God of War Ragnarok
If you're unfamiliar with what took place in the 2018 God of War or just want a refresher there's a bite-sized recap available at the main menu this has become a tradition for PlayStation games that I hope continues having that synopsis gives us a reminder of the tone the original left off with as I start this new adventure and that tone for Kratos and atreus is one of understanding and Care between them today they have a common goal of survival and they are working to stay safe during the three-year thimble winter during the opening scenes of Ragnarok it's clear that atreus is a very different person than his father he takes more time to interact with animals they encounter like the Wolves who pull their sled or an octopus that sends them off with a gift he even chooses to approach a situation that his father clearly had other ideas about in his own way as Kratos tries to advise him using his past experiences as a lesson atreus has matured a lot in Ragnarok and you'll literally hear that maturation from the first time he speaks the differences in personality strike a wonderful balance between atreus and Kratos atreus wants to explore and uncover the mysteries of the world whereas Kratos seems content keeping his head down and more importantly keeping his son safe he struggles to admit that maybe he could learn a thing or two from his son stop thinking like a father for a moment and start thinking like a general trius is getting older and with that age he's becoming more independent it feels like their relationship has been solidified in the time since the 2018 God of War but hiding away in a snowy Place protected by magic trees is enough to make anyone want to get out and explore the primary danger that they have looming at the start of Ragnarok is
God of War Ragnarok: Freya
She's still mourning the death of balder and seems
inconsolable while also understandably Furious about the death of her son it
becomes clear that the safe haven this father and son have built won't remain
so for very much longer to tell the story of Ragnarok the game again uses that
continuous camera shot here's what we were told by God of War animation
director Bruno Velazquez about why they chose to go that route the goal of that
is so that the player feels that they're going along in that Journey with
Kratos and atreus and that you you know you're you never really leave their
side not only does this make you more invested in each moment but a shouted
Lookout or Shield bash now can be the difference between life or death we try
to approach God of War Ragnarok with the story never really ends so you're
always being told the story even through combat even through encounters uh you
know dialogue that happens between the characters outside of uh you know combat
and and the cinematics like while you're well you're exploring so we just
always think like okay the story should never really end there shouldn't be a
clear divide so I think by having that approach it helps us to sort of blend
the two together and string them together
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