Reinvention Is Key to God of Wars’ Continued Success

The God of War series has been an important fixture across four generations of PlayStation consoles. But when Kratos’ vengeance-filled journey to becoming the new god of war began in 2005, few could have foreseen where the angry deity destroyer would be 20 years later. Where other long-running franchises have struggled to stay relevant for multiple gaming generations, God of War has survived thanks to its willingness to change. The most important change, of course, was the radical 2018 reboot that plucked Kratos out of Ancient Greece and immersed him in the world of Norse mythology. It dramatically changed both the presentation and gameplay style of the series. But even before that critically acclaimed reboot, developer Sony Santa Monica had implemented a number of smaller, but nonetheless interesting changes that ensured the series’ survival.

Reinvention will be key to God of War’s continued success in the future, too. When the series moved to its Norse setting, director Cory Barlog spoke of his wish of “going on to the Egyptian era and the Mayan era and so on and so forth.” Recent rumours have once again brought up an Egyptian setting. Even if this is all hopeful thinking rather than genuine insider news, it’s understandable why people yearn for Kratos to visit the land of the pyramids: Ancient Egypt has a distinct culture and powerfully rich mythology. But a new setting is just the start: wherever God of War goes next, it must reinvent itself in much the same way as when it took the components that worked so well for the series’ Greek trilogy and updated (and, in some ways, improved) them for the highly acclaimed Norse games.

The series has never shied away from making changes from entry to entry, of course. The original Greek games evolved across the span of a decade, refining their hack and slash gameplay and polishing it to a mirror shine by the release of God of War 3. At the end of the trilogy, Kratos had access to a revamped magic system that complimented the combo-based rhythms of melee combat, and faced an even greater variety of challenging enemies. That final chapter was built for the PlayStation 3, which offered a substantial power increase over the PS2 that the first two games were designed for, and so new camera angles provided even better views of what was in 2010 a graphical powerhouse.

Much of what defined these original games was lost in the reboot. The Greek trilogy incorporated plenty of platforming and puzzle game elements to help Kratos achieve his goals. Those platforming sections were phased out of the Norse games, in part due to a change in camera angles – the new third-person, over-the-shoulder perspective just didn’t work for that kind of approach. The puzzles remained, but were reformulated to fit God of War’s new adventure-first design.

By returning to the series’ Greek roots both mechanically and narratively in Valhalla, Kratos’ story came full circle.

We can see this kind of re-fit applied to a number of the series’ original concepts. From God of War 2 onwards, the games featured battle arenas that allowed players to set difficulty levels and choose their opponents. These formed some of the most memorable moments of the original series, but were lost in the 2018 reboot. But Valhalla, the roguelike DLC for God of War Ragnarök, featured the return of battle arenas, which had been adapted for the new Norse mythology setting. This return to a feature of the past was poetically mirrored by the DLC’s story, which saw the Norse god of war, Týr, invite Kratos to Valhalla to confront the ghosts of his past. By returning to the series’ Greek roots both mechanically and narratively, Kratos’ story came full circle.

The Norse God of War games are not just reinterpretations of past ideas, though. This second iteration of the franchise includes a swathe of new additions, including the unique throwing mechanics for the Leviathan Axe, a combat-defining parry system enabled by a series of shield types and, in Ragnarök, a magical spear that allows for a much faster, explosive attack style. These are your tools for travelling across the Nine Realms, each of which has its own particular foes, visuals and other disparate characteristics.

But while the mechanics of battle and exploration are the obvious changes, the creative gulf between the original trilogy and the Norse duology is most clearly observed in the games’ approach to story. Across the second era, we feel the loss and heartache Kratos experiences for his late wife and how this fuels a fire within him. He is outwardly bitter towards his son, Atreus, and the pair’s uneasy relationship is at the heart of the two games. Both uncover unexpected hidden truths about themselves. All this is a far cry from the more brutish storytelling of the original trilogy, and the more emotive approach is almost certainly the key to the Norse era’s resounding critical and commercial success.

