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We talk demigod-fatherhood with ‘God of War’ director Cory Barlog

god of war director cory barlog on how fatherhood adds gameplay depth news screen
Image used with permission by copyright holder
The new God of War was first unveiled at E3 2016, revealing a wholly new game that builds on the storied franchise, and discards much of its conventions in favor of a fresh — bold — new look and narrative style. At E3 2017 (watch the new God of War E3 trailer) we got the chance to sit down with its director Cory Barlog, who we also spoke with last year, to discuss some of the finer points of demi-god fatherhood.

Perhaps the most noticeable change to God of War is Kratos himself. He’s still angry, but he’s sad about it. Which makes sense considering the horrors he endured, and inflicted, during his campaign of revenge against the gods of Mount Olympus.

Older, beardier

The new game features an older, wiser Kratos. He feels the weight of his past in every step, as he trudges through a Norse mythology-inspired wilderness draped in snow and ice. Following at his heels is a new character, Atreus, his son. Their relationship is the heart of the game, it’s the source of much of its tension, drama, and character development — Kratos is a father again, and he’s deeply troubled by what that means for himself and for his son.

“He’s the humanity that Kratos has lost,” director Cory Barlog said. “He’s that mirror that is reminding him that there’s a different way — a way he might have forgotten long ago.”

Kratos is doing the best he can to help his son understand what it is to be a god.

Remember, Kratos has had a rough go of it. Back when he was just a young soldier, the Greek God of War, Ares, tricked him into murdering his entire family. Afterward, he climbed his way up Mount Olympus, leaving the broken bodies of countless gods and monsters in his wake, to take his throne as the new God of War.

Kratos’ ascension to godhood cursed him to immortality, and served as the catalyst for much of the tragedy and horror he endured in the ensuing years. For him, it’s a curse, and that’s key to how he views himself and his son.

“Kratos is doing the best he can to help [Atreus] understand what it is to be a god. There’s this sort of internal struggle with him, because he doesn’t want to tell the kid — to him, it’s the worst thing of his life, being a god,” Barlog continued. “When he found out about that, it was just this horrible, horrible change in his life. So, he’s almost trying to maintain the kid’s innocence a little bit.”

The daddening of Kratos

Fatherhood and the relationship between a parent and child are important elements of the new God of War game, providing an uncharacteristic, refreshing amount of depth to what could otherwise be just another hack-and-slash.

Much of the inspiration behind the decision to take Kratos down a different path lies with Barlog’s own journey into fatherhood.

Image used with permission by copyright holder

“You have to find your inroad into a story, regardless of whether you wrote it or not, you have to find your way in,” Barlog said. “As I was sort of looking at [God of War] and realizing how much my life has changed since directing the last one, I was like this is that much of a difference, that it’s important to reflect in what I’m doing.”

Kratos appears, in the short glimpses we’ve seen, to have a bit of a fraught relationship with his son. They’re not always on the same page, they bicker, but at least one important part of their relationship is lifted directly from Barlog’s relationship to his own son.

As we see at the end of the E3 trailer for God of War, Kratos doesn’t understand what the giant world snake is saying to him, so Atreus serves as a translator. It’s a role he fills throughout the game.

“I absolutely, shamelessly, pulled from my own life because my wife is Swedish, and my son is learning to speak Swedish. At five years old, he speaks better Swedish than I do, and he points it out quite often,” Barlog continued. “When my in-laws are in town, everyone is speaking Swedish and I have no idea what they’re saying, so he is kind of the conduit for me to understand what they’re saying.”

Not an escort mission

Narrative depth and father-son relationships are all well and good, but is this still God of War? Absolutely. Combat is quick, brutal, and still as big a part of the game as ever. Barlog was adamant that this game is still the God of War we know and love, and took a moment to address one of the biggest criticisms of the new direction fans have voiced.

“In this trailer, one of the things that I wanted to show is that the DNA of God of War is still here — this is fast, frenetic combat — and Kratos’ son is an integral part of combat,” Barlog said. “It’s not an escort mission by any stretch.”

Beyond the combat shown off in the trailer, we still haven’t seen very much of the game, so it’s hard to get a handle on how the player actually moves through and explores this vast new world. According to the game’s director, it’s a much more open game than previous entries in the God of War series, but it’s not quite open world.

“Discovery is a huge part of this game. It’s not an open world, in the traditional sense, it is more that we have a very large world and you have a goal that takes you throughout the world,” Barlog said.

Exploration is going to be a big part of this game, unlike previous God of War titles which were strictly linear, but it’s not going to be required if you’d prefer a more traditional Point A to Point B type experience.

“That feeling of being rewarded for your curiosity — it’s just huge, that’s why I play video games. This idea of just existing in a world, I want to create something that feels like it embraces that idea — and it doesn’t become a checklist,” Barlog said.

Player choice is central to this new God of War concept, right down to its core mechanics. Rather than shepherding the player through the game with fixed-camera angles and narrow progression options, God of War aims to put the power back in your hands.

“Play the way you want to play. I want to give as much power back over to the player as possible. That’s where games are leaning: give me the tools, let me do what I want to do with it. Let me solve the problem the way I want to solve it — experience the combat the way I want to experience it,” Barlog said.

Parallel progression

Speaking of progression, the addition of Atreus adds an interesting opportunity for players to get really deep into the customization options available to them — how you spec Kratos doesn’t have to be how you spec Atreus. They’ll have their own separate progression options.

We’re leaning a lot more into this idea that Kratos and Atreus having separate progression

“We don’t have a lot that we can talk about at this time, but we’re leaning a lot more into this idea that Kratos and Atreus having separate progression allows you to sort of make choices not only within what you’re going to do with Kratos, but the fact that you might want to do something different with Atreus,” Barlog elaborated.

Allowing the player to branch out with each character feeds into the narrative in a really interesting way. During the trailer, Atreus comments that Kratos’ thinks he’s weak because they’re not exactly alike — that there are other kinds of strength.

“It’s funny because this touches on the concept of misunderstandings, this idea of the kid believing his father thinks that he’s a curse, his father thinks that he’s weak. Because it’s how we interpret it — if our parents are very critical of something, we interpret beyond what their intent is,” Barlog said.

For Atreus, this misunderstanding is a big part of the game. He’s constantly reading beyond the intent of what Kratos says when he’s being critical, and telling Atreus what he did wrong instead of what he did right.

But is it God of War?

The old God of War games were great in their own time, but the world has moved on since then. Games have grown and evolved and become vehicles for more complex and nuanced narratives. This new take on God of War introduces some of those elements but it’s still very much a game about exploring a mythological environment and killing most of the things you find there.

Not everything there is a friendly dwarf who upgrades your gear and cracks wise. Rest assured, the new God of War has plenty of the things to kill, smash, dismember, and freeze with your flying-whirling-ice-axe.

Want to know more? Catch up on Everything We Know about God of War.

Jayce Wagner
Former Digital Trends Contributor
A staff writer for the Computing section, Jayce covers a little bit of everything -- hardware, gaming, and occasionally VR.
God of War Ragnarok shares a key strength with The Witcher 3: Wild Hunt
The Hafgufa flies away in God of War Ragnarok.

God of War Ragnarok’s main story is memorable, but some of the smaller moments are what have stuck with me most since completing it. I'm not just talking about its moments of quiet, but its optional Favors as well. These sidequests can be entirely ignored, but skipping them is a mistake as they contain some of the game’s best scenes. It's a trait that God of War Ragnarok shares with The Witcher 3: Wild Hunt, one of the best RPGs of the last decade.
In some large RPGs, sidequests can often boil down to boring fetch quests, or they simply may not have as much polish put into their writing. As a result, they can feel like content bloat that does more harm than good to the game’s pacing. The Witcher 3: Wild Hunt and God of War Ragnarok avoid this problem by elevating these sidequests, making the entire adventure feel more cohesive and ensuring that the small moments stick out as some of the best.
More than a side thing
Like God of War Ragnarok, The Witcher 3: Wild Hunt features a lengthy main story full of memorable characters, set pieces, and boss fights. While those alone would have made it a strong RPG, it’s remembered as an all-time great because of how rich its world is, something that's reflected in its side content. There were quests like Ghosts of Past, which pays off the character arc of Witcher 2 character Letho, but it's entirely possible to finish the game without ever seeing it.

Others, like Return to Crookback Bog, turn what could just be some fun supernatural fights into a chilling tale about abuse and broken families. While The Witcher 3: Wild Hunt’s main narrative is strong, these side moments are what make it a game that sticks with you years after release. I can already tell the same will be true of God of War Ragnarok, as some of my favorite missions in the game are entirely optional Favors.
An early game Favor called The Weight of Chains sees Kratos, Mimir, and Atreus freeing a giant Lyngbakr sea creature that Mimir imprisoned while working with Odin. They manage to break its chains, but find that it now struggles to move and do what it used to. This sidequest takes a series of somewhat standard combat encounters and puzzles and spins them into critical aspects of a memorable tale. The Weight of Chains reflects on how Kratos and Mimir’s reckless actions have had irreversible consequences, but they now have an opportunity to be better people in the future.
Another standout Favor called Secret of the Sands, where Kratos and Atreus free a trapped jellyfish-like creature called a Hafgufa, is also quite beautiful. The short story shows what Kratos will do to be able to spend more time with his son in the face of Ragnarok. However ordinary these sidequests may be from a gameplay standpoint, their narrative relevance and level of polish are on par with some of God of War Ragnarok’s main quests. This high effort even applies to some side missions that wholly exist with NPCs in the game’s overworld, ones that aren't even built around huge set pieces. For example, there’s The Lost Treasure quest.

