
The God of War series has been one of gaming’s most iconic and enduring franchises, evolving dramatically in tone, gameplay, and storytelling since its debut in 2005. At its core lies Kratos, a Spartan warrior whose journey from vengeful demigod to complex father figure has mirrored the industry’s maturation over the past two decades. This retrospective traces the development of the franchise, its creative direction, and its lasting influence on narrative-driven action games.
Origins and Initial Impact (2005–2010)
The original God of War, released on the PlayStation 2 in 2005, was an explosive blend of mythological fantasy, cinematic violence, and polished combat mechanics. Developed by Santa Monica Studio and led by David Jaffe, the game introduced Kratos as a ruthless anti-hero seeking revenge on Ares, the Greek god of war. With its fixed camera angles, combo-driven melee system, and elaborate quick-time events, the game stood out in a crowded action genre.
The success of the first game paved the way for a series of sequels and spin-offs:
- God of War II (2007, PS2) expanded the mythological scope, pitting Kratos against the Olympian order itself. Directed by Cory Barlog, it refined the gameplay and pushed the PS2 hardware to its limits.
- God of War: Chains of Olympus (2008, PSP) and Ghost of Sparta (2010, PSP) explored Kratos’s past and were praised for bringing console-level fidelity to handheld systems.
- God of War III (2010, PS3), the brutal climax of the Greek arc, delivered a visual spectacle and apocalyptic scale. It showcased Kratos dismantling the entire pantheon, ultimately ending with the supposed death of both gods and hero.
Transition and Reinvention (2013–2018)
By the early 2010s, the franchise faced the risk of creative stagnation. God of War: Ascension (2013) attempted to reinvigorate the formula with a prequel narrative and multiplayer features but met with a lukewarm reception. Critics noted fatigue with the one-note rage of Kratos and the repetitive design.
A complete reinvention followed. In 2018, God of War returned as a semi-reboot for the PlayStation 4, shifting its setting from Greek to Norse mythology. Cory Barlog returned as director and brought a profound tonal shift. Kratos was now older, more measured, raising his son Atreus while grappling with the ghosts of his past. The camera was pulled in tight over the shoulder, the pacing more deliberate, and the storytelling more grounded. Combat emphasised weighty, strategic action using the Leviathan Axe, alongside RPG elements and exploration.
The 2018 game was widely acclaimed, praised for its emotional depth, world-building, and cinematic ambition. It won numerous Game of the Year awards and proved that mature storytelling and mainstream appeal were not mutually exclusive.
Ragnarök and Narrative Maturity (2022)
God of War Ragnarök, released in 2022, concluded the Norse saga. Building directly on its predecessor’s systems and character arcs, it broadened the cast and geography, introducing figures like Thor, Odin, and Tyr. The narrative dealt with prophecy, sacrifice, and paternal legacy, all while retaining the series’ trademark intensity in combat.
Critics and fans noted the game’s confidence in storytelling and mechanical polish, though some felt it was less revolutionary than the 2018 title. Nonetheless, it confirmed the franchise’s status as a narrative and technical benchmark for the PlayStation platform.
Weapons, Combat, and Design Philosophy
Early games in the series were known for the Blades of Chaos, chained blades that allowed for sweeping attacks and aerial combos. Over time, new weapons like the Blade of Olympus, Cestus gauntlets, and Leviathan Axe added depth and variety.
The franchise’s combat design has continually evolved:
- Early titles focused on fast-paced combos and set-piece battles.
- Later entries introduced parries, stance changes, and gear upgrades, emphasising tactical choice over pure spectacle.
Key Weapons Across the Series
Weapon | First Appearance | Type | Notes |
---|---|---|---|
Blades of Chaos | God of War (2005) | Chained Blades | Signature weapon, symbol of Kratos’s past |
Blade of Olympus | God of War II (2007) | Greatsword | Used to slay gods, heavily symbolic |
Leviathan Axe | God of War (2018) | Two-handed Axe | Freezing abilities, recall mechanic |
Draupnir Spear | God of War Ragnarök (2022) | Magical Spear | Created from Odin’s ring, ties to prophecy |
Critical Legacy and Industry Influence
The God of War series has influenced many action titles, from Dante’s Inferno to Darksiders, and later games like Star Wars Jedi: Fallen Order borrowed heavily from its 2018 structure. It helped establish cinematic storytelling as central to AAA games and demonstrated how even a brutal, flawed protagonist could evolve meaningfully over time.
Awards across the series include multiple BAFTAs, Game of the Year titles, and recognition for voice performances, art direction, and accessibility innovations.
Where to Play
As of 2025, most God of War titles are available via PlayStation platforms. The 2018 reboot is also available on PC, with Ragnarök likely to follow. Backwards compatibility and remastered collections have made it relatively easy to experience the full series.
Seven Swords takeaway
The journey of Kratos mirrors more than just one man’s wrath and redemption. It reflects a shift in gaming itself, from mythological power fantasies to emotionally complex narratives. Through reinvention and risk, God of War has not only endured but matured, staking its claim as one of the defining franchises of modern video games.
Watch the story behind Krattos: