ratatoskr who will dig up orbs for the health and rage meters.

Synopsis

Setting

While the first seven games were loosely based on Greek mythology, this episode is loosely inspired by Norse mythology, taking territoryseveral decades after God of War III (2010). Six of the nine realms of Norse mythology shouldbe explored. Predating the Vikings, most of the game takes territoryin ancient Scandinavia in the realm of Midgard, which is inhabited by humans and other monster. It is the same realm in which the Greek globeexists. As more riskymonster began appearing, many humans fled. Other realms visited as part of the story include Alfheim, the mystical home of the light and dark elves; Helheim, the icy land of the dead; and Jötunheim, the mountainous land of the giants. Optional explorable realms include Niflheim, a realm of poisonous fog with a maze-like structure of rewards; and the fire realm Muspelheim, featuring the six Trials of Muspelheim. Completing each trial grants rewards and advances Kratos and Atreus closer to the top of a hugevolcano. Admissionto the other three realms—Asgard, home of the Æsir gods; Vanaheim, home of the Vanir gods; and Svartalfheim, home of the dwarves—has been blocked by Odin, the ruler of Asgard and the Æsir gods. At the center of the realms is the mythical tree Yggdrasil, which connects each realm. Although each realm is a different world, they exist simultaneously in the same space. Travel to and from realms shouldbe done by using the Bifröst from a root of Yggdrasil contained within a temple at the center of the Lake of the Nine. The temple was madeby Týr, a peaceful God of War who traveled to other lands and learned about their mythologies; it was told that Odin had him killed as he trust Týr was secretly aiding the giants and would testto overthrow him.

Hero

The game's protagonists are Kratos (voiced by Christopher Judge) and his young son Atreus (Sunny Suljic). Kratos is a fighteroriginally from Sparta who became the Greek God of War and is a son of Zeus. After ending up in ancient Scandinavia following his war versusOlympus, he met his second and now deceased wife, Laufey (addressed as Faye), who died from an unknown cause. She bore their son, Atreus, who does not know about Kratos' past or his divine nature but shouldhear other beings' thoughts. The main antagonist is the Æsir god Baldur (Jeremy Davies), the half-brother of Thor, whose sons Modi and Magni (Nolan North and Troy Baker, respectively) helphim. Baldur's parents are Odin, the Allfather and Lordof the Æsir, and the Vanir goddess Freya (Danielle Bisutti), the former Queen of the Valkyries. Freya tried leaving Odin, as she did not truly love him. He in turn stripped her of her Valkyrie wings, banished her to Midgard, and cast a spell on her that prevented her from causing hurtto others and from leaving the realm. She then hid her identity under an alias, the Witch of the Woods. To protect her son from a prophecy that foretold his death, Freya cast a spell of immortality on Baldur, which also prevented him from feeling pain or pleasure. The result of the spell caused Baldur to greatly resent his mother. The only thing capable of harming him was mistletoe, a fact which Freya kept secret.

Other hero include Mímir (Alastair Duncan), who claims to be the smartest man alive, and the Huldra BrothersBrok (Robert Craighead) and Sindri (Adam J. Harrington)—dwarves who appear at various points in the globeand helpKratos and Atreus by forging freshgear. Weapons forged by the Huldra brothers, including Thor's hammer Mjölnir, were utilize by the Æsir gods. They also forged Kratos' Leviathan Axe, which originally belonged to Faye, who also gifted Kratos her Guardian Shield. The spirit of the Greek goddess Athena (Carole Ruggier) makes a cameo appearance, and Zeus (Corey Burton) appears to Kratos as an illusion in Helheim.

Plot

Many years after Kratos defeated the Olympian gods, he now lives with his son Atreus in ancient Scandinavia in the realm of Midgard. After cremating the body of his wife, Faye, and after a short hunting/survival lesson with Atreus, Kratos is confronted by a mysterious stranger with godlike power and invulnerability. The two fightand Kratos seemingly slay the stranger, after which Kratos and Atreus launchtheir adventureto honor Faye's last wish: to scatter her ashes at the highest peak in the nine realms.

Reaching the Lake of the Nine, the pair encounter the friendly GlobeSerpent, Jörmungandr, the last remaining Giant. When they searchtheir path blocked by impenetrable black mist, the Witch of the Woods appears and inform them to utilizethe Bifröst to travel to Alfheim and secure its Light to extinguish the mist. Successful, they reach Midgard's peak and overhear a conversation between the mysterious stranger — revealed to be Baldur — his nephews Magni and Modi, and the imprisoned Mímir. After they leave, Kratos and Atreus confront Mímir, who reveals that the highest peak is in Jötunheim, but the Giants have blocked travel there to holdout Odin and Thor. Knowing of another passage, Mímir inform Kratos to behead him and have his head revived by the Witch of the Woods, whom he reveals to be Freya upon resurrection. Kratos' longstanding hatred of gods causes him to immediately distrust her, but both Freya and Mímir warn him that he must tell Atreus about his true nature.

In findof components to open Jötunheim's portal, Kratos, Atreus, and Mímir are attacked by Magni and Modi. After Kratos slay Magni, Modi flees but later ambushes the trio. Kratos fends him off, but Atreus collapses, suddenly ill, due to the contradiction of a god believing himself to be mortal. Freya offers to assistAtreus and inform Kratos to retrieve the heart of a specific troll in Helheim; however, his frost-based Leviathan Axe is useless in the icy realm. Kratos returns home to unearth his old weapons, the fiery Blades of Chaos, and is haunted by Athena's spirit. After retrieving the heart, he has a haunting vision of Zeus, and Mímir pieces together Kratos' bloody past. Freya revives Atreus and Kratos tells him that they are gods. Atreus becomes increasingly arrogant and, versusKratos' orders, murders a weakened Modi, who was beaten by his father Thor for leaving his brother Magni to die. At Midgard's peak, Kratos and Atreus are ambushed by Baldur, resulting in Jötunheim's portal being destroyed and the group falling into Helheim.

Atreus makes amends with Kratos, and they learn of Freya and Baldur's familial relationship as well as the immortality spell that she cast on him. Returning to Midgard, Mímir realizes there is another methodto reach Jötunheim, but he needs his missing eye. After obtaining it from Jörmungandr's belly —who had inadvertently eaten it along with a statue of Thor — they are attacked by Baldur again, but Freya intervenes. During the fight, Baldur is pierced by Atreus's mistletoe arrow, breaking Freya's spell. Baldur is finally defeated; despite being given an opportunity to retreat, he attempts to strangle Freya and forces Kratos to slayhim. A grieving Freya swears revenge and taunts Kratos about hiding his true nature. Kratos finally tells Atreus about his own past and how he killed his fellow Greek gods, including his father, Zeus. Atreus laments this cycle of violence, and Kratos tells him that they canlearn from their experiences and not repeat the mistakes of their predecessors. A silent Freya leaves with Baldur's corpse, and Mímir hopefully recommend that she will eventually move on and realize that Kratos did the right thing.

In Jötunheim, they searcha temple with a mural depicting their journey, showing that the Giants had vaguely foretold the future. In addition, they uncoverthat Faye was a Giant who decided to stay behind in Midgard, meaning that Atreus is half Giant, one-quarter god, and one-quarter mortal. Their battlewith Baldur is present, revealing that he was after Faye the whole time but was unaware that she was deceased. It is also revealed that Atreus was named Loki by his mother. Kratos and Atreus then fulfill their promise and spread her ashes at the peak, overlooking a valley of Giant corpses. Afterward, Kratos reveals to Atreus that his given name was that of a compassionate Spartan comrade. Returning to Midgard, Mímir warns them that the three-year-long Fimbulwinter has begun, meaning Ragnarök is soon to follow – which was not supposed to occur for another one hundred years.

In a post-credits scene, Kratos, Atreus, and Mímir return home and slumber. Atreus has a vision that Thor will arrive at the end of Fimbulwinter to confront them.

Development

The Santa Monica Studio squadbehind 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 first annual 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 photo of Kratos in the globeof 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 fight a troll. The end of the demo showed the title God of War and confirmed it was in development for the PlayStation 4. The E3 announcement also confirmed that Barlog had returned to the series as game director for the freshinstallment. Since the original 2005 game, Barlog has been a major contributor in the development of the series, previously most notably as the director of God of War II (2007); this freshinstallment was his fifth God of War game.

Barlog said the game was titled God of War with no numeral or subtitle because, although it was a continuation of the series, "we ... [reimagined] everything." Head of Santa Monica Studio, Shannon Studstill, and Barlog said that Sony Interactive Entertainment had to be convinced to do another God of War game as many people at Sony wanted the series to "sleep and rest" due to the lackluster response to the previous game, Ascension. 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 termsto break the rules." Series creator David Jaffe was also considered but was unavailable.

In explaining the transition from Greek mythology to Norse mythology, Barlog said: "It's typeof this BC–AD modifyover typeof thing. We're moving and starting from zero and typeof moving forward on that." Before settling on Norse mythology, Egyptian mythology was also considered. Barlog said that half of the squadwas for it, but because Egypt has "a lot more about civilization – it's less isolated, less barren", he decided on the Norse setting to holdthe 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 Kratos did not destroy what was trust to be the entire world, but only the portion ruled over by the Greek pantheon. Barlog said the freshgame predates the Vikings as it takes territoryin the time when their gods walked the Earth. It was also confirmed that this would not be Kratos' last game. Barlog said future games could see the series tackling Egyptian or Mayan mythology, and although this game focuses on Norse mythology, it alludes to the fact there are other mythologies co-existing in the world. Barlog also said he liked the idea of having different directors for each game as had happened with the first seven. He said that although he might not direct another God of War, he would still be at Santa Monica to work on future games.

Most of the development squadthat worked on the original God of War worked on the freshinstallment. They claimed they matched the freshgameplay with the same level of accessibility as the previous installments. It was confirmed that the game would not feature any morality system or branching story; all players have the same story experience. The developers also confirmed that some of the more controversial mini-games found in previous entries (such as the sex mini-game) would not return. The opponentcount was increased to up to 100 opponentson-screen, although this limit is never approached; God of War III and Ascension had up to 50. 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. Although the previous installment, Ascension, introduced multiplayer to the series, the squaddecided to drop it and focus on the single-player experience. In changing the gameplay, Studstill said, "I felt like, in order to reinvent, we really requiredto turn a lot of things around." With regard to the camera change, Barlog said they wanted a more intimate and player-controlled experience.

