VehiclesFashionRecipesBlogsHuntTravelsSportFunHandmadeITEducation
Mini-Games
x

x
zakruti.com » Humor, fun and entertainment » Polygon
Why Kratos' Axe Feels SO Powerful - Game Mechanics Explained

Why Kratos' Axe Feels SO Powerful - Game Mechanics Explained

FBTwitterReddit

video description

Rating: 4.0; Vote: 1
In God of War (2018) Kratos' Leviathan axe feels like a meaty powerhouse of a weapon. We sat down with director Cory Barlog to delve into why using the axe feels so damn good. Like this video and want to see more? Tell us in the comments! We're looking for more fun mechanics to dig into. Don't forget to
Date: 2023-12-10

Comments and reviews: 28


Best Video Games with well done game mechanics:
-Call of Duty Modern Warfare (2019) (Gunplay, customization, Lean system, Peek System, Killstreak System, Vehicles System, Fast Paced)
-Need for Speed (2015) (Driving mechanics, Customization, Drifting Mechanics)
-DOOM Eternal (Gunplay, Creative Kills, Fast Paced)
-Tony Hawk's Pro Skater 2X (Skating Mechanics, Creative Extensive combo moves, Handling System)
-Tony Hawk's Project 8 (Skating Mechanics, Creative Extensive combo moves, Handling System, Nail the Trick Mechanic)
-Rainbow Six Siege (Peaking and Leaning Mechanic, Paced Combat, Strategic Gameplay)
-Metal Gear Solid V The Phantom Pain (Extensive Full body handling mechanic, Customization, Gun play, Creative Kills, Strategic/ Tactical Gameplay)
-Metal Gear Solid V Ground Zeroes (Extensive Full body handling mechanic, Customization, Gun play, Creative Kills, Strategic/ Tactical Gameplay)
-Metal Gear Solid 4 Guns of the Patriots (Extensive Full body handling mechanic, Customization, Gun play, Creative Kills)
-Battlefield 4 (Paced Combat, Realistic Combat, Customization, Vehicle System, Environment Destruction System, Strategic/Tactical Gameplay)
-Mortal Kombat 11 (Paced Combat, Balanced Strategic Combat System, Handling, Extensive Combos, Specials)
-Street Fighter V (Paced Combat, Balanced Strategic Combat System, Handling, Extensive combos, Specials)
-Tekken 7 (Paced Combat, Balanced Strategic Combat System, Handling, Extensive combos, Specials)
-Street Fighter III 3rd Strike (Fast Paced Combat, Balanced Strategic Combat System, Handling, Extensive combos, Specials)
-DragonBall FighterZ (Fast Paced Combat, Balanced Strategic Combat System, Handling, Extensive combos, Specials)
-Killer Instinct (2013) (Fast Paced Combat, Balanced Strategic Combat System, Handling, Extensive combos, Specials)
-Dead or Alive 6 (Fast Paced Combat, Balanced Strategic Combat System, Handling, Extensive combos, Specials)
-Ghost Recon Breakpoint (Extensive Full body handling mechanic, Customization, Gun play, Creative Kills, Strategic/ Tactical Gameplay)
-Assassin's Creed Unity (Parkour Mechanics, Creative Kills, Strategic/ Tactical Gameplay)
-Red Dead Redemption 2 (Gunplay, Horse Riding Handling, Engaging interactive combat)
-Marvel's Spider-man (Extensive Swinging mechanics, Strategic/ tactical gameplay, Creative Kills, Fast Paced Fluid Combat)
-Far Cry 3 (Gunplay, Customization, Strategic/ Tactical Gameplay, Intelligent A. I)
-Ninja Gaiden Black (Customization, Fast Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Ninja Gaiden II (Customization, Fast Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Devil May Cry 5 (Customization, Fast Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Devil May Cry 3 (Customization, Fast Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Devil May Cry (Customization, Fast Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Vanquish (Gunplay, Fast Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Metal Gear Rising Revengeance (Customization, Fast Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Sekiro Shadows Die Twice (Customization, Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Sonic Mania Plus (Amazing well thought out levels, Fluid gameplay, Amazing Soundtrack, Amazing character models, Amazing in game cinematics)
-CupHead (Amazing well thought out levels, Fluid gameplay, Amazing Soundtrack, Amazing character models, Amazing in game cinematics, Paced Progression)
-Streets of Rage 4 (Amazing well thought out levels, Fluid gameplay, Amazing Soundtrack, Amazing character models, Challenging A. I, Amazing Multiplayer teamwork)
-Nioh (Customization, Fast Paced Fluid Combat, Strategic Gameplay, Amazing combo cinematics, Challenging A. I)
-Naruto Ultimate Ninja Storm Generations (Fast Paced Combat, Balanced Strategic Combat System, Handling, Extensive combos, Specials)
-Jet Set Radio Future (Skating Mechanics, Creative Extensive combo moves, Handling System, Soundtrack)
-Lost Planet 2 (Amazing Multiplayer mechanics, Handling, Strategic/ Tactical Gameplay, Fluid gameplay)
-Titanfall 2 (Gunplay, customization, Parkour System, Jaeger Handling System, Killstreak System, Vehicles System, Fast Paced)

reply

Most of Cave Story-s mechanics are just a delight to experience, but the dynamic leveling of the weapons (increase when you collect yellow triangles, and decrease when you get hit) and the fact that you can HOVER LONGER WHEN YOU FIRE A CERTAIN WEAPON DOWN felt awesome.
Also, Yoshi-s Story. The ambient and music are enough to put anyone in a good mood, and the game mechanics support it. You can bounce from bubbles that a flower enemy throws, and that feels joyous. I even saw a video of someone dropping an enemy they were holding in Yoshi-s mouth, the enemy fell on a bubble, bounced, and killed the flower enemy. I screamed when I saw that. Felt so good.

