Original release: PS5, PS4
Release date: November 9, 2022
Original release: PS4
Original release date: 2018
Original release: PSP
Original release date: 2010
Kratos and Atreus' 2018 adventure is now available on Steam and Epic Games Store with a range of optimizations for PC players.
In contrast to the Greek pantheon, God of War (2018) and God of War Ragnarök set Kratos on a new journey with the Norse world, leaving his old life behind and seeking a new life with his son Atreus.
From the marble and columns of ornate Olympus to the gritty forests, mountains and caves of Pre-Viking Norse lore, this is a distinctly new realm with its own pantheon of creatures, monsters and gods.
“The son is the humanity that Kratos lost. He’s that mirror that’s reminding him that there is a different way, a way that he might have forgotten so long ago.
-Cory Barlog, Creative Director
Living as a man outside the shadow of the gods, Kratos must adapt to unfamiliar lands, unexpected threats, and a second chance at being a father. Together with his son Atreus, the pair will venture into the brutal Norse wilds and fight to fulfill a deeply personal quest.
“The son is the humanity that Kratos lost. He’s that mirror that’s reminding him that there is a different way, a way that he might have forgotten so long ago.
-Cory Barlog, Creative Director
A second chance — Kratos is a father again. As mentor and protector to Atreus, a son determined to earn his respect, he is forced to deal with and control the rage that has long defined him while out in a very dangerous world with his son.
"From a story perspective, Atreus is the humanity that Kratos lost. He's helping Kratos understand what it was like to be a human and Kratos is trying to help the kid understand what it means to be a god. The kid has no idea about any of that stuff. They're both sort of teaching each other a little bit and kind of helping each other hobble through a very difficult emotional journey."
-Cory Barlog, Creative Director (Mashable)
“Atreus only knows the world that he lives in with his dad. They've lived in this forest, a very small area. They're going out on the road together. Dad is just Dad. You don't really know any different. That's just a parameters for his life. As he starts to learn who he is, how he fits into all of this and who his dad is, it's an interesting sort of way that—he sees life differently than we see Kratos. He allows us to see Kratos with a slightly different lens because he's experiencing it all differently.”
-Cory Barlog, Creative Director (Vice)
"From a story perspective, Atreus is the humanity that Kratos lost. He's helping Kratos understand what it was like to be a human and Kratos is trying to help the kid understand what it means to be a god. The kid has no idea about any of that stuff. They're both sort of teaching each other a little bit and kind of helping each other hobble through a very difficult emotional journey."
-Cory Barlog, Creative Director (Mashable)
“Atreus only knows the world that he lives in with his dad. They've lived in this forest, a very small area. They're going out on the road together. Dad is just Dad. You don't really know any different. That's just a parameters for his life. As he starts to learn who he is, how he fits into all of this and who his dad is, it's an interesting sort of way that—he sees life differently than we see Kratos. He allows us to see Kratos with a slightly different lens because he's experiencing it all differently.”
-Cory Barlog, Creative Director (Vice)
Vicious, physical combat with an over-the-shoulder free camera that brings the player closer to the action than ever before.
Fights in God of War mirror the pantheon of Norse creatures Kratos will face: grand, gritty, and grueling. A new main weapon and new abilities retain the defining spirit of God of War while presenting a vision of violent conflict that forges new ground in the genre.
"Right away the magic of throwing the axe, having it stick anywhere in the world, and then recalling it, and then kind of playing around with that, and realizing you can hit people with it, you can throw it behind them, move in front of them, recall it and hit him in the back."
-Cory Barlog, Creative Director (GamesRadar+)
With an added emphasis on discovery and exploration, the world will draw players in to explore every inch of God of War’s breathtakingly threatening landscape—by far the largest in the franchise.
From the marble and columns of ornate Olympus to the gritty forests, mountains, and caves of Pre-Viking Norse lore, this is a distinctly new realm with its own pantheon of creatures, monsters, and gods.
“We don’t force you to go find something, but when you do, you are rewarded. You are rewarded with things like “Wow, there’s an entire level over here!” And I think that sense of discovery is so important. Linearity can drive you through this fantastic story – you’re always going to be driven forward by the development and arc of the characters – but at any given point in this game, you can pull the lever on the bus and stop to look around, and then get back on the bus and keep going."
- Cory Barlog, Creative Director (Game Informer)
God of War takes place at the time when powerful Gods and incredible monsters walked the Earth. Our Norse universe is steeped within a darker and more elemental world.
"In the Viking era, they always talked about, 'The gods have abandoned us.' Thor and Loki and Odin all walked the Earth at one point, but they're not around anymore. [The vikings] fight for them, but they're not there. This idea that we're at is saying, we're at a prehistory point, where gods did walk the Earth, when monsters were real before they became extinct."
-Creative Director, Cory Barlog (GameSpot)
Get closer to the terrifying beasts that await you on Kratos and Atreus’ perilous quest.
"On our journey we will be attacked by all manner of creature. To be effective in combat, a warrior must not feel for his enemy. Close your heart to the desperation, close your heart to their suffering. The road ahead is long and unforgiving, no place for a boy, you must be a warrior".
-Kratos
Composer Bear McCreary is best known for his incredible work on Battlestar Galatica and The Walking Dead. In his own words, this is what composing the score of God of War means to him.
"My work on God of War began nearly two years ago. One rainy November afternoon, I was called into Santa Monica Studio to meet with acclaimed music producers Pete Scaturro and Keith Leary (with whom I had collaborated closely on Sony’s SOCOM 4: US Navy Seals), to discuss a secret project.
Our conversation revolved around folk music, mythology, Nordic ethnic instruments, vocal writing, and classical thematic development. "Wait a minute." I asked. "Is this... a new God of War?!" Their facial expressions told me everything I needed to know. And with that, I realized I was tumbling headfirst into a daunting and challenging dream project."
Prior to the franchise entry released in 2018, God of War™ began in a realm of brutal Greek mythology.
Kratos, an ex-Spartan warrior, is pushed to unleash the power of the gods as he embarks on a merciless quest of vengeance to destroy Ares, the God of War.
Armed with lethal double chain blades, Kratos must carve through mythology's darkest creatures - including Medusa, Cyclops, the Hydra and more, while solving intricate puzzles in breathtaking environments. Fate, however, has a different plan for Kratos as he learns the truth about a heart-wrenching betrayal that will change him forever.
The sequel to the original God of War, in God of War II, Kratos sits atop his Olympus throne as the new God of War, far more ruthless than Ares ever was. Shunned by the other gods for his brutality and haunted by memories of his past, Kratos is struck down by Zeus for refusing to swear loyalty.
Rescued before he is lost to the Underworld by the Titan Gaia, Kratos is set on a path to regain his power and change that which no mortal, or god, has ever changed – his fate.
Set before Kratos learned the truth of Ares’ betrayal, God of War: Chains of Olympus is a prequel to the first two games in the series.
In God of War: Chains of Olympus, the world is plunged into darkness and the gods rendered powerless. As penance for killing those closest to him, Kratos is tasked by Athena to restore Olympus and embarks on a journey that pits him against the most feared creatures of Greek mythology. At the end of his path, Kratos must choose between his own personal redemption or saving the world from certain destruction.
The story of God of War III is the epic conclusion to Kratos’ Greek trilogy as he seeks to end the rule of the gods once and for all.
Facing impossible odds and an elaborate plot, Kratos must rise from the darkest depths of Hades to scale the heights of Mt. Olympus. Armed with double-chained blades and a new array of weapons and magic, Kratos faces off against fearsome monsters of myth and gargantuan Titans on his path to bring down Zeus, King of the Gods.
God of War: Ghost of Sparta is set after the events of the original PlayStation 2 game, revealing the previously unknown struggles and history of Kratos as he challenges the deities of Olympus, eventually taking the status and title of god for himself.
God of War: Ascension serves as another prequel to the series, taking place ten years before the events of the original God of War.
Shortly after Kratos was tricked by Ares into slaying his family, he swears to avenge them and renounces his blood oath to serve the God of War.
As punishment for breaking this oath, Kratos is sentenced to an eternity chained within a prison for the living damned while enduring endless torture by the Furies who want to break his mind. Kratos will have to battle his way through the prison as he seeks his freedom, redemption, and the clarity to avenge his family.
From Santa Monica Studio and creative director Cory Barlog comes a new beginning for God of War. Living as a man outside the shadow of the gods, Kratos must adapt to unfamiliar lands, unexpected threats, and a second chance at being a father. Together with his son Atreus, the pair will venture into the brutal Norse wilds and fight to fulfill a deeply personal quest.
From Santa Monica Studio comes the sequel to the critically acclaimed God of War (2018). Kratos and Atreus must journey to each of the Nine Realms in search of answers as they prepare for the prophesied battle that will end the world.
Learn more about the making of God of War Ragnarök and God of War 2018 from the creators at Santa Monica Studio.
How Santa Monica Studio began the journey of creating a new God of War.
A behind-the-curtains look God of War’s development process.
Senior Combat Tech-Designer, Mihir Sheth gives an in-depth look at the hardest difficulty mode.
Inspired by fans around the world, visit the definitive Official Cosplay Guide.
Relive the adventure of Kratos and Atreus in God of War's New Game Plus (NG+) mode.
Join the community and share God of War artwork, cosplay and much more. For the latest updates on God of War, connect on Twitter, Instagram and Facebook!
Depending on the difficulty setting, the average player can expect to take around 20-25 hours total to complete the main story. Players seeking a completionist run can expect around 40-50 hours of gameplay total. Players should enjoy the game at their own pace regardless of the time listed above.
The God of War franchise currently has 8 games in the series, with another installment in the works.
Familiarize yourself with the basics of combat, explore the lore of this legendary setting and get a look at the enemies you’ll face in the official PlayStation guide to God of War. Game director Cory Barlog also has a few tips for going toe-to-toe with some of God of War’s nastier beasts in this video.
God of War (2018) is currently available for PlayStation®4 and PlayStation®5 consoles and PC.
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“The son is the humanity that Kratos lost. He’s that mirror that’s reminding him that there is a different way, a way that he might have forgotten so long ago.
-Cory Barlog, Creative Director
"From a story perspective, Atreus is the humanity that Kratos lost. He's helping Kratos understand what it was like to be a human and Kratos is trying to help the kid understand what it means to be a god. The kid has no idea about any of that stuff. They're both sort of teaching each other a little bit and kind of helping each other hobble through a very difficult emotional journey."
-Cory Barlog, Creative Director (Mashable)
“Atreus only knows the world that he lives in with his dad. They've lived in this forest, a very small area. They're going out on the road together. Dad is just Dad. You don't really know any different. That's just a parameters for his life. As he starts to learn who he is, how he fits into all of this and who his dad is, it's an interesting sort of way that—he sees life differently than we see Kratos. He allows us to see Kratos with a slightly different lens because he's experiencing it all differently.”
-Cory Barlog, Creative Director (Vice)
Fights in God of War mirror the pantheon of Norse creatures Kratos will face: grand, gritty, and grueling. A new main weapon and new abilities retain the defining spirit of God of War while presenting a vision of violent conflict that forges new ground in the genre.
"Right away the magic of throwing the axe, having it stick anywhere in the world, and then recalling it, and then kind of playing around with that, and realizing you can hit people with it, you can throw it behind them, move in front of them, recall it and hit him in the back."
-Cory Barlog, Creative Director (GamesRadar+)
"In the Viking era, they always talked about, 'The gods have abandoned us.' Thor and Loki and Odin all walked the Earth at one point, but they're not around anymore. [The vikings] fight for them, but they're not there. This idea that we're at is saying, we're at a prehistory point, where gods did walk the Earth, when monsters were real before they became extinct."
-Creative Director, Cory Barlog (GameSpot)
"My work on God of War began nearly two years ago. One rainy November afternoon, I was called into Santa Monica Studio to meet with acclaimed music producers Pete Scaturro and Keith Leary (with whom I had collaborated closely on Sony’s SOCOM 4: US Navy Seals), to discuss a secret project.
Our conversation revolved around folk music, mythology, Nordic ethnic instruments, vocal writing, and classical thematic development. "Wait a minute." I asked. "Is this... a new God of War?!" Their facial expressions told me everything I needed to know. And with that, I realized I was tumbling headfirst into a daunting and challenging dream project."
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