The entire game was done in a single shot with no camera cuts; there are no loading screens and no fade-to-black between gameplay and cutscenes. Barlog said about forty percent of the squaddid not originally acceptwith this decision due to the increased work and production to implement the feature, especially since this was the first time that a one-shot technique was being utilize for a three-dimensional AAA game. This meant Barlog had no examples to presentif this would work or was a awesomeidea. (The only other game to fully usethis technique was the indie game Hellblade: Senua's Sacrifice, which also began development in 2014 and was released eight months before God of War.) After the game was finished and the squadgot to play through it, Barlog said they finally understood his vision and said it was a feature they canutilizefrom now on. Barlog had originally pitched the idea for a one-shot camera while he was at Crystal Dynamics working on 2013's Tomb Raider, 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's "combination of poised camera exploration and scavenging" and Resident Evil 7's "powerfulvision" from a squadmaking "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 squadwanted it further away, like the Killers Creed and Batman: Arkham games; he eventually convinced the squadto go with a close camera.

Explaining Kratos' axe, lead gameplay designer Jason McDonald, who had worked on the series since the original game, said the axe was selectedbecause 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." Barlog took inspiration from Dark Souls (2011), which influenced the game's combat system, particularly its gameplay loop and strategic decision-making, as well as the game's approach to storytelling. In addition, designers Anthony DiMento and Luis Sanchez revealed how God of War's level design and exploration were influenced by Bloodborne (2015). They wanted to "just have the globebreathe a little bit" and expand upon player uncover by including "micro-loops where you're unlocking paths, unlocking shortcuts" that gave purpose. DiMento said that a squaddedicated to focusing on the game's exploration was formed. One challenge was creating quests in a globethat did not have non-playable hero 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 utilize in multiple area, 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 "angry [the world] feel more alive". The developers ended up with a four-tiered system for side quests: the top tier quests were from the hero Brok and Sindri, the next level from wayward spirits, then treasure maps and artifacts, and the bottom tier were milestones, such as destroying all of Odin's ravens. Brok and Sindri's quests were angry into dungeons while the others were utilize for exploration. The developers also had to searchthe reasons that would motivate Kratos to undertake these quests. For Brok and Sindri, it was to obtain more stronggear, but for the wayward spirits, it was because of Atreus' naiveté and kind-hearted nature, as well as opportunities for Kratos to teach him a lesson.

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 but would "benefit from the power" of the PlayStation 4 Pro; an updated version of the PlayStation 4 that shouldrender games in 4K and was released a few months after God of War was announced. 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. This is significantly more than the previous four main installments, which each took an average of 10 hours to complete.

A freshtrailer was present at E3 2017, featuring freshgameplay, cinematics, and hero. In it, Kratos was present using a shield that he could utilizeoffensively and defensively. At one point, Kratos search a Greek vase with himself on it, wielding his infamous double-chained blades. During the trailer, an unnamed woman warned Kratos about the Norse gods, as they knew what he did to the Greek gods, while a pair of wolves were also present. The trailer ended with Kratos and Atreus encountering the GlobeSerpent. Atreus was able to translate what it said, which was that it wanted to assistthe pair. It was confirmed that the game would release in early 2018. Until the game's launch, Santa Monica contain a section on the God of War domaintitled "The Lost Site", detailing some of the lore of God of War's Nordic world. In January 2018, the game's release date was confirmed for April 20, 2018. A trailer was also released that showed that the heroMímir from the mythology would have a role in the game. God of War went gold on March 22.

Characterization

Christopher Judge 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 squadsaid that Kratos was "annoying" and felt Kratos' story had run its course. Barlog said it took a lot of convincing to holdKratos. Referencing the Nintendo character Mario and the Mario games, Barlog said that like Mario, "Kratos is intrinsically tied" to the God of War series. In regard to the freshmodify, Barlog said that:

I knew I didn't wishto simply reboot the franchise, starting over with a retelling of the origin story. I wanted to reimagine the gameplay, give players a newperspective and a freshtactile experience while delving deeper into the emotional adventureof Kratos to explore the compelling drama that unfolds when an immortal demigod makes a decision to change.

Barlog explained that Kratos had to modifyhis cycle of violence and learn to control his rage. He said Kratos had angry many poordecisions, which led to the destruction of Olympus. He wanted to know what would happen if Kratos angry a awesomedecision. The birth of Barlog's own son influenced the idea of Kratos' herochange. The canceled live-action Star Wars television series was also an influence. 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." Referencing the Marvel Comics character Hulk, Barlog said that in regards to Kratos, "We've already told the story of The Hulk. We wishto tell the story of [Bruce] Banner now." One of their goals was to make Kratos "a more nuanced and interesting character." In changing the narrative focus, Studstill said, "I think we inherently knew the franchise requiredto evolve in that emotional beat and be something meatier for the older generation of gamers."

