God of War 4: Analysis
Combat
Every attack is very impactful. The player can feel the force of each attack by Kratos.
Level Design
Gameplay tutorials
We are taught to use the axe right from the beginning of combat. Later the game introduces the stun finish move and we kill many monsters using our new skill. Then a new enemy shows up where the axe doesn't cause any damage, so you see a new move. Later we realize that in cases we are overwhelmed by the number of enemies we are introduced with the rage combat system as our final move.
In another instance, we are encountered by a dwarf in need. On helping him, he upgrades our axe. Immediately after we must fight to test the upgrades.
Reusing environments and assets
After working out various puzzles and killing multiple enemies to open the door at <>, we are disappointed to find out that the door can't be opened. So, we must try and find another way. This keeps the player guessing and interested. When we do open the door, we must go back and get the boat. But on the way back we must kill all the new enemies in the dark and then a boss. As developers, this is a smart choice as we are using the same game mechanics and environment assets to create a new level that keep players interested.
The Leviathan Axe
The choice when to return the axe to your hand makes game play interesting. If you recall at the right time, the axe will hit enemies on return. Creating perfect timing bonus is always a good game mechanic
It’s not just weapon, it is used for turning turbines, doors, freezing effects etc. and used for puzzle solving in many instances. Using a same game mechanic in different way creates depth
When the object hits the enemy, few frames are frozen to slow down the hit animation. This is called a ‘Hit Stop’. Kratos’s animation is still going while the enemy and the axe is frozen. Few frames later the axe comes off the enemy and Kratos continues with the animation. This creates the effect that the axe is truly lodged into the enemy and the sheer force of pulling it out of the enemy adds a satisfaction to each attack.
When calling the axe, the axe will wiggle and then come to us in a trajectory with a lot of power. Kratos will also jerk back due to the force giving the impression that the weapon is very strong and powerful.
Climbing Cues
Games with climbing mechanism usually indicate a wall can be climbed using a different color from the wall. In God of War 4, the design is very subtle and natural. Instead of colored hooks, a crack in the wall indicates a climbable area. On walking close to the area, there is a UI cue as well.