Everything We Know About God of War: Ascension Multiplayer
God of War: Ascension‘s developers hope to bring the game’s signature third-person action to the world of competitive multiplayer, with four-on-four matches that pit Kratos-like warriors against one another to battle for the favor of the gods. Not all the details for the mode have been finalized, yet, however.
We got to check out Sony Santa Monica’s first demo and reveal of the mode last week at a pre-E3 event in Los Angeles, as well as get some questions answered about the upcoming mode. Readers should note that the development team said they’re still hashing out some of the details about the mode, but what follows is everything we know about God of War: Ascension’s multiplayer mode — so far.
Sony Santa Monica’s live demo of Ascension‘s multiplayer started with a character, marked in red warpaint, taking on a towering cyclops about 30 feet tall, only to be joined moments later by a second player. Each carried a different weapon — the first character, the one the demo followed for the duration, carried a huge sword; the other wielded a giant hammer. Both characters had their own powerful moves to use against the cyclops, and were able to work together to best it, trading stuns, holds and other moves as they built off each other’s attacks.
Seconds later, they were running into a larger arena, where they joined two more members of the red team to take on four warriors from blue, all controlled by staff from the development team. Though the featured player, the one carrying the sword, never lost a fight throughout the course of the demo for sake of showing it off, we were able to see the basic gist of the way the map was laid out and what would be included.
The arena featured multiple elevations, some reachable only by climbing up a wall, and players found themselves fighting to grab power weapons, push each other into traps and other hazards, and take over capture points across the map. Near the back edge of the map loomed a huge cyclops, easily a few hundred feet tall, its head and shoulders poking over the edge of the map. The “megalops” served as both a hazard on the map and its ultimate goal.
Players worked to capture two specific points on the map, which were actually gears that tightened up on the megalops’ bindings and pulled it close to the edge of the map. Capturing both points earned players a spear called (we believe) The Spirit of Olympus (although it might be “Spear of Olympus”) that granted one player a new, souped-up weapon against other enemies — it also seemed to function like Zeus’ lightning, with the spear returning to the player even after it was thrown. Once that item was procured, the player could scale a wall to where the megalops was pinned and initiate the win animation, in which the entire team finished off the monster and ended the game.