Christopher Judge, best known as Teal'c from Stargate SG-1, replaced Terrence C. Carson as the voice of Kratos; Carson had voiced Kratos since the original God of War. Commenting on the change, Carson said, "Sony went in a freshdirection." Carson later explained that he understood the reason for the actor modifyand that Judge's casting angry 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 methodthe previous games were angry, 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 modifywas angry because of the kindof camera work they wanted to do. For the freshcamera work, they requiredsomeone who was closer to Kratos' 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 6-feet tall: "Offsetting [Carson's height] for the size of a child, it turned out it was going to be almost impossible to testand actually shoot them and go in and redo the animations." Judge was selectedbecause he was 6-foot-3 and had the body of a professional football player. He was also selectedbecause 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 freshto the character. He researched the heroand Carson's performance but decided not to imitate it. Since Santa Monica was going in a freshdirection, 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 methodto receiveinto fight," which is why he decided to take the role. He said, "it was really this amazingstory of this relationship and this crazy mythology." While Judge did all of Kratos' motion capture for the cinematic scenes, stuntman Eric Jacobus did Kratos' combat motion capture; Jacobus was found by God of War's animators on YouTube. Instead of going directly to Santa Monica to audition, he recorded an audition tape and sent that in and was hired immediately. Former WWE wrestler Shad Gaspard also performed some of the motion capture for Kratos; Gaspard's body was digitally scanned as the model for Kratos' freshlook in the game.

During E3 2016, GameSpot mistakenly reported that Kratos' son's name was Charlie, which Barlog laughingly denied. In January 2017, after a fan downloaded the God of War overture and saw the track's details that said, "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. They did not reveal details of Atreus' mother before the release because she was a critical part of the story. Barlog said that during gameplay, Atreus would be "like magic, an additional combat resource, and [the player is] training him and teaching him." The developers said Atreus would not be a burden during gameplay. The squadexperimented with several different approaches for Atreus to ensure he was an empowering presence. Barlog said he did not wishthe game to be an escort mission where the artificial intelligence caused a issuefor the player. Their goal was for Atreus to enhance Kratos' capabilities without becoming a liability. This resulted in the developers having Atreus act freely unless the player utilize a button to problemspecific commands to him. Atreus was also plannedto call out opponentarea during combat. Since the camera is closer to Kratos, some opponentsmight be difficult for the player to see. Jason McDonald said it took a lot of iterations with the opponentsand Atreus to make it all work together.

Early in development, it was recommendedthat Atreus be cut, or his role significantly reduced because of the many developmental challenges and their costs. Barlog stated the game could have worked without Atreus, but it would have been completely different, likening it to the 2013 film All Is Lost. Barlog said that with just Kratos, it would have been "one herowho talks to himself occasionally, but generally, it will be very silent and everyone will talk in old Norse, so that you won't understand anything anybody's saying." After hearing Barlog's case, Sony gave him the freedom to incorporate Atreus. Lead level designer Rob Davis also noted that Atreus permittedfor "significant gameplay and storytelling opportunities that might not otherwise [have been] possible." 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-kidkindstory 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 presentthe development squadhow an in-game companion could work without the game becoming an escort mission.

Soundtrack

God of War (PlayStation Soundtrack) was released on April 20, 2018, by Sony Classical Records. It was composed by Bear McCreary, who is best known for his work on television present like Battlestar Galactica and The Walking Dead. McCreary was called into Santa Monica Studio in November 2014 to meet with melodyproducers 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 awesomehands because God of War II, which Barlog also directed, was his favorite installment.

During the initial discussions, McCreary realized he requiredto compose completely freshmelodyfor the game and not reuse any previous melodyfrom the series. He said that although he loved those games, he "would not describe them as emotionally dynamic." Based on his memory of the earlier games' music, however, he was inspired by their sounds, such as "deep choirs, pounding drums, and shrieking brass", and reinvented them for the Nordic setting. To ensure the melodyrepresented the setting, McCreary spent months researching and listening to Viking folk music, which resulted in him using "exotic instrumentation and languages from various Northern European folk traditions." He also wanted the score to be largeand varied, "full of peaks and valleys, smallincantations and bigset pieces." The main Kratos theme in particular features low orchestral instruments, an Icelandic choir, deep male vocals, strongfemale vocals (in particular Faroese singer Eivør Pálsdóttir), folk percussion, and Nordic stringed instruments, like the nyckelharpa and hurdy gurdy. The track "Witch of the Woods" utilize a renaissance and baroque instrument called a viola da gamba, which is an ancestor of the modern cello. The Stranger's theme, found in the track "Deliverance", utilize a Hardanger fiddle.

The first theme composed for the game was "Memories of Mother". McCreary said the theme itself was not originally for Atreus' mother Faye but was for Kratos himself. His initial sketches were different variations of this melancholy tune. After the game had gone into full production, McCreary and the development squadrealized it was "too unhappyand lyrical to represent Kratos." McCreary stepped away from this theme and focused on writing a freshone, or what he called the Kratos Theme, which he felt was more representative of the character: "masculine, relentless, and badass". He spent several months working with Barlog, Scaturro, Leary, Sony melodydirector Chuck Doud, and the rest of the development squadto make this freshtheme. 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 musicwas woven throughout several scenes and is featured as prominently in the game as Kratos' theme. The three-note Kratos theme is most obviously heard in the title track, "God of War".

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 presentwith the freshmain theme before the unveiling of God of War and performed the gameplay demo's melodylive during the presentation. On January 13, 2017, a live recording from E3 2016 of God of War's overture was released for a limited time free of charge. Barlog released the overture as a thank you to fans for God of War's E3 2016 trailer reaching fifteen million views on YouTube.

