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00:07This God of War game
00:08is definitely a fresh start for the team.
00:10Everything about this game
00:11has been new from the get-go.
00:13So we got, you know, a new camera perspective,
00:16we got a new narrative, we got Atreus,
00:17a new mythology, and we knew we had to change
00:19the weapon as well. We had to bring something
00:21new to the table.
00:24The blades
00:26are extremely iconic.
00:27Everybody expects this.
00:29Everybody knows this. There's not a lot
00:31you can do new with it
00:33without going super extreme, right?
00:35So to make a nice big change,
00:37I think we'll have a greater weight,
00:39a greater impact.
00:42Corey,
00:43with his original pitch for the new
00:45God of War game, he always pictured him with
00:47this axe. That's really the only note we had
00:49is that, okay, he's gonna have an axe.
00:51And basically with that, we had to decide, well,
00:53what can be special about this axe? And as
00:55we previewed animations and did a lot of tests,
00:57there was always this animation of Kratos throwing
00:59the axe that seemed like it would be cool,
01:01but it'd be like, well, he's gonna throw his weapon away.
01:03What use is that gonna be? It's just gonna be gone,
01:05you're gonna have to go pick it up. Until, you know,
01:07one of our designers, Vincent Napoli,
01:09came up with the idea, well, what if he called it back?
01:11So we prototyped that, we had him throw the axe
01:13out, you know, call it back,
01:15and immediately kind of worked very well
01:17with the camera perspective, how to deal with enemies,
01:19pinpointing targets on them, tripping them
01:21again, aiming for the leg. So all the ideas
01:23kind of started to spearhead themselves right after
01:25that decision was made.
01:31That axe you got,
01:33you got a handler special.
01:36Brock and Sindri,
01:37the two dwarven blacksmiths
01:39that you meet throughout the game, are able
01:41to modify the axe,
01:43sort of size of the axe head
01:45as well as the handles. Each of these
01:47sort of additions adds
01:49access to different skills, different moves.
01:51early on when we first started designing one was
01:53look at it as a car that you're upgrading it,
01:55so all the parts come out and you can swap
01:57and add on different things, the specials.
02:03Traditionally in the previous games these would be like your
02:05L1 specials, right? Like the special moves
02:07that you're able to do, you're able to actually
02:09mix and match. So you can say
02:11I really like this move, I want to put that move in.
02:13As you collect different ones you can say
02:15I really like this one, this is the only one I want to use
02:17or ooh no, now I'm going to swap this out.
02:20So one attack might just be a giant
02:21frost wave that doesn't do a lot of damage
02:23but it does slow them down and make them easier to fight.
02:26Another one might have Kratos just
02:27spinning rapidly with his axe, very
02:29close range, multi-hit, high damage
02:31depending on if you like being up close
02:33to enemies or far range, basically
02:35there's a runic attack for you.
02:51for the players
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