The latest word from behind the scenes of the forthcoming PlayStation 4 exclusive title God of War holds an explanation as to how and why the latest entry in the eponymous franchise has zero camera cuts. Developed by returning series progenitor Santa Monica Studio and published by Sony Interactive Entertainment, the fourth proper installment in the long-running third-person action-adventure property will see mainstay protagonist Kratos exit the world of Greek mythology and enter the realm of Norse mythology – with a decided focus on the relationship with his son, the young Atreus.

Since the first game saw release on the PlayStation 2 way back in 2005, Santa Monica Studio has exhaustively explored the extent to which rage and aggression has fueled Kratos’ instincts against the gods and goddesses of Greco-Roman mythology. While aping some of the same player mechanics and aesthetic flourishes utilized by the like-minded hack and slash Devil May Cry, the new God of War game will follow the events previously depicted in God of War 3 from 2010, and the latest word has the new title abandoning the use of any camera cuts.

According to Eurogamer, the new God of War game will utilize the same cinematic technique of an extended single shot most recently made popular in the world of film by Best Picture winner Birdman in 2014. Crucially, the absence of any camera cuts will allow potential players to enter into the new world inspired by Norse mythology with an over-the-shoulder view point anchored by Kartos’ presence within it.

God of War Kratos Giant How and Why New God of War Game Has Zero Camera Cuts

Speaking to the creative thinking that went behind this decision, returning game director Corey Barlog – who previously helmed God of War 2 from 2007, before leaving Santa Monica Studio in the middle of production on God of War 3  – explained:

“The aspiration when I got back was to tell a much more personal story. God of War is traditionally known for these cinematic, pull back cameras, which I think are fantastic. But trying to get in there and really get to know the character a little more, I realized it’d be interesting if we got closer.

The vocabulary of film is camera cuts, it’s how they communicate. But games are different. We don’t really need to do that. We do it because it’s a language that we’re familiar with. It’s hard to not do it, I’m realizing that now, but it’s a challenge that I really wanted to take on. 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.”

After explaining that the trailers and gameplay footage previously released has been edited in a way that includes camera cuts, players can expect the new God of War game to be released utilizing a single shot from the third-person perspective of Kratos. Undoubtedly, this decision will add a whole new layer of wonder and visual wizardry to the proceedings, and with any luck Barlog will deliver on all of the promise that the series holds for many fans of the preceding trilogy of critically-acclaimed releases.

On that note, here’s to hoping for the very best from Barlog and all of the rest of the good folks over at Santa Monica Studio as the early 2018 release of God of War looms ever closer.

God of War will see release on PlayStation 4 in early 2018.  

Source: Eurogamer

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