New God of War Ragnarök gameplay video reveals dwarven realm Svartalfheim

By | 10/09/2022

A powerful sense of discovery drove players to nautical chart courses throughout God of War 2018’southward map. Winding footpaths led to expansive hubs at a calibration unlike previous games in the franchise. Ornate chests holding rare equipment and Jötnar Shrines with lore murals were just some of the items awaiting wide-eyed players across 6 realms. Gilt path locales like Midgard and its massive Lake of the Nine, Alfheim, home to light and dark elves, Helheim, the underworld, and Jötunheim, the land of Giants, were sprawling zones in their ain right, filled with plenty content to keep players engaged. Even so, the optional but equally impressive Niflheim and Muspelheim realms pushed player skills to the limit with vigorous combat trials. Despite the size and myriad navigable backdrops, the Norse universe felt connected. Odin barred access to Asgard, Vanaheim, and Svartalfheim, merely Ragnarök manager Eric Williams says players will get to explore all nine realms in the sequel and that “The ones you’ve seen before are going to feel new over again.”

The frostbitten forest from God of War 2018’s early on hours is merely equally everyone remembers, only Fimbulwinter’s frigid grasp extends beyond Kratos and Atreus’ abode region. The Lake of the Nine is frozen solid, requiring unconventional transportation methods. Enter: Speki and Svanna, sled wolves that transfer the characters from one far-off point to the next. In verdant areas, players must once once again paddle downward serpentine streams or trudge through open waters in a canoe, but these various means of travel advise a journey vaster and bolder than what came before.

Kratos and Atreus will see Durlin in Svartalfheim, but how he factors into their latest odyssey is still anyone’south guess.

The exclusive footage I watched of the dwarven realm, Svartalfheim, provided me with more plenty insight into the depth and complexity of Ragnarök’s world. Lead level designer James Riding and level designer Jon Hickenbottom spoke with me well-nigh their experience crafting the points of interest, with the former saying, “We wanted to evolve the gameplay in the level spaces – more than variety and verticality. In Svartalfheim, you’ve got a lot of places that you become to all within one realm. It’s so much content.”

He’due south right. As presently as the video starts, I’m thrust into a maze-similar depot chock with wooden mechanism, a technical marvel fifty-fifty by God of State of war’s fantastical standards. H2o sloshes down rickety ducts sectioned off by sluice gates. I spot towering wheels in the distance, and but overhead, an ore block, suspended in the air by a derelict rig, threatens to crush me. Atreus climbs to an elevated ledge, scouts the surface area, and offers a plan of activity, just not earlier bang-up a joke at the expense of his father’s crumbling knees. All of a sudden, the clip jumps forrard, and I’m standing on a cliff face with breathtaking views of the entire site. I barely make out the cloudy silhouettes of mountaintops along the horizon. A few feet away, a small chest sparkles, waiting for Kratos to flare-up in and snatch its well-kept treasure. An abundance of visual cues imply walls are mountable and structures tin can be acted upon, setting the stage for potentially intricate puzzles.

To best this daunting section of Svartalfheim, players must rely on Kratos’ multifunctional toolset: His weapons and, aye, his son. In the recording, Kratos froze sputtering geysers, dismantled steaming pots, and allowable Atreus to fiddle with out-of-reach devices. When recalling the initial mindset and intentions behind crafting interactions in the new realm, Hickenbottom said, “We wanted to prove off the dwarves and what they’ve been doing here. They’re using water to propel and motility things. Even throughout the unlike biomes, you tin can run into the dwarves creating huge environments. And so when Kratos comes in, it’south like, how does he bend the surroundings to his will?”

During the final minutes of the B-roll, I watch Kratos and Atreus row past a cavern and into a dwarven urban center. The boy is stunned, and Mimir triumphantly announces, “Welcome to Niðavellir, brothers.” Afternoon one-half-light falls warmly against the river’s surface, and multistorey hovels stand up proudly beneath a swaying tree line. Sadly, this magical moment comes and goes. An alarm shatters the repose, and dwarven citizens, once carrying out their duties, flee the idyllic vista. Fifty-fifty in a identify ostensibly removed from the firsthand furnishings of Fimbulwinter, peace is brusk-lived. This brief glimpse solidifies the enormity of the task at hand and what’s under threat.

“It was a little alone in the last game,” Riding says. “Then, specifically with Svartalfheim, nosotros’re trying to show this lived earth. There are things here besides but y’all two.”

Merely friendly dwarves aren’t the only locals. Less reputable beings roam the countrysides and lurk in dark grottoes. Kratos and Atreus will need to rely on brute force while also using each prepare slice to their advantage.


This commodity originally appeared in Effect 349 of Game Informer.

Source: https://www.gameinformer.com/2022/09/06/how-god-of-war-ragnaroks-level-designers-made-dwarven-realm-svartalfheim-larger-than