God of War’s radical shift in both mechanical design and storytelling approach is the result of a different kind of thinking when it comes to franchises. The series’ creators have said that they don’t view the Norse games as sequels in the traditional sense, but rather as extensions of Kratos’ journey. This attitude should sit at the core of any future installments.

The Norse games are not sequels in the traditional sense, but rather extensions of Kratos’ journey.

Of course, radical reinvention on its own is not a foolproof way of generating escalating success. Just look at Assassin’s Creed, another series that has frequently changed location and time period. While consistently profitable, Ubisoft’s long-running series has struggled to secure continued fan adornment across multiple console generations in the same way God of War has. Following the 2017 shift to an open world RPG design with Assassin’s Creed Origins, the series links to its foundational Assassin’s guild lore has become more and more tenuous. What began as a series linked by the story of Desmond Miles has lost much of its narrative connective tissue, and the new RPG era of games have ultimately proved more divisive with each passing installment. General criticism has been aimed at the series’ increasing content bloat – the classic “bigger doesn’t necessarily mean better” argument – but long-term fans are increasingly frustrated by the series drifting away from its assassin roots towards Spartan and Viking power fantasies. Fantasies that many believe would have been better served as standalone RPGs.

The series has now attempted a couple of course corrections, starting with 2023’s Assassin’s Creed Mirage; a soft reboot and return to the series’ Middle Eastern roots. It revived the gameplay and structure of the earlier games and offered a considerably shorter story, which was reasonably well received by both critics and fans. This year, Assassin’s Creed Shadows looks to be continuing in a similar vein thanks to the introduction of Naoe, a character wholly dedicated to the stealth gameplay that was foundational for the original Xbox 360-era games.

The mixed fortunes of Assassin’s Creed’s shift in style shows that abandoning what made a series successful can cause rifts within the fanbase. This is something the God of War series has skilfully navigated. On paper, the Norse series is a radical departure, but it never lost sight of what made Kratos a compelling character, nor the series’ mechanical roots. It identified the very core of the Greek trilogy – that fiery, unrelenting combat – and built something new atop it. And with each new game, that foundation supported new evolutions. More Spartan Rage options. Cooler weapons. A stronger variety of combat options and adversaries. The ability to play as another character for sizable chunks of the story. All these additions enhanced what came before and never distracted from the foundations that made the previous games such a success. They maintain a clear sense of identity for the series, and deepen the lore rather than annex it. That is something a follow-up, be it set in Egypt or elsewhere, must continue to do.

Regardless of if the rumours of an Egyptian setting prove true, whatever comes next must ensure that its evolutionary upgrades maintain what has made God of War such a success. Back in 2018, that meant a focus on combat – the new games had to live up to the standards of the Greek trilogy when it came to butchering foes. But the next God of War will surely be judged by its story, the true gemstone at the heart of the Norse duology. The development of Kratos’ character from the rage-filled monster encountered in the original series into a sombre, complex father and leader showcases how important the writing has been in making the post-2018 games such a monumental success. Whatever comes next must be built upon that strength, while also striving to make bold new changes that will (hopefully) be remembered as the pinnacle achievement of the next era of God of War.

Chris Connor is a coffee and whisky driven culture wordsmith, with work published at NME, Radio Times, Yahoo, and others.

No Man’s Sky’s Latest Hotfix Lands On Switch Soon, Here Are The Full Patch Notes

Squash those space bugs.

No Man’s Sky landed its ‘Worlds Part II‘ update back in January, with the space adventure getting treated to new solar systems, biomes, terrains and a bunch more wonderful stuff. This week, in an attempt to iron out some of the creases, developer Hello Games has released a hotfix to get the latest update running in tip-top condition.

As is usually the case with NMS hotfixes, many of the changes this time around have come from user-reported issues. It’s a long list of bugs that Sean Murray and co. have removed from the procedurally-generated galaxy and while the patch isn’t live on Switch just yet (it has already launched on Steam), the dev assures us that it “will be coming to other platforms as soon as possible” — so keep watching the stars.

