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God Of War movie writers explain the film’s concept

God Of War II
Image used with permission by copyright holder

In case you weren’t aware, there’s a movie in the earliest stages of production based on Sony’s God Of War video game series. Assuming you haven’t been dead for the last half-decade this shouldn’t come as much surprise to you since, well, God Of War is a successful game franchise so of course someone would want to turn it into a movie. That’s how Hollywood works now, whether we like it or not.

As our cynical grumbling won’t do anything to make the eventual film more palatable, and it’s far too early to reasonably speculate on this thing’s potential, we were happy to see that the lovely people over at JoBlo had recently conducted an interview with Patrick Melton and Marcus Dunstan, the two men tapped to write the script for the God Of War movie. Perhaps the duo might be able to offer some reassurance as they explain how they’re adapting the story seen in Sony’s games for theaters:

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In the same way that Batman was grounded with Christopher Nolan’s rendition, we were attempting to do that with Kratos so that when we meet him — like they’re doing in this newest game, which is sort of a prequel to the original — we’re seeing him before he became the Ghost of Sparta, when he was just a Spartan warrior and he had family and kids.”

In the game … there’s that attack from the barbarians and Kratos has to call upon Ares to help him. Really, that’s going to be our first act break. Before then, he’s going to be mortal, and he’s going to have his family. We’re going to learn about him and understand how he operates. So it’s potentially 30 minutes — give or take — of building up this character so that, when he does turn and becomes the Ghost of Sparta, we understand him as a human and we understand the journey that he’s going to take. We’re emotionally invested, so that it could go beyond just this one movie.

Alright, that seems a bit derivative, but then again it worked quite nicely in Batman Begins and it’s not like we had any preconceived notions about how amazingly well Chrisopher Nolan could capture the spirit of DC Comics’ Batman books before that film hit theaters. For all we know Dunstan and Melton’s script could be phenomenal and demonstrate an in-depth understanding of Kratos and his violent, tragic background.

Actually, given the rest of the interview, we’re growing warily optimistic about this project. Following the above quote the two men are asked about the characterization of Kratos in the movie and spend quite a while explaining how the producers behind the flick have repeatedly stressed the idea that though God Of War will certainly be an action flick full of spectacular violence and bombastic CGI, they want Kratos to be both tough-as-nails and exhibit a very human vulnerability and complex set of motivations. Specifically, they’d like to avoid the trap many recent action movies have fallen into where the lead characters are so invulnerably awesome that all possible tension is drained right out of the film. By definition it’s very difficult for the average person to relate to a literal superhuman, so Dunstan and Melton are trying to instill the theatrical Kratos with a “softer side,” for lack of a better word.

It’s a great interview, and you really should read the thing in its entirety. Not only because it might make you a bit less worried about this project, but also because I want every one of you to spend the rest of the day imagining how a screenwriter might possibly balance emotionally resonant empathy with a character who is so unflinchingly violent that he needed no alterations whatsoever to fit in alongside the cast of the most recent Mortal Kombat sequel.

Earnest Cavalli
Former Digital Trends Contributor
Earnest Cavalli has been writing about games, tech and digital culture since 2005 for outlets including Wired, Joystiq…
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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How long is God of War Ragnarok?
Kratos and Atreus in God Of War Ragnarok.

Sequels typically, though not always, tend to try to be bigger than their previous entry. God of War Ragnarok certainly had massive expectations for it when compared to the 2018 game, which it has, at least for most people, managed to exceed. One thing that everyone can agree on about this sequel is that it is noticeably larger than its prior entry. This could come as good news to some, and a cause for concern for others.

Game length will come down to many factors, but we can help you estimate just how big of a time investment God of War Ragnarok will be depending on how you like to play games. Between difficulty settings, optional content, and more, here is a full guide on how many hours you can expect the final chapter for Kratos and Atreus in the realm of Norse mythology to last in God of War Ragnarok.

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