reply

Engaging the frame shift drive in elite dangerous (with a proper hotas setup, of course) is super satisfying to me too. that feeling that I get with and with the Leviathan axe reminds me of why things like fireworks and shooting a gun feel similarly satisfying. It's like you can feel the power, because it isn't just visual or auditory or kinetic, but rather all three of those things converging on a single point, meeting in this sort of momentary zen state condensed down into a single instant--which in this case would be the point of impact.
reply

Meh I didn't really thought it felt powerful lol. the very first enemies felt like training dummies, you had to hit them so many times. it wasn't even funny and that all from a God of War? I thought at first Kratos was Tomb Raider cause he hit them so hard that it felt like a women. Great game and all! but next time I actually wanna be really strong! Not just feel like it every time I swung the axe.
reply

The same can be said for the blades of chaos. When I first started whipping those around and especially after I got some upgrades for it I felt like a beast! Switching between the axe and the blades was so satisfying!
Great reference to monster hunter world btw. This same concept can be put onto every weapon in that game. Feels so good to be in control of your weapon!

reply

One of my favourite mechanics has to be the feeling of the spire jump from sly 2, and 3. Especially the spire jumps that sort of automatically sent you into the air, you felt that brief contact, then a really satisfyig bounce. Then tap circle to kepp that bouncy momentum going! Sly always felt like such a fluid character even back in 2005.
reply

When you ride out of the temple in Shadow of The Colossus for the first time and the camera zooms out, allowing you to see the huge landscape. And then it zooms back in and you can really sense the speed. It's one of the most awe inspiring things I've ever experienced, especially on PS4.
reply

I didn't think that this game would be so great until I played it. Especially the fact that finally a game comes with a great feeling for playing with an axe combined with a challenging combat system is what makes me play it though I achieved the platin trophy already.
reply

Very cool. When I was playing I would find myself throwing the axe and recalling it everytime I got into a new area. Only because I loved watching it stick into scenery or disappear into the distance, just to snap back. I love this game
reply

They really mastered the axe throw, I wish there were some sort of counter to see how many times you threw it, because to me It was the most useful mechanic in the game and I would often beat enemies before they even got close
reply

What's even more greater than the game itself is when the people who created the game speak to their fans, explain and answer questions unlike others devs who shit out a game and never speak of it or touch it ever again.
reply

I remember playing killzone 2 on PS3. The gameplay felt heavy and unlike anything on the FPS market at the time. I felt like a heavily armoured soldier welding a rifle half my weight. It felt awesome.
reply

I love it when games with Melee combat weapons is when the axe/sword/whatever the melee weapon hits the target it stops for a aravind then slices thru said target ark does this with there mechs
reply

That-s why combat feels both slow and fast. There are elements to reality on each impact of the Axe but recovery is sped up fairly enough for the next strike. Also, it-s smooth all throughout.
reply

The best feeling mechanic in video game history imo is parry in dark souls, the first time I did it I was so blown away I set out to master the mechanic for the rest of the game
reply

Great video guys! Also loved your Horizon Zero Dawn video! Maybe look next at how Naughty Dog is able to combine the many elements that make their trade mark set-pieces so good?
reply

This is what Devil may cry needs, because the combat there has no weight or satisfaction, its just allot of weightless combos that feel like you're fighting with a balloon sword
reply

-With one press of a button, the players sends off a series of complex simulations. And the result is. -
A screaming PS4, oh wait, that thing screams during every game

reply

Please for the sake of videogame progress, do the same research over the masterpiece of Ninja Theory (tameem antoniades. please please please. HELLBLADE SENUA'S Sacrifice.
reply

The animation stop in MHW is good enough, this feels like trivia addition with potential adversarial impact on other parts of the game. Still, a good try.
reply

That's why rdr2 lost goty. It had the same garbage controls from past rockstar games. It's story was amazing but god of war was a masterpiece in almost every way
reply

His Godly Strength Would Prolly Feel Like Punching Air.
So, Kratos Makes His Movements More Human 4Our Benefit.
So We're Not Overwhelmed. -

reply

This is why I laugh every time some idiot says Sony's games are not about gameplay. God of War's design is 10 steps above other games as far as gameplay.
reply

when I first started playing Rivals of Aether, my favorite attack was wavedash to down smash, because flying in and smacking your opponent felt so good.
reply

This is THE BEST GAME I've ever played. I felt the whole game while I was playing it. None of the games I played gave me this feeling.
reply

The shadow strike and shadow kill in shadow of mordor was the first time in a long time that I was like -wow. This is innovative. -
reply

The Destiny Super Activation is easily one the best feelings in modern games. Similar feeling to kratos axe throws.
reply

swiping the fingers on tbe touch screen on the ps 4 controller, in games that use it feels very very good
reply
Add a review, comment






Other channel videos