Kratos is back, but he’s not how you remember him.
For both longtime God of War fans and those who never clicked with his brand of hot, fiery, perpetual rage, I think that’s a good thing. The core God of War installments are known, critically acclaimed entities, and few would argue that they are innovative legends in the action-adventure space. It’s high-time for a reboot, I say. Angry Kratos is familiar bordering on tired, and the character of Kratos deserves the kind of depth seen in other PlayStation icons.
With the new God of War, Santa Monica Studios is well on its way toward a reflective narrative, with an older, more reserved Kratos at its core. But gameplay and combat are also deepening in a way that befits this venerated PlayStation franchise. The God of War is seeking both new audiences and a memorable, compelling adventure.
Behind closed doors at E3 2016, I saw an extended gameplay demo that closely matched the action and story seen in Sony’s press conference earlier that week. To catch up, give that video a watch below. Game director Cory Barlog was on-hand for a deeper dive into what’s new. Beneath the surface of God of War’s bombastic debut is a wealth of hints at an expansive reboot.
Kratos’ son, for example, factors heavily into this demo, which sees Kratos guiding the boy through a forest, teaching him to track and hunt a single deer. In reality, the son is present for much of the game, and when he is, Kratos can call upon him in context-sensitive ways. A single button press triggers the son’s participation. When a troll ambushes the two later in the demo, the son shoots lightning-infused arrows when called upon. In other sections, that button press could be used for commands related to puzzle-solving or platforming. In this way, the son becomes a natural extension of Kratos to assist in a variety of situations.
Details are still scarce, but the son gains Cunning and Archery stat boosts at story moments during the demo. It’s easy to see the connection between these level-ups and gameplay moments–as the story progresses, I expect the son to be a more competent, powerful force in combat. Barlog specifically mentioned skill-tree leveling, but declined to clarify if only Kratos or both characters would benefit.
Lightning-infused arrows the son fires hint at a world where magic is commonplace. When Kratos and the boy finally shoot the deer and reach its body, its glowing blue eyes further this motif. Barlog says the weaving of magic into nature is critical to Norse mythology. Consequently, the surrounding environment could shift to reflect Kratos’ emotions or the tensions of the moment. Sometimes, animals will do the same–the sudden flocking of birds up ahead could signal a large monster stalking through the forest.
In the demo, there was ample opportunity to witness Kratos stomping such monsters. In here, I think longtime fans can be assured: the combat depth and nuance of past entries is here, and the new over-the-shoulder has done little to change that. If anything, you’re closer to the action than ever, and Kratos’ traditional combos are bolstered by a powerful ability to throw and recall his axe at will. This plays into the diversity of combos fans expect. Kratos can open with a couple swift axe strikes and an uppercut that knocks the enemy into the air, following with an axe toss that sends the foe flying. While the axe is away, we can pummel another foe with our fists, choosing to call back the axe at the right moment for a context-timed finishing move. Similarly, if the axe is away and we call it back while airborne, Kratos will reach for the axe just in time to come down with an epic smashing blow.
The permutations of this ability, especially when combined with the weapons you’ll acquire throughout the game, are staggering. But the expansion of God of War doesn’t stop there. Much went unexplained, but I saw, for example, Kratos pick up an “Armor Rune” called “Heimdall’s Vision,” as well as a few different resources: Silver (a basic currency) and Asgardian Steel, a rare resource. These pick-ups were purposeful–our demoist went out of his way to collect them off the beaten path–so it’s safe to think that character growth and even a light crafting system might feature in the final game.
But what sticks with me most after my extended demo isn’t the robust combat offerings, gorgeous graphics, or palpable atmosphere. It’s the promise of a Kratos worth knowing and following on this journey. In the new God of War, Kratos seeks literal redemption in caring for and guiding his young son, but for the disenfranchised, Kratos could be redeemed as a PlayStation icon. A pulled-in perspective lets us witness the adventure through the eyes of a battle-hardened man given a second chance at making better choices many years after the events of God of War III. The depth, intrigue, and character development on display in my E3 demo are a long time coming, and I’m onboard to give Kratos a second chance myself.