You remember the first time Kratos called that axe back? That heavy thwack as it slammed into his palm? Honestly, it changed everything. Before God of War 2018—or God of War 4 as we all called it for years—Kratos was basically a screaming blender with blades on chains. He was angry. Just constantly, relentlessly furious. Then Cory Barlog and the team at Santa Monica Studio decided to turn him into a dad with a beard, and somehow, it worked.
It shouldn't have worked.
Moving the camera from a wide, cinematic bird's-eye view to a tight, over-the-shoulder perspective was a massive risk. It felt claustrophobic at first. But that intimacy is exactly why the game ended up winning Game of the Year over Red Dead Redemption 2. It wasn't just about the scale anymore; it was about the sweat, the dirt, and the awkward silence between a father and a son who don't really know how to talk to each other.
The Leviathan Axe and the Physics of Satisfaction
Let's talk about that axe. It's the soul of God of War 4. While the Blades of Chaos were all about sweeping, chaotic range, the Leviathan Axe is about precision and weight.
Designers at Santa Monica Studio spent months just on the "recall" mechanic. They understood something fundamental: the return is more important than the throw. When you press Triangle, there’s a slight delay. The controller vibrates. You hear the whistle of the blade cutting through the air before it hits Kratos' hand with a tactile crunch. That’s not just good programming; it’s digital dopamine.
The combat isn't just a button masher anymore. You have to think. If you throw your axe to freeze a Hel-Walker, you are now unarmed. You have to use your fists to build up the "Stun" meter. It’s a rhythmic dance of managing space. You’re constantly asking yourself: do I keep the axe out there to crowd-control one guy, or do I bring it back to deal with the three dudes creeping up behind me?
Why the "One-Shot" Camera Was a Nightmare to Make
You've probably heard people rave about the "no-cut" camera. Basically, the entire game from the opening screen to the credits is one continuous shot. No loading screens. No cuts to black. No cinematic transitions.
This was a technical nightmare for the developers.
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Imagine trying to hide the fact that the game is loading a massive new area like Alfheim while Kratos is just walking through a crawlspace. They used "hidden" loading zones—those tight gaps you squeeze through or the long elevator rides—to keep the illusion alive. Dori Arazi, the Director of Photography, had to choreograph every fight and every emotional beat so the camera never felt like it was in the way, yet always felt like a participant in the scene.
It forces you to stay present. In older games, a cutscene would trigger, and you'd put the controller down to grab a drink. In God of War 4, you never put the controller down. You’re always there. When Kratos is tired, you see his shoulders slump in real-time. When Atreus gets cocky, the camera lingers on his face just long enough to make you feel that "proud but worried" parent vibe.
Atreus Is Not an Escort Mission
We’ve all played games with annoying AI companions. You know the ones. They get stuck on walls. They pull enemies you aren't ready for. They scream for help every five seconds.
Atreus is different.
The "Square Button" is arguably the most important innovation in the game. By tying Atreus' arrows to a specific command, he becomes a tool in your kit rather than a burden on your back. He’s your crowd control. He’s your stun damage. He’s your way of keeping a combo alive when an enemy is just out of reach.
He grows, too. At the start, he’s hesitant. His arrows do almost nothing. By the end, he’s summoning spectral wolves and raining down lightning. It’s a rare example of narrative progression matching gameplay progression. You feel his growth because his utility increases. He isn't just a "boy"; he's a secondary protagonist that makes Kratos more effective.
The Norse Mythology Flip
Most people think they know Thor. They think they know Odin. Thanks to a certain cinematic universe, we expect a blonde guy with a cape and a sense of nobility.
God of War 4 takes that expectation and throws it off a cliff.
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In this universe, the Aesir gods are the villains. They are paranoid, cruel, and powerful. Baldur isn't some shining light; he’s a man who literally cannot feel anything, driven insane by his own invulnerability. The game uses the "Mimir" character—the severed head on Kratos' hip—as a walking, talking lore book to explain why the world is in such a mess.
The storytelling is dense. If you actually listen to Mimir’s stories while you're rowing the boat, you realize that Odin is a manipulative tyrant who is terrified of Ragnarok. It recontextualizes everything. You aren't just a guy killing monsters; you are a foreigner caught in the middle of a divine cold war.
Hidden Details You Might Have Missed
- The World Serpent: You can actually see Jörmungandr in the background of almost every area in the Lake of Nine if you look closely at the horizon.
- The Valkyries: These aren't just side quests. They are the "true" end-game content. Sigrun is still, to this day, one of the most punishing boss fights in modern gaming.
- The Secret Ending: If you go back to Kratos’ house after the main story ends and "rest," you get a teaser that sets up the sequel, Ragnarok, in a way that is genuinely chilling.
Acknowledging the Flaws
No game is perfect. Even a masterpiece like God of War 4 has its quirks.
The enemy variety in the first half of the game is... well, it's a lot of Trolls. You fight a lot of the same big guys with different colored pillars. It can feel a bit repetitive. Also, the map system is notoriously confusing. Trying to navigate the different layers of the Lake of Nine using that 3D-ish map often leads to more frustration than it should.
And let's be real: the RPG elements—the armor sets, the runes, the level scaling—can feel a bit tacked on. Sometimes you just want to play the story without worrying if your "Strength" stat is five points lower than your "Runic" stat. It adds depth for some, but for others, it’s just clutter in the menus.
Actionable Tips for Your Next Playthrough
If you’re diving back into the Midgard for the first time in a while, or if you’re a newcomer on PC, here is how to actually master the game:
1. Don't Ignore the Fists
The Stun meter is your best friend. If you fill it up, you get a "R3" finisher that deals massive damage and often clears the room. Bare-handed combat is often more effective than using the axe against certain fast-moving enemies.
2. Explore the Lake of Nine Early
As soon as the water drops for the first time, go exploring. Do not just rush the main quest. The best enchantments and early-game armor are hidden in those side islands. Plus, you’ll get the "Muspelheim" and "Niflheim" ciphers, which open up the challenge realms.
3. Use Atreus to Interrupt
When you see an enemy charging up a red-ring attack (unblockable), have Atreus fire an arrow. It won't always stop them, but it can stagger them just enough to give you a dodge window.
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4. Sell Your Old Gear
Don't hoard. You can sell your old armor to Brok and Sindri for Hacksilver and buy it back later if you really need to. You'll need that cash for the endgame Valkyrie sets.
5. Listen to the Audio Cues
The game has incredible directional audio. Atreus will literally shout "Behind you!" or "Left side!" to warn you of incoming attacks. If you play with headphones, you can parry enemies you can't even see.
God of War 4 wasn't just a sequel; it was a total reimagining of what an action game could be. It proved that you can take a one-dimensional character from the PS2 era and give him a soul. It's about the weight of the past and the struggle to be better for the next generation. Whether you're here for the Norse lore or just to see Kratos hit things, it holds up remarkably well years later.
Go find those Valkyries. They’re waiting for you.