God of War Ragnarök's Combat Lets You 'Play With Your Food'
Lead combat designers Mihir Sheth and Denny Yeh have over 17 years of God of War experience shared between them, and both played prominent roles in the previous game’s success. The series’ current direction is inspired by an old studio motto: Playing with your food. “That’s an internal philosophy that we’ve had since back in the day,” Sheth says. “Kratos plays with his food. We tried to create systems you want to engage with that are fun, very playful, lots of different routes. And when we looked at the combat in the last game, we were like, ‘We can push this further; we can find new toys and ways of playing with enemies and strategies.’ That’s been the guiding principle more than anything else.” Sheth and Yeh constantly emphasized the importance of enemy variety, so expect a bunch of fresh, grotesque faces to smash. For seven minutes, I follow Kratos and Atreus across an enclosed arena chockful of explosive pots, advantageous high ground, wooden platforms, and bipedal lizards call