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God of War Combat Evolution YouTube Video

Jun 6, 2025

Overview

This talk detailed the evolution of God of War's combat design for the 2018 reboot, focusing on the challenges and solutions for adapting the series’ signature offensive gameplay to a new, close-camera format. Key systems for tracking, targeting, and engaging enemies were discussed, and audience questions explored practical implementation details and development philosophy.

Core Combat Design Evolution

  • The series transitioned from a pulled-back, spectacle-oriented camera to a close, intimate perspective demanding more deliberate combat.
  • Maintaining God of War’s offensive, combo-driven identity in this new style required abandoning old refinement in favor of reimagining core systems.
  • A new camera approach created significant issues with spatial awareness, enemy management, and maintaining player confidence.

Tracking and Enemy Positioning Systems

  • The aggression system assigns tokens to dictate which enemies are actively threatening based on several criteria, dynamically managing fight focus.
  • Initial attempts at weight-based positioning failed due to complexity and player confusion; replaced with zone-constraint logic for clearer enemy spread.
  • Quadrant-based logic kept off-screen enemies predictably positioned, supporting player mental maps and confident play.
  • Off-screen indicators evolved from screen-edge flashes to directional arrows, helping players track threats without visual overload.

Targeting and Camera Assistance

  • Target selection became a hybrid of analog stick input and camera direction, with Kratos’s attacks auto-facing valid targets to maintain fluidity.
  • “Suck to target” mechanics were refined for the new perspective, addressing depth perception and reducing disorienting motions.
  • Range targeting adopted shooter-style aim assist and snap, facilitating seamless switches between melee and ranged combat.
  • Despite initial intentions, a lock-on system was implemented late in development due to player demand, customized to fit God of War’s combat.

Engaging Enemies and Combat Feel

  • Animation translation (Kratos and enemies moving through space) was overhauled to balance satisfaction with on-screen clarity.
  • “Strike Assist” ensures enemies stay on screen during combos, increasing control and visual coherence.
  • Hit reactions and aggression tokens were adjusted to reward offensive play with brief windows of player advantage.
  • Systems were put in place to manage juggling and airborne enemies, keeping them within camera bounds and ensuring gameplay clarity.

Development Process and Philosophy

  • Iterative playtesting and internal reviews drove the refinement of core combat feel before expanding to broader systems.
  • Frequent collaboration between design and engineering was crucial, blending technical implementation with gameplay vision.
  • Production favored polishing the core combat experience (e.g., fighting a basic enemy) before addressing broader enemy variety and advanced features.

Q&A Highlights

  • Valkyrie (boss) fights intentionally test camera mastery and diverge from standard offensive combat priorities.
  • The Blades of Chaos were reworked to fit the new camera and reused many of the same combat systems as the Leviathan Axe.
  • Targeting and positioning systems use a mix of root-joint checks and custom logic for on-/off-screen status, adapted per system need.
  • Ranged and turret enemies use the same positioning logic but allow for varied zone shapes and special cases.
  • Level design and combat design interact via an “encounters team” to balance enemy compositions and fight setups.

Difficulty Tuning & Aggression Tokens

  • Harder difficulties increase enemy aggression, change attack patterns, and adjust stat curves to alter the combat “puzzle.”
  • Aggression tokens are static per difficulty and enemy type, not dynamic during gameplay.

Action Items

  • Wrap-up room – Mihir: Address any further audience questions in Room 30-20 after the session (no specific due date stated).