So imagine my very pleasant surprise when half of the God of War demo was Kratos bonding with his son in a way that felt genuine and interesting. The demo begins as Kratos gives his son a knife, instructing him that he must go out to hunt, and it ends with him helping his reluctant boy mercifully end the life of a deer that the child wounded with an arrow.John Davis, lead level designer on the title, explains the shift in tone. "This is the next path for Kratos. We've called it God of War [with no numbering or subtitle] because it's a new beginning for Kratos, where he's joined by his son on a new adventure."I ask Davis why they chose to make Kratos's child such a key part of the game. "It's kind of an interesting story. Cory [Barlog, creative director at Sony Santa Monica] came back to the studio and had this really wild, crazy pitch. He'd had a son himself, and he sort of came in and said, 'I'm going to take apart every piece of God of War and start putting it back together.' What came out of it were things that he was passionate about. I think where his narrative passions lie are the journey of a father, the journey of teaching someone to become a warrior."While the player controls Kratos, his as-of-yet-unnamed son is every bit as pivotal to the game as he is—and the gameplay is built around this fact. The camera is deliberately set at a low, third-person, behind-the-player angle, Davis explains, so as to keep Kratos's son in view at all times. It also serves to showcase the new environments he and his kid will be traversing: where previous games had Kratos taking on the Greek pantheon, the new game features a (not open) world and a conflict based upon Norse mythology.
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