Read the full article on nintendolife.com

Nvidia’s RTX 5070 Founders Editions will be a few weeks late, as punters and sellers brace for launch day shortages

The GeForce RTX 5070 is out today, at least on paper. Yet despite having already slipped from its original February release plan, the RTX 5070 looks set to launch directly into the same stock shortage problems that have been causing frowny faces all around the rest of the RTX 50 series graphics cards – and, while you’ll still be able to try your luck with most of the GPU’s board partner variants, the one version you definitely won’t be buying today is Nvidia’s own Founders Edition.

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The Way Of The Tray is a manic Ghibli-inspired waiter simulator

A healthy pinch of my motivation for writing about waiter simulation plate em’ up The Way Of The Tray is so I can read your hospitality job horror stories in the comments, but I do love the energy here. It’s a breathless, colourful (actual) plate-spinner that has you serve mythical dishes in the daily grind for tips from Yokai customers. You’ll then invest those tips back into waiter skills and restaurant upgrades, or at least whatever petty cash is left over from paying rent.

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Review: Suikoden 1 & 2 HD Remaster (Switch) – Two Of The PS1’s Best RPGs Beautifully Preserved, For The Most Part

Read the rune, Konami.

Few RPGs, or video games, deal with war and hope in the face of tyranny like the Suikoden series. Konami’s prime RPG series, created by the late, great Yoshitaka Muriyama, is beloved by those who have played them – particularly the first two. They’re about the underdogs, about those who want better for their country, and not at the cost of a life. In the face of war, we push back against tyrannical empires and oppressive governments in order to give the people, and the oppressed, hope and a better life.

But Suikoden isn’t just about war. As is written in the Chinese epic The Water Margin, on which Suikoden is loosely based: “A close neighbor means more than a distant relative.” These games are all about interpersonal relationships and conflicts between friends and family, and they never shy away from the morally grey. But when ideals are challenged and faith is shaken, how does one maintain those bonds? Suikoden manages to balance topics of oppression, racism, politics, and familial relationships and friendships with delicacy and heart.

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The scripts for Suikoden I & II HD Remaster are very different from the original RPGs

Suikoden I & II HD Remaster is out tomorrow. I’ll have a review up soon, but I wanted to post some quick thoughts on the new translation.

“For the original games, the size of the dialogue box was quite small and there wasn’t a lot that we could fit in there,” producer Yasuo Daikai told IGN back in 2022. “Japanese is a language that can say a lot in a very short amount of space, but for English and other languages, you need a lot of space to say the same thing usually. So in this game we have expanded the size of those dialogue boxes, and that has let us retool and work on the localization to get us more in tune with the Japanese script,”

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Nintendo Awarded $7 Million In Win Against Counterfeit amiibo Sellers

Waahahaha!

As you might recall, Nintendo and Amazon filed a lawsuit against sellers of alleged fake products including counterfeit amiibo.

In an update, Nintendo has officially won – with Seattle district judge Marsha J. Pechman awarding the video game giant approximately $7,030,158 million as a default judgment against the two sellers (thanks, Polygon).

Read the full article on nintendolife.com

Nintendo Runs Out Of Replacement Parts For 2DS Systems And New 3DS LL, Ends Repairs In Japan

“We apologize for any inconvenience”.

Nintendo has been winding down repairs for some of its older hardware in Japan over the past few years and today the company’s customer support in this location has issued an update regarding the 3DS family of systems.

This includes repairs for “Nintendo 2DS systems” and the New Nintendo 3DS LL (known as the XL model here in the West) – mentioning how it’s now officially run out of parts necessary to repair these systems in Japan. Here’s the full updated notice (via machine translation):

