Sony in point of fact knocked it out of the park with God of War, and section of the reason I used to be so enamored with it first of all is its tone-setting first boss struggle. After an emotional second of mourning and persona construction we are right away reminded that that is nonetheless very a lot a Kratos joint, and that Sony hasn’t given up the brutality perspective of the sequence.
It’s been a number of months and I am nonetheless excited about it, as is the construction staff. They simply submit an ideal weblog about how the struggle used to be made, and how that philosophy permeated right through the leisure of the journey. Denny Yeh of Sony Santa Monica stocks thought artwork and tough animations with us, which sing their own praises how the bout got here to be.
Interestingly Yeh additionally muses on the indisputable fact that the first struggle is “far more enjoyable than hitting an enormous monster’s hand,” a sentiment I have shared for a few years. Humanoid bosses incessantly make the very best foes, like the Vergil finale in Devil May Cry 3. There’s simply one thing particular a couple of struggle the place the developer nails a mode down the place it looks like you are preventing every other participant.
If you have not performed the sport but perhaps grasp off: it isn’t a massive spoiler as the narrative assists in keeping it obscure lovely early on (even going as far as to label the boss “The Stranger,” however you in point of fact wish to revel in it utterly blind.
^( [PlayStation Blog]