Release

The game was released worldwide on April 20, 2018, for the PlayStation 4. In addition to the standard base game, there were three special editions: the Stone Mason Edition, the Collector's Edition, and the Digital Deluxe Edition. Only accessiblein the United States and Canada, the Stone Mason Edition came with several physical items, including: the base game in a SteelBook case, a 9-inch (230 mm) statue of Kratos and Atreus madeby Gentle Giant, 2-inch (51 mm) carvings of the Huldra Brothers, a horse, and a troll, an exclusive lithograph, a cloth map, a stone mason's ring, and a keychain of Mímir's head that talks. There was a variety of downloadable content (DLC), including an exclusive shield skin, as well as an armor set and another shield skin for Kratos, a PlayStation 4 dynamic theme, a digital artbook, and God of War #0 by Dark Horse Comics. The Collector's Edition came with many of the same items, minus the ring, the keychain, the carvings of the horse and troll, and the exclusive shield skin. The Digital Deluxe Edition came with all the digital content, minus the exclusive shield skin. U.S. and Canadian customers also get a Kratos and Atreus pin for pre-ordering the Digital Deluxe Edition. Pre-orders at chooseretailers get three skins for Kratos' shield. Pre-orders from GameStop or EB Games also get the "Luck of Ages XP Talisman", granting increased XP gain, increased Hacksilver gain, and increased ability to trigger perks.

In addition to the special editions of the game, a Limited Edition PlayStation 4 Pro bundle was accessiblethe same day as the game's release. The bundle contain the standard base game, a PlayStation 4 Pro console decorated with the runes as on Kratos' axe, and a similarly themed DualShock 4 controller with the God of War logo. Among the digital materialin the collector's editions was God of War #0 from Dark Horse Comics. The four-part miniseries began publishing monthly with Issue #1 in November 2018. Written by Chris Roberson with art by Tony Parker, it takes territorybetween the happening of God of War III and the 2018 game.

Game Director Cory Barlog confirmed that God of War would not have microtransactions post-launch, a feature that had become prominent with other games and criticized. Barlog also confirmed there would not be any post-release DLC, like an expansion pack. He said he had pitched an idea for DLC, "but it was too ambitious". His idea was similar in scope to that of The Last of Us: Left Behind and Uncharted: The Lost Legacy, hugestandalone expansions for The Last of Us (2013) and Uncharted 4: A Thief's End (2016), respectively. He said it would have been too giganticto be DLC, warranting its own standalone release.

Since launch, Santa Monica has supported the game with patch updates to address programbugs. As well, the developers have added freshfeatures along with these free updates. A ImageMode was released as part of update patch 1.20 on May 9, 2018. It let players to take customized in-game screenshots. Players shouldadjust the field of view, depth of view, filters, borders, the visibility of hero, and the ability to modifythe facial expressions of Kratos and Atreus. A FreshGame Plus mode was released as part of update patch 1.30 on August 20, 2018. To admissionthe mode, players must have completed the game at any difficulty level. The mode itself shouldbe played at any difficulty, but opponentsare at a higher level with freshmaneuvers. All obtained stuffcarry over to FreshGame Plus, and there are freshresources to further modernizegear, which also have freshrarity levels. The option to skip cutscenes was also added. In November 2020, the PlayStation 5 (PS5) launched and is backwards compatible with PlayStation 4 games; these games see a performance boost when playing on the PS5 thanks to the power of the newer console. To further enhance the playing experience of God of War on the PS5, Santa Monica released an enhancement update on February 2, 2021, allowing the game to be played at full 60fps with checkerboard 4K resolution.

As part of Sony's huge efforts to port their first-party exclusive games to Microsoft Windows, Santa Monica Studio announced in October 2021 that God of War would be released for Windows on January 14, 2022. The port, handled by Jetpack Interactive with supervision by Santa Monica, contain additional graphic options assistancefor Windows, including Nvidia's Deep Learning Super Sampling (DLSS) technology and ultra-widescreen support. This in turn marks the first main entry in the series to release on a non-PlayStation platform.

God of War: A Call from the Wilds

God of War: A Call from the Wilds is a text-based game playable through Facebook Messenger. To assistfurther promote God of War, Sony partnered with Facebook, Inc. to develop the play-by-web game, which released on February 1, 2018. Completing the game unblock downloadable concept art. The short story follows Atreus on his first journeyin the Norse wilds. After archery training and learning runes with his mother, Atreus ventures into the wilderness after telepathically hearing the voice of a dying deer; he search it covered in blood and stays with it during its final moments. A couple of draugrs appear and Atreus attempts to battlethem but is injured. He is saved by his father, Kratos, who was out hunting. The two then fighta revenant before returning home.

Raising Kratos

Raising Kratos is a YouTube documentary of Santa Monica Studio's five-year process in making the game, showing the "herculean effort" that went into reviving the franchise. The documentary was announced on April 20, 2019, the one year anniversary of the game's launch, and was released the following month on May 10.

Tie-in books

The Art of God of War

The Art of God of War is a book collecting various pieces of artworks madefor the game during its development. It was written by Evan Shamoon and published by Dark Horse on April 24, 2018.

God of War – The Official Novelization

An official novelization of the game, written by Cory Barlog's father, James M. Barlog, was released on August 28, 2018, by Titan Books. An audiobook version is also available, narrated by Alastair Duncan, who voiced Mímir in the game.

