Recently, we spoke with David Hewitt, Game Design Manager on God of War: Ascension, who discussed the 2013 Kratos prequel.See the full interview below:
In this interview, Hewitt lets us know what went into designing Kratos’ younger look. Hewitt says that the design team wanted to explore a “younger, leaner, maybe slightly more vulnerable, more human Kratos.”
“We want to go back to the period in time from when Kratos is tricked into killing his family: the emotional turmoil, [and] psychological distress.”
Hewitt further elaborates on Kratos’ Life Cycle power, an ability that is similar to that which you’ve seen in Prince of Persia or Red Faction: Armageddon. The Life Cycle power allows Kratos to rewind time and reconstruct various areas of the environment after you destroy them. The new ability builds out the puzzles in the game and offers more chances for platforming.
With regard to platforming, Hewitt lets us know that the design team has shifted away from Kratos digging his swords into walls to climb up obstacles. “We’re looking at a more human guy… more flexible sense of climbing around the environment in a way that keeps things looking very naturalistic and organic.”
Hewitt compares some boss battles to Punch Out. The dynamic fights will require players to “dodge and weave,” when you’re preparing to finish off a boss. Players might have their swords stuck inside an enemy’s head, but that boss will still have an opportunity to get in and hurt you.
Finally, Hewitt discusses the dangers of multiplayer design. “I think it can be dangerous to assume that your single player game translates into a multiplayer game.” He further shares thoughts on the multiplayer design process in God of War: Ascension.
God of War: Ascension is scheduled for release on March 12, 2013, exclusively for the PS3.