God of war 201812/11/2022 ![]() ![]() "Creatures then obviously need to have tools to go against that, otherwise you're going to destroy them. "The way link up, he's grown up a little bit, so he's got a lot more follow-ups and setups for Kratos," he continued, though he noted the team is equally making sure the suite of enemies players face can match up to these new moves. He also teased that Atreus, who often served as an aid in combat who had a limited number of follow-up and combo moves he could pull off while players controlled Kratos. Instead, he was referring to some of the choices around Kratos' gear, which players had a much greater control over in the 2018 entry as opposed to previous games. So in Ragnarok, what we are trying to do specifically with Kratos, we're trying to give a lot more expressiveness to the player."Īnd, no, by "expressiveness," Williams doesn't mean giving Kratos more goofy photo mode faces (though I personally wouldn't be opposed to them). "For me being first time, I'm going to take the history lessons of the past, and I'm going to use those to try to do that. Let's go big on variety, but not more just to have more. "There was a method to both those games, taking the base and then saying, 'You know what, let's go deep on fan service. "God of War 2 and Ghost of Sparta are probably the two favorite games that I worked on," Williams said. IGN spoke to Williams and Studio Creative Director (and director of GoW 2018) Cory Barlog after the Ragnarok gameplay reveal as part of the PlayStation showcase, and Williams explained some of his philosophy in approaching directing this sequel.
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |