Sony Santa Monica’sGod of War(2018) and its sequel,God of War Ragnarokare both memorable games for many reasons. The story of each game is well written and the overall experience across the games is cohesive. This sense of cohesion and style come from more than writing however, as the two titles share a one-shot approach to presentation. The camera seldom cuts inGod of WarRagnarokand never does in the original 2018 reboot. While stylistic changes can breathe new life into a series,God of War’suncut style has become an important part of the series identity, and the next game should keep it around.

Cinematic presentation in games is nothing new. 2005’sGod of Warbegins with a cinematic of Kratos attempting to take his own life by diving off of a cliff, accompanied by an epic score. The originalGod of Wartrilogyin general used cinematic camera work to create a sense of scale. The games aimed for a sense of epic-ness and utilized the cutting and presentation of Hollywood cinema to achieve it. The reboots, on the other hand, are more personal in scope. Kratos and Atreus may be taking on the deities of the Norse pantheon, but it is ultimately a story about their relationship. The aesthetics of the reboot are accordingly adjusted to match.

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God of War (2018) Borrows From Documentary Cinema

Rather than drawing on the conventions of blockbuster action movies,God of WarandGod of War Ragnarokdraw on the tropes of observational documentaries. The observational documentary style is defined by its minimalism and is known for its long shots, camera placement close to the subject, and lack of interference from the creatives.God of Warsimilarly utilizes the style of a closely placed camera in a shot that never cuts away. The result is a sense of documentary realness.God of War’s one-shot stylemakes the player feel like they really are with Kratos in the places he goes.

This sense of realness and presence is one ofGod of War’s greatest strengths. The player follows Kratos through good and bad and has to live with his emotional responses in real time. This style is something unique to the franchise, and one that creates a sense of tension. When Kratos and Atreus disagree, the player is forced to sit in the awkwardness. When something sad or scary happens, there is no cutaway for relief; the moment plays out in real time. This approach to storytelling is one that connects players to the world and its characters in a way that feels more intimate, and is likely to be copied byAmazon’sGod of Warshow.

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God of War Ragnarok Reaches New Extremes

The sequelhas more cutting in it, due in part toGod of War Ragnarok’s multiple protagonists, but it still holds onto its documentary style. This consistency creates a sense of cohesion between the games, and it works to amplify the increased sense of scale in the sequel.God of War Ragnarokfeatures larger set-pieces, but retains its realist presentation. The result is that when the player witnesses something truly huge or out of this world, it feels even more fantastical. This commitment to the aesthetic grounds the player, and makes big moments feel even larger. Across both entries, the series is constantly upping the stakes, and the presentation amplifies this sense of escalating tension.

The nextGod of Wargame needs to retain this one-shot style, or if it chooses to divert from it, it must do so in a way that is meaningful.God of War Ragnarokresolved many of the conflicts between Atreus and Kratos that defined the first two titles, but the focus on personal drama is one of the series greatest strengths, and this style works so well for it. Even if the sequel is radically different and hasAtreus as the mainGod of Warcharacter, the style feels engrained in the franchises' identity at this point. The nextGod of Warwould be giving up part of this identity if it abandoned its one-shot style.

God of War Ragnarokis available now on PS4 and PS5.

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