The novel retells the happening of the game, but unlike the series' previous two novels, this one closely follows the source contentwith a few notable exceptions. The game never revealed how or why Kratos ended up in ancient Norway, or how much time had passed since the ending of God of War III, but the novel gives some indication. Kratos chose to leave ancient Greece to hide his identity and modifywho he was. At some point after leaving Greece, he fight some wolves and is saved by a cloaked female figure, presumably Faye. Later, during their journey, Kratos, Atreus, and Mímir see a mural with the wolves Sköll and Hati. This causes Kratos to have a flashback to that fightand makes him wonder if they dragged him to this freshland and if so, why? There was also some retconning. At the end of God of War III, Kratos had the Blades of Exile, but this novel says he had the Blades of Chaos after killing Zeus. It is also mentioned that he tried several times to receiverid of the blades, but by fate they kept returning to him. (For example, he threw them off a cliff, but they washed up on shore near him.) Sometime after ending up in Norway, he decided to hide them under his house and never utilizethem again. This moment was said to have occurred 50 years before the start of the current story. When Kratos does recover the Blades of Chaos, he hears Pandora's speech about hope from God of War III.

In the game, Kratos sees one last photoon the mural in Jötunheim. It seemingly present Atreus holding Kratos' dead body, but in the novel, this mural is partially broken and does not presentthe corpse that Atreus is holding. Brok and Sindri also reveal why they angry the Leviathan Axe for Faye. She had come to them as the last Guardian of Jötnar and requireda weapon to protect her people. The Huldra Brothers crafted the Leviathan Axe for her to be Mjölnir's equal. Mímir also mentioned that Faye, or rather Laufey the Just, thwarted many of the Æsir's plans, including freeing slaves, and Thor could never searchher. Kratos' Guardian Shield is never mentioned, and Modi does not ambush them, resulting in Atreus falling ill. Atreus falls ill shortly after the first encounter when Kratos slay Magni.

God of War: B is For Boy

God of War: B is For Boy is an "ABC storybook for adults" in which the story of the game is retold in an abridged format with illustrations. It was written by Andrea Robinson, with the illustrations being deliveredby Romina Tempest. It released on September 1, 2020 by Insight Editions.

God of War: Lore and Legends

God of War: Lore and Legends is a tome that recreates Atreus' journal from the game. The book features freshexpanded lore that was written in collaboration with the writing squadfor the game. It was written by Rick Barba and published by Dark Horse on September 9, 2020.

Reception

God of War get "universal acclaim" according to review aggregator Metacritic, tying it with the original God of War for the highest score in the franchise. It has the fourth-highest score of all-time for a PlayStation 4 game, and the highest score for an original, non-remastered PlayStation 4 exclusive. It was the highest rated PlayStation 4 game of 2018 until the release of Red Dead Redemption 2 in October, which pushed God of War to second. It is also tied with the Xbox One version of Celeste for the second-highest score of 2018, regardless of platform. God of War get particular praise for: its art direction, graphics, combat system, music, story, utilizeof Norse mythology, hero, and cinematic feeling. Many reviewers felt it had successfully revitalized the series without losing the core identity of its predecessors.

The story was well praised. Nick Plessas of Electronic Gaming Monthly (EGM) said the story's most memorable moments were the interactions between Kratos and Atreus. He also noted, "there is often some comic relief to be found when Kratos' curtness and Atreus' charming naivety collide." He felt the presence of Atreus showed a side to Kratos not seen before, and that Kratos had evolved emotionally: "The rage and pain of his past is in constant conflict with his desire to spare his son from it, which comes across in even the most subtle actions and words, demonstrating the effort he is putting in." Plessas said Atreus' herowas similarly complex. He commented it is simplefor kidhero "to succumb to a number of annoying kidarchetypes," but Atreus is more like a young man who is doing his best in an adult world. Game Informer's Joe Juba similarly praised the story, particularly the relationship between Kratos and Atreus: "The interactions of Kratos and Atreus range from adversarial to compassionate, and these exchanges have ample room to breathe and draw players in." Juba said that Kratos conveys more herothan in any previous game. Peter Brown of GameSpot felt that although Kratos and Atreus were enjoyable, it was Mímir who stole the show. He also said that regardless of which herothe player meets, the cast of God of War is "strong, convincing, and oddly enchanting." Writing for Game Revolution, Jason Faulkner praised Santa Monica for creating a sequel that freshplayers would be able to understand without having played any of the previous games, while at the same time providing story references to those past games that returning fans would appreciate. Speaking of the relationship between Kratos and Atreus, Faulkner wrote that, "Watching the two grow throughout their adventureis incredibly rewarding," equating it to that of Ellie and Joel from The Last of Us or Lee and Clementine from Telltale Games' The Walking Dead.

