God of War’s critically acclaimed 2018 revival set a razor-sharp focus on long-time protagonist Kratos, placing him at the centre of a story that redefined him as both a playable character and narrative force. The highly anticipated follow-up, God of War Ragnarök, shifted to balance that focus between Kratos and his son, Atreus.
While this was a natural direction for the game to take, it was also a challenging one for the developers at Santa Monica Studio (SMS), moving beyond the protagonist they’d worked on for nearly two decades to create a brand-new playable character whose own motivations would drive the story.
There were two major strands to this process: first, envisaging Atreus as a more independent young man able to act on his own initiative, and secondly reimagining him as a playable character, with his own distinct abilities that felt consistent with both his character and the gameplay we have come to expect from God of War.