The new God of War is a considerably different beast to its predecessors. While it still follows Kratos and his trademark temper, the game’s dynamic has been shifted in a more narrative-focused direction. And that’s ultimately changed the nature of its gameplay, too; the combat is slower, the scope larger, and the systems deeper. This reinvention of the series feels like a more mature God of War experience, taking cues from contemporary classics that have themselves reinvented the wheelhouse of their respective genres. Here, we’re taking a look at the obvious lineage that’s woven into God of War’s DNA.
God of Lore – Bloodborne
Inspirations God of War Takes From Other Big Games
Director Cory Barlog has spoken of his appreciation of FromSoftware’s Bloodborne, and has admitted he used Bloodborne as inspiration for God of War. The HUB level design with its unlockable shortcuts and Souls-like weight to its over-the-shoulder third-person combat was based in part on Barlog’s experiences with the game.
Elsewhere, the way in which collectible lore helps to flesh out and give context to the environment also feels lifted from Bloodborne. There’s much more world-building carried out by the environment this time around. Each of the game’s different Realms hides dozens of optional collectible artifacts, and inspecting each reveals new insight into the game’s backstory and mythology.
It’s all very similar to the way storytelling is handled in Bloodborne. The game is another which is known for its deep and complex lore, pulling from a wide variety of sources including Greek, Anglo-Saxon and Norse mythologies. Much of it is told through items that the player collects while playing, always giving further color to the already very rich and colorful world. Both games have a clear respect from the mythology and stories that they are inspired by, offering up extra narrative dressing should the player take the time to explore.
Semi Open-World – Rise of the Tomb Raider
Inspirations God of War Takes From Other Big Games
Watching the previews for God of War, you’d be forgiven for thinking it is a completely linear experience, particularly if you’ve played the original trilogy. In reality, though, it’s far more expansive this time around, offering multiple branching paths, side quests, and even a fast travel system. You could call it a semi-open-world, and the exploration is reminiscent of Crystal Dynamic’s Rise of the Tomb Raider. Just as in that title, many of the game’s larger sections can be tackled in multiple different ways. The focus is still on narrative, so it’s not a sprawling open-world like you get in Skyrim, but it’s definitely larger and more versatile than previous God of War games.
The world is made up of a series of interconnected hubs that can be revisited. Each area has its own set of collectibles, secrets and optional side-areas. It’s reminiscent of how the campsites work to string the world together in Rise of the Tomb Raider, adding depth and scope to an otherwise linear experience.
Brutal Combat and RPG Systems – Dark Souls
Inspirations God of War Takes From Other Big Games
God of War’s combat is where the majority of the Dark Souls comparisons are likely to crop up. In a preview video featured on the PlayStation YouTube channel, Creative Director Corey Barlog explains that while they didn’t want to copy the combat in Dark Souls exactly, they did want to capture the strategic and cerebral elements that it champions. This shines through in the finished product in that every single enemy, no matter how large or small, must be approached carefully and intelligently. Players are going to die, over and over again towards the start of the game, because, in order to beat an enemy, you must first study its movements. It’s classic Dark Souls fare and extends to the game’s troll bosses too. They each have a particular set of moves, weaknesses and attack patterns.
Much like in the Souls series, players must first watch these attacks play out before even attempting their first move. It’s a much slower affair than previous God of War games, and Kratos is much more vulnerable, which places emphasis on strategy rather than button mashing. The game is definitely harder than it’s ever been, which is a good way to ensure players stick to the new style of play, as everyone who has played Dark Souls knows, one wrong move can mean death.
While definitely being a narrative-focused experience first and foremost, God of War is also an RPG this time. The game features a detailed Codex and Bestiary section, purchasable upgrades and customizable armor available to the player. These new systems are akin to those in the Dark Souls games, with players able to imbue weapons and armor with elemental energy and items which bolster certain stats and abilities. The game does a great job of offering the player just enough options to suit their play-style, without ever feeling overwhelming. This balance is a fine line to walk and is something which Dark Souls thrives at.
Daddy Issues – The Last of Us
Inspirations God of War Takes From Other Big Games
Fatherhood is the central theme of God of War. Over the course of the game, we see Kratos struggling with his feelings towards his son Atreus, wanting to show him more affection but afraid to reveal more about his past life. There are several games which have tackled the issues that often come with fatherhood, but there are a few which are a cut above the rest. The Last of Us is the prime example here despite the fact that the central characters Joel and Ellie aren’t related at all. Over the course of the game, Joel struggles to teach Ellie how to survive in a deadly world, fearing that he may lose her like he did his own daughter. God of War portrays a similar dynamic, with Kratos forgoing affection and emotion, doing everything in his power to keep his son safe, even if it means he grows up to resent him.
God of War’s Creative Director Cory Barlog has been vocal in interviews that his own experiences of being a father heavily influenced the direction of the game’s story, something which is very clear from the outset. There’s no doubt that The Last of Us influenced God of War’s approach to Kratos and Atreus’ relationship, resulting in an accurate and grounded representation of a father-child dynamic.
Back and Forth – Uncharted 4
Inspirations God of War Takes From Other Big Games
Naughty Dog has surely had a huge influence on God of War. The Uncharted series, in particular, can be felt in the way characters interact in God of War, and the way the story is told through periodical back and forth between Kratos and Atreus. This is a technique that Naughty Dog helped to pioneer and refine over the years, polishing it to a fine sheen in Uncharted 4. You learn a great deal about the game, its world, its characters, by simply listening to a conversation as you traverse the environment.
God of War uses it most effectively in its boat segments, with Kratos often muttering ‘stories are for the boat, boy’ when pressed on a subject. It’s a great way of adding context to the journey and extra character development in the quieter moments between the violence, gore, and monster slaying.
Speaking of the game’s quieter moments for a second, God of War’s puzzle sections are also very reminiscent of those used in the Uncharted games. They involve a lot of moving blocks, triggering switches with light and solving rune puzzles. They almost always play off of the dynamic between Kratos and Atreus, requiring both of them to progress. Uncharted fans will be right at home here, as the series has always placed a lot of agency on its companion characters to assist in puzzle solving. God of War puts its own spin on it of course, with Atreus able to shoot arrows, and the fact that Kratos can practically lift buildings, but the trademark Uncharted puzzle style is there at its core.
Published: Apr 24, 2018 01:07 pm