Lately, it’s come to light that Sony is abandoning multiple forthcoming game projects, as per a report by Jason Schreier at Bloomberg. It appears that Sony has axed two live-service games linked to significant franchises, such as a live-service version of the God of War series.
Isn’t it intriguing to contemplate a live-service game based on the God of War series! Yet, I ponder how such an arrangement could unfold. To visualize Kratos, the mighty Spartan demigod, grappling with seasonal updates and battle passes feels almost surreal. It seems more fitting for his eternal torment in Hades’ Underworld than to endure it within a gaming environment.
With this cancelation, it leaves us pondering: how might Sony Santa Monica have managed a live-service version of God of War? Let’s speculate hypothetically.
Mythological Multiplayer
In a hypothetical scenario where “God of War” was a live-service game featuring multiplayer, players could assume roles that transcend just being Kratos. Instead, they might embody deities and divine beings from diverse mythologies, stepping into the lives of gods and goddesses.
Characters such as Zeus, Athena, Odin, Osiris, and other lesser-known figures might be available for players to choose, either by earning them through gameplay or by utilizing in-game purchase options.
As a passionate fan, I can’t help but envision a gacha system similar to MiHoYo’s games: Fancy getting a top-tier Thor character? Give luck a try and pull him! (Just joking, it might cost real money.) In all seriousness, this could have paved the way for an action-adventure game akin to Destiny 2.
In the new installment of the game, the action may continue to be presented from a third-person viewpoint, similar to what fans have come to expect. This perspective, often referred to as over-the-shoulder, sets the stage for intense, up-close battles reminiscent of For Honor, where legendary figures engage in fierce hand-to-hand combat. Who can say what surprises await us?
Raid Bosses Against Mythological Entities
In a different setup, the game could have been more like a Massively Multiplayer Online Role-Playing Game (MMORPG), offering players a chance to engage with colossal raid bosses based on legendary creatures from mythology. The battles could involve iconic figures such as the Phoenix, the World Serpent, or ancient entities like Chaos, in complex, high-stakes confrontations.
In a similar vein to Destiny 2 and Final Fantasy XIV Online, these raid bosses could necessitate synchronized strategies. To illustrate, a raid on the World Serpent may demand dealing damage to trigger a horn, making it vulnerable and initiating its damage phase.
I know these are bad examples, but they’re arguably better than a God of War live service game.
Mythological Loots
In a continuous service approach, it might allow Kratos (and other character options) to wield an assortment of mythological weapons. These could originate from different divine spheres, similar to Tyr’s weapon arsenal in the Valhalla DLC expansion for God of War: Ragnarok.
In a fictional or imaginative scenario, weapons such as Odin’s Spear, Osiris’s Whip, or the legendary artifact like Jesus Christ’s Hammer (Ha!), could potentially be incorporated. Visualize wielding an extraordinary Bow of Artemis, boasting advantages like +100 Accuracy and Critical Hit bonuses, equipped with capabilities to penetrate walls for Player versus Player combat. (It might be wise not to share this idea with avid Destiny 2 PvP enthusiasts.)
Dungeons Across Time & Space
Sony Santa Monica’s skill at creating immersive worlds would have greatly contributed to the development of detailed and moody Dungeons. The Norse realms in the latest God of War series demonstrate their proficiency, and a live-service game could have allowed them to apply their talents to fresh mythological landscapes.
Imagine embarking on an adventure within the majestic Pyramids of Giza, dodging pitfalls and adversaries to retrieve the prized artifact of King Tutankhamun. As you progress, each stage could lead to a climactic showdown against a formidable boss, demanding tactical thinking and dexterity. It would indeed be remarkable if they successfully create such an immersive experience.
A Battle Pass Focused on Other Mythologies
In live-service games, a common characteristic is the Battle Pass, which could have incorporated themes from different mythologies, such as an Aztec Battle Pass offering Huitzilopochtli’s armor or a Chinese Mythology-themed Battle Pass featuring weapons based on the 12 Zodiac signs.
The potential is vast, albeit nerve-wracking to consider.
Battle Royale?
No. Let’s not go there.
Recently, the cancellations of several live services have underscored the waning era of the live-service gold rush. Though I’ve tried my best with countless endeavors, many companies, including myself, have faced challenges in thriving within this realm, often leading to disheartening outcomes. (Referring to: Concord)
It’s constructive for Sony to abandon their ongoing live-service projects, as this move safeguards their developers from potential financial hardships and emotional strain. Although it’s regrettable that years of dedicated effort may go unrealized, avoiding a public fiasco is a wiser choice.
In the ever-changing landscape of video game development, creators frequently find themselves sandwiched between demanding upper management and a fluctuating market. Here’s to Sony taking heed of these challenges and instead prioritizing nurturing innovative, long-term initiatives that value the skills and dedication of their workforce.
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2025-01-18 00:12