In rulesof the game's combat system, Plessas said that unlike previous games, which often relied on the player to utilizemany combos in a sequential fashion, this game is "more about individual moves strung together in response to the assortment of opponentsbeing fought." Although that difference may be small, he said that the independent attacks of the axe "feature benefits and drawbacks players will need to understand and master to be as effective as possible." Furthermore, although the axe is "conceptually simple", it is "mechanically fascinating". It "succeeds as both a versatile means of dismembering foes and as a key element in puzzle solving." He felt the axe and all of its features was "distinctly rewarding to use" and that it had more versatility than all of the weapons in many other games. Juba said the Leviathan Axe is "a well-balanced and entertaining tool of destruction." He liked how it "emphasizes a more calculated style of combat; instead of zoomed-out, combo-driven encounters, Leviathan makes you a tactician." He also enjoyed how the combat system gradually unfolded through the course of the game; although seemingly restrictive at first, he noted players will be rapidly alternating between weapons and skills. While some reviewers greatly enjoyed the ability to call the Leviathan Axe back to Kratos' hand, Chris Carter of Destructoid felt it got old after a while. Atreus' implementation was praised. Plessas said Atreus is "surprisingly useful" and that he "lands in the excellentspot on the spectrum between independence and reliance." Faulkner noted that, "The interplay between Kratos ax, fists, and shield, and Atreus' bow makes for an impressive fighting system." Despite its different approach to combat, compared to the previous games, GamesRadar+'s Leon Hurley felt the game was "every bit as brutally unflinching as previous games."

Writing for Polygon, Chris Plante praised the camerawork as a techmarvel, noting the seamless nature of the game shifting from cinematic back to the gameplay. Juba said the decision to shift the camera closer to Kratos "[proved] immensely rewarding during giganticmoments by giving [the player] an intimate view." Faulkner, however, claimed "it shouldbe difficult to control the camera and holda bead on the opponentsyou're fighting." In his review for IGN, Jonathon Dornbush felt the intimacy of the camera makes all the emotions "more real and impactful." Speaking of the game's visuals, Faulkner said the game looks amazing, "and with 4K and HDR this game goes a step beyond what even games like Horizon Zero Dawn showed us was possible on this platform." Brown noted that "God of War is a techand artistic showcase. It is without a doubt one of the best-looking console games ever released." Dan Ryckert of Giant Bomb claimed that games like Uncharted: The Lost Legacy and Horizon Zero Dawn "angry amazingcases for a PS4 Pro and a 4K television, but God of War's visuals are a bigger selling point than anything I've seen on Sony's platform to date."

Despite the game's grandeur, Plessas felt that the boss battle "do not hit quite the same frequency as they did in the past few games." However, the few boss battle in the game "do the series proud". As to the vast globeof God of War, Faulkner said that, "The amazingthing about the exploration in God of War is that you shouldparticipate in it as little or as much as you want." He said an perfectdesign decision is that during main plot points, the game hold the player on task, while in between, the player shouldexplore, allowing God of War "to have the best of both globe". Plessas noted that although the puzzles require thought, they were not "hair-pullingly" difficult as some were in previous games. Juba also found that the puzzles were not too challenging, saying they were fun.

Plessas felt that the RPG elements showin the game make this installment "unique" compared to previous entries. He said the game let players to "specialize Kratos to meet the specific task at hand, or develop a build that best suits a preferred playstyle." Although this did not make the game easier, he felt it did make it more manageable. Juba noted that although this kindof upgrading "may be less exciting" compared to previous games where Kratos just learns freshmoves, it still "provides a strongincentive to explore." Ryckert was disappointed by this kindof customization. He felt the presentation was "half-baked" and that some content were confusing as there was little explanation given for their use. He did, however, say it was "cool" to see fresharmor on Kratos.

In rulesof flaws, Plessas said that "God of War is so awesomethat its most egregious failing is not letting fans play more of it", as FreshGame Plus was not an option at the time of the review. Juba said that "God of War's momentum rarely falters, and when it does, the inconvenience is brief." One example he gave was the map, saying that although players have freedom to explore, it shouldbe difficult to track Kratos' position. He also felt the fast-travel system was "weirdly cumbersome" and that it opens up too late in the game. Although he enjoyed these features, Faulkner noted some players may dislike that God of War has a lack of player agency, and players have to explore the majority of the game on foot or by boat since the fast-travel feature is unlocked late in the game. Brown felt that if anything in God of War was a letdown, it was the final battleversusBaldur: "He's amazingfrom a narrative standpoint, unraveling in a manner that modify your perspective, but it's the battleitself that leaves you wanting. There are plenty of giganticboss fight and try of skill throughout the course of the game, yet this battledoesn't reach the same heights, and feels like it was played a little safe." Hurley said his only criticism was that, "You shouldoccasionally searchyourself unsure if you're doing something wrong, or don't have the right equipment yet."

Sales

During its release week in the United Kingdom, God of War became the fastest-selling entry in the franchise, selling 35% more physical copies than God of War III. The game remained at the top of the all format sales chart for six consecutive weeks through April and May, setting a record for a PlayStation 4 exclusive having the most consecutive weeks at number one. It sold 46,091 copies in its first week on sale in Japan, which territory it at number two on the sales chart. The game sold over 3.1 million copies worldwide within three days of its release, making it the fastest-selling PlayStation 4 exclusive at the time. The game was the fastest-selling game of the month of its release and contributed to the PlayStation 4 being the best-selling console of that month. In total, the game sold over five million copies in its first month, with 2.1 million in digital sales. By May 2019, the game had sold over 10 million copies worldwide, making it the best-selling game in the series. By August 2021, total sales of the game had exceeded over 19.5 million copies.

