The new adventures of Kratos with his son Atreus could have taken place during Egyptian mythology.

During the 2018 edition of the Devcom Developer Conference, Cory Barlog of Santa Monica Studio confirmed that the new installment of the God of Warlicense almost happened in Egypt. Logic would therefore have wanted the next GOW to be based on Egyptian mythology as Greece (formerly the theater of the franchise) is much closer to Egypt and where both cultures have a long history of interaction. If SMS started working on the Egyptian universe for several weeks, the development team soon found themselves divided on this idea. To get out of this impasse quickly, Cory Barlog has decided in the heart and decided to develop a story in full Nordic mythology even before the arrival of the Vikings in Scandinavia.

Although the end of God of War implies that a sequel will still unfold during Nordic mythology, it is not impossible that the series can later take the direction of Egypt. In hindsight, Barlog admits that the Nordic setting was an excellent choice, as the new GOW was released only a few months after Assassin’s Creed Origins, which already portrays an Egyptian universe. He also enjoys the fact that the next title of the license of Ubisoft will take place in … Ancient Greece.

Shuhei Yoshida was “horrified” during his first test session on God of War

Huge critical and commercial success, God of War has been developed in just two full years, three counting pre-production. While the delay may seem short, the pressure was intense for Santa Monica Studio. Cory Barlog remembers a rather scary moment: “Yoshida comes to see us from time to time, but we do not let him play. We do not let anyone play. If the game is ready to play, we give it the controller, but it’s pretty rare. At the time, the framerate was horrible, the set was really not good … He plays, his shoulders wriggling a little, his head trembling slightly. I clearly feel that during his session he does not have the best time of his life, which is sometimes a good sign. He shook his head slightly and left the studio. He never told me what he felt. In fact, he just told one of my friends he saw at a party. He said, ‘Oh, are you working on God of War? I must say that I played there the other day and I was horrified. His reaction forced the team to quickly correct the problem of 20 frames per second, which meant that users were missing half of their attacks. Everyone had to come together, not just the coding team, but the engine team, the rendering team, and even those dealing with art design. We had to take ten steps forward for this part to work really well. In the end, it worked. He came back, he played … and the second session was not horrifying for him.