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God of War Ragnarok has much healthier things to say about parenting

As young creatives in entertainment industries get older and have children, more stories about reluctant but caring fathers are popping up in mainstream media. On the film and television side, movies like Logan and shows like The Mandalorian and Obi-Wan fit this mold. Sony has championed this kind of story on the video game front with 2013's The Last of Us and 2018's God of War, both stories about complicated dads forced to take care of a child (whether their real kid or a surrogate one). God of War Ragnarok, on the other hand, is more than just a "dad game," as it has a solid message that anyone can learn from to improve their personal relationships.
Instead of glorifying a parent-child relationship with some abusive and manipulative tendencies, God of War Ragnarok stresses how important it is to respect, listen to others, and give people space when they need it. Even if you aren't a dad, God of War Ragnarok still has a poignant message about communicating that anyone can take to heart.
This article contains light spoilers for God of War Ragnarok.
Communicating the problem
The typical dad narrative follows a set premise: A fierce warrior with a troubled past must learn to love something on his own. By the end of their journey, they've shared some tender moments with their child, whether they be blood-related or found, and decide they'll do whatever it takes to protect them. While these stories can be emotional and entertaining, they often have some unsavory undertones. These stories tend to herald characters who are overprotective of those they are close to, but justify it by showing that it comes from a place of love.
As a result, some of gaming's worst dads can be over-glorified. The Last of Us' Joel, for example, ends the game as a selfish man willing to deprive the world of a cure just because he doesn't want to lose another daughter. Still, he's remembered as a hero within the series and its fandom, with one of his most misguided lines being used to promote HBO's upcoming TV adaptation ("You have no idea what loss is."). These narratives still work on the whole; they just aren't shining examples of healthy relationships.
https://twitter.com/Naughty_Dog/status/1587837418748657665
Sony games have been getting more thoughtful about this. Joel suffers serious consequences for his terrible actions in The Last of Us Part II. On the flip side, God of War Ragnarok allows Kratos to improve as a person, critiquing his more ignorant actions and thematically offering lessons that anyone can learn from.
Although Kratos seemed to have a better relationship with his son by the end of God of War, we see that he's regressed back to being overprotective and restrictive to Atreus in Ragnarok. That behavior comes even as Atreus is getting older and trying to come to terms with his own identity. Throughout the game's opening, Atreus and Mimir constantly call out when he's not communicating, with Atreus going further and encouraging him to end Fimbulwinter.
Kratos makes it clear that all he cares about is Atreus' survival and spending as much time with him as possible before his prophesied death. He shocks Atreus by going out of his way to help his son free a trapped creature in an early side quest. Still, the first part of God of War Ragnarok highlights how Kratos ultimately struggles to communicate with Atreus, so his actions and comments feel spiteful and selfish, even when he wants to be helpful.

Kratos consistently pushes Atreus away at multiple points in the game, and so he goes on his own journeys. Kratos' failure is no longer because of inexperience; it's a communication issue. Throughout God of War Ragnarok, Kratos must learn that he can still be a guiding hand for Atreus but must also listen to his son and give him space when he needs it. Whether you're a parent or not, that's a good mindset to apply to any personal relationship.
In-game comms 
The dangers of a lack of communication also reflect in other parts of the game. In the side-quest The Lost Treasure, Kratos encounters a father who died while searching for treasure on his own to prevent his son from being hurt. Upon further investigation, Kratos learns that the son also died because he tried doing the same thing with another treasure and didn't let them know. In an effort to protect each other, that father and son didn't communicate and suffered because of it. This otherwise insignificant side-quest thematically stands as a warning for how Kratos and Atreus' relationship could end up if they continue to be dysfunctional and not communicate.
Kratos and Atreus do hit a rough patch before things get better. Atreus ultimately defies Kratos on one of his adventures, meeting a character that he quickly begins to see as a more ideal father figure. He's kinder and more communicative -- though it becomes clear that his comments may have insidious ulterior motives. God of War Ragnarok demonstrates that relationships can't be constructive unless everyone is honest and open with each other.

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Every action game should take notes from God of War Ragnarok’s skill tree
Kratos looks at the Leviathan Axe.

Not every piece of God of War Ragnarok is a step up from its 2018 predecessor, but there's one area where it's an undeniable improvement: action. Like his last adventure, Kratos uses his heavy Leviathan Axe to chop up enemies and his Blades of Chaos to rain hellfire down. Both tools feel the same in the sequel but have been altered with the addition of elemental abilities that bring an extra set of moves and decisions to combat.

What stands out to me most about the game's evolved combat though is something a little less flashy. God of War Ragnarok features a handful of skill trees that let players unlock more combos. That's a bit run of the mill, as it's become a staple of Sony's first-party exclusives in recent years. However, Ragnarok's skill tree goes one step further than most games with a new customization system that encourages players to actually use those skills once they've been unlocked. The feature is so effective that I hope every character-based action game takes notes from it from here on out.
Use your skills
The skill trees in God of War Ragnarok function about the same as any game that includes them. Kratos earns experience points when he slays monsters and those points can be spent to unlock new skills. Both the Leviathan Axe and the Blades of Chaos have their own three-pronged skill tree, as does Atreus. Every time Kratos levels up a weapon using resources, more skills become available to purchase. By the end of the game, players have access to a fairly wide range of moves that'll have them holding down buttons, comboing moves together, and more.

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