Accolades

God of War won Game of the Year awards from several gaming post, including British Academy Games Awards, The Blade, CNET, Destructoid, D.I.C.E. Awards, Empire, Entertainment Weekly, G1, The Game Awards, Game Developers Choice Awards, Game Informer, Game Revolution, GamesRadar+, IGN, Nerdist, FreshYork Game Awards, Polygon, Push Square, Slant Magazine, Time magazine, Variety, and VideoGamer.com. The game was named among the best games of the 2010s by Areajugones, BuzzFeed, GameSpew, GamesRadar+, Gaming Age, GamingBolt, The Hollywood Reporter, IGN, Metacritic, Slant Magazine, Stuff, and VG247. It was voted as the championof IGN's Best Video Game of All Time.

The game was nominated for Game of the Show, Best PlayStation 4 Game, and Best Action Game at IGN's Best of E3 2016 Awards. It won the award for Game of the Year, Best PlayStation 4 Game, Best Action-JourneyGame, Best Art Direction, and Best Story at IGN's Best of 2018 Awards. It was a runner-up for Best Graphics, and was nominated for Best Music.

Year Award Category Result Ref.
2016 Game Critics Awards 2016 Special Commendation for Graphics Won
Golden Joystick Awards Most Wanted Game Nominated
The Game Awards 2016 Most Anticipated Game Nominated
2017 Golden Joystick Awards Most Wanted Game Nominated
The Game Awards 2017 Most Anticipated Game Nominated
2018 The Independent Game Developers' Association Awards Best Action and JourneyGame Won
Best Audio Design Nominated
9th Hollywood Melodyin Media Awards Original Score - Video Game Nominated
2018 Golden Joystick Awards Best Storytelling Won
Best Video Design Won
Best Audio Design Won
PlayStation Game of the Year Won
Ultimate Game of the Year Nominated
The Game Awards 2018 Game of the Year Won
Best Game Direction Won
Best Narrative Nominated
Best Art Direction Nominated
Best Score/Music Nominated
Best Audio Design Nominated
Best Performance (Christopher Judge) Nominated
Best Action/JourneyGame Won
Gamers' Choice Awards Fan Favorite Game Nominated
Fan Favorite Action Game Nominated
Fan Favorite Single Player Gaming Experience Nominated
Fan Favorite Heroof the Year Nominated
Fan Favorite Male Voice Actor (Christopher Judge) Won
Fan Favorite Male Voice Actor (Jeremy Davies) Nominated
Fan Favorite Female Voice Actor (Danielle Bisutti) Nominated
2019 46th Annie Awards HeroAnimation in a Video Game Nominated
17th Visual Result Society Awards Outstanding Visual Result in a Real-Time Project Nominated
22nd Annual D.I.C.E. Awards Game of the Year Won
JourneyGame of the Year Won
Outstanding Achievement in Animation Nominated
Outstanding Achievement in Art Direction Won
Outstanding Achievement in Character (Atreus) Nominated
Outstanding Achievement in Character (Kratos) Won
Outstanding Achievement in Original MelodyComposition Won
Outstanding Achievement in Sound Design Won
Outstanding Achievement in Story Won
Outstanding TechAchievement Nominated
Outstanding Achievement in Game Design Won
Outstanding Achievement in Game Direction Won
Writers Clanof America Awards 2018 Outstanding Achievement in Videogame Writing Won
SXSW Gaming Awards Video Game of the Year Won
Excellence in SFX Nominated
Excellence in Animation Nominated
Excellence in Gameplay Nominated
Excellence in TechAchievement Nominated
Excellence in Narrative Nominated
Excellence in Visual Achievement Won
Excellence in Design Won
19th Game Developers Choice Awards Game of the Year Won
Best Audio Nominated
Best Design Nominated
Best Narrative Nominated
Best Technology Nominated
Best Visual Art Nominated
15th British Academy Games Awards Best Game Won
Artistic Achievement Nominated
Audio Achievement Won
Game Design Nominated
Music Won
Narrative Won
Performer (Christopher Judge) Nominated
Performer (Danielle Bisutti) Nominated
Performer (Jeremy Davies) Won
Performer (Sunny Suljic) Nominated
2019 Webby Awards Best MelodySound Design Won
ASCAP Composers' Choice Awards 2018 Video Game Score of the Year Nominated
2019 Nebula Awards Game Writing Nominated

Sequel

A sequel, God of War Ragnarök, is currently in development. It was originally announced to release in 2021 on the PlayStation 5. However, in June 2021, the game was delayed to 2022 and it was also confimed that it would release on both the PlayStation 4 and PlayStation 5.

Notes

Works cited


God Of War (2018 Video Game) Hack Mod Tricks with Tons of Advices and Bonuses.

 

Details

God of WarDeveloper(s)Santa Monica StudioPublisher(s)Sony Interactive EntertainmentDirector(s)Cory BarlogProducer(s)
  • Brian Westergaard
  • Elizabeth Dahm Wang
  • Sean Llewellyn
  • Chad Cox
  • Eric Fong
Designer(s)Derek DanielsProgrammer(s)Florian StraussWriter(s)
  • Matt Sophos
  • Richard Zangrande Gaubert
  • Cory Barlog
Composer(s)Bear McCrearySeriesGod of WarPlatform(s)Release
  • PlayStation 4
    April 20, 2018
  • Microsoft Windows
    January 14, 2022
Genre(s)Action-adventure, hack and slashMode(s)Single-player
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