God of War PS4 PlayStation 4 1

Here’s something that you may not know about the new God of War game for the PlayStation 4: it’s all shot from the perspective of a single camera, without any cuts or transitions. What does this mean? Well, it’s highly unusual for a third-person action game – it means that the release will never cut away from Kratos to show you something that’s happening in another part of the world. Basically, you’ll be following the bald headed anti-hero from start-to-finish.

This, as you may imagine, has proved a huge challenge for the developer: “It's hard to not [to transition], I'm realising that now, but it's a challenge that I really wanted to take on,” director Cory Barlog told Eurogamer.net. “I'd been looking for a project that I could do this on and I felt like this was the one. There was big resistance, but I have probably one of the best teams in the business, so as much as they were pushing back, I think they all kind of wanted this crazy challenge.”

So what kind of benefits does this bring to the new game? Well, for a franchise that’s historically been all about scale, Barlog believes keeping the camera in one place actually accentuates those moments of enormity: “We're finding so many amazing things we can do with this,” he continued. “The sense of scale, even when you go against something that would be considered medium-size in previous games, it feels fantastic.”

To be honest, this is blowing our mind a little bit, but it makes sense for the kind of game Sony Santa Monica is trying to build. The developer wants you to feel close to Kratos and his son, so that old format of pulling the camera back just won’t work anymore. When you think of the design language used in past God of War games, though – which have historically relied on panning across scenes to show you how to progress – it’s easy to understand how this would open up a new set of challenges for the studio.

Challenges which it appears to be embracing…

[source eurogamer.net]