Read the full article on nintendolife.com

Team Fortress 2 Update Released

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added missing files for Taunt: The Travel Agent
  • Added No Hat styles for the Cozy Cover-Up
  • Added VScript support for HIDEHUD_MATCH_STATUS flag to hide the Match Status panel
  • Added a borderless window option to video settings
  • Added bicubic lightmaps (from Half-Life 2: 20th Anniversary Update)
  • Added radial fog (from Half-Life 2: 20th Anniversary Update)
  • Added support for Steam Networking
  • Made the default server name for listen servers include the player’s name
  • Made the game launch in native resolution by default instead of 640×480
  • Client-side prediction fixes (these fix ‘jank’/rollback in certain situations)
    • Fixed a prediction bug where if the player was moved on the client, their input-based movement for that tick was not taken into account in non-player actions
    • Improved prediction for walking on props and other entities
    • Made certain client-side entities only trigger local prediction errors
      • e.g. If the viewmodel experiences a prediction error, the player will not experience a prediction error
    • Fixed prediction of viewmodel sway
    • Fixed a prediction error regarding weapon idle animations
  • Fixed certain breakable props not gibbing correctly
  • Fixed an issue where certain variables like position would not be updated correctly to match the server in certain situations
  • Fixed the player’s base velocity (eg. conveyors, moving items etc.) getting subtly out of sync from client/server
  • Fixed players being able to spam duel cancellation messages for a duel that doesn’t exist
  • Fixed not being able to join community servers via Steam invites or game info
  • Fixed lighting position discrepancies for cosmetic items, weapons, and viewmodels (community fix from ficool2)
  • Fixed Equipped label overlapping attribute icons in the loadout menu (community fix from Lindon)
  • Fixed an issue with props and team colors when taunting with Australium weapons
  • Fixed the Voices from Below effect not working when taunting with the Highland Hound set equipped
  • Fixed player voice commands being abruptly ended when the player enters shallow water
  • Fixed incorrect number on the Geneva Contravention achievement icon
  • Fixed the Military Style for The Surgeon General to stay properly semi-visible at all angles
  • Fixed some classes missing the BLU team material for That ’70s Chapeau
  • Fixed the Spanish-Latin America option being displayed as English in the Settings menu
  • Fixed the MOTD dialog not working for Spanish-Latin America
  • Updated attribute descriptions for The Scottish Resistance and the Stickybomb Jumper to use ‘stickybomb’ instead of ‘pipebomb’
  • Updated equip_region settings for The Little Bear, The Heavy-Weight Champ, The Grand Duchess Tutu, and the Combat Slacks to fix unnecessary conflicts
  • Updated the Spooky Night and Ominous Night Unusual taunt effects to fix a visual bug (Thanks Kiffy!)
  • Updated koth_overcast_final to improve optimization
  • Updated ctf_applejack
    • Added block bullets to some stores
    • Unblocked a window at mid, allowing Snipers to shot across the middle hut
    • Removed the missing texture in BLU spawn
    • Gave a chicken a friend, because friendship is magic
  • Updated cp_fortezza
    • New radio model for spawn rooms
    • Changed sentry shack ammo pack on last to a medium
    • Adjusted health pickups throughout the map
    • Changed kill volume on cap A double doors to be more consistent with visuals
    • Improved bot support (Thanks Star Bright)
    • Detail pass
  • Updated pl_patagonia
    • [Stage 1]
      • Fixed some RED bots stuck forever trying to make an impossible jump on the stairs outside spawn
      • Fixed the cart not capping the first point on extremely rare occasions
    • [Stage 2]
      • Improved optimization
      • Fixed a nodraw floor near the first BLU spawn train bridge waterfall
      • Fixed 3D skybox looking pitch black for players using mat_hdr_level 2
    • [Stage 3]
      • Improved optimization
      • Fixed wrap assassin baubles colliding with a solid func_brush bounding box outside BLU spawn
      • Removed the platform above the open choke of the last point
      • Added an additional path to the window overlooking the open choke of the last point
      • Fixed RED bots getting stuck on a solid fence outside the RED spawn
      • Fixed 3D skybox looking pitch black for players using mat_hdr_level 2

Civilization VII’s First Major Update Marches Onto Switch, Here Are The Full Patch Notes

Watch out for that Bermuda Triangle.

After surprising us all by launching on Switch last month, Sid Meier’s Civilization VII has today landed its first update.

There’s a boatload to cover in this one, though the headline additions include the arrival of the Bermuda Triangle, updates to the Modern Age Geographic Society victory path and the ability to convert holy cites. Naturally, Firaxis has also implemented a bunch of UI and gameplay tweaks for good measure, so things should run a little smoother in ver. 1.1.0.

Read the full article on nintendolife.com