#IS GOD OF WAR 4 PC CODE#
“I don't think we would've been able to do something like this when we did the first God of War game, because we did hard code so many buttons and we did everything so custom that it took many iterations of God of War for us to start moving away from the hard coding of the buttons,” Barlog explained. Obviously with a game that's already been created, you're not going to go back and reconstruct every single thing in the entire game to do that, but you do have this opportunity to start to lay the groundwork for that.” “And these lessons start to build into our pipeline of how people are developing the individual features.
#IS GOD OF WAR 4 PC PC#
"There are more potential options that people have on the PC side, so we want to give them as much as we can that's realistic and feasible, while at the same time maintaining the feel that we were aiming for when we first conceptualized the game." Reaching a Wider Audience “We definitely wanted to make sure that we were building the groundwork for that kind of controller customization and keyboard customization for the future because making sure that you have the underlying base layer in the code is probably the most important thing,” Pavlin said, explaining that the God of War PC port really focused the studio on the idea of building features and frameworks that allow for more options down the line. Pavlin explained how additions like these actually had major ramifications to Santa Monica’s pipeline and consideration for options in future development. “Natively adding in some of the FPS features, like the always-on reticle for those players that are used to playing high-action, first-person shooters, and want to throw the axe just as they would hip firing something in their first-person shooter, they can now see the reticle on-screen with that option as they're running around, making it a lot more responsive.” When you're looking at people who have some motor fatigue around pressing 元, that really helps them,” Pavlin explained. “Adding in auto-sprint, it's a small feature, but it's a very important feature for people that maybe are using controllers, don't like to press 元 as much and so it reduces that fatigue. Some of these options include additions like an auto-sprint and an always on-screen reticule, which speak to two different facets of Santa Monica’s approach to both allowing more players to enjoy God of War and to speak directly to how PC players might typically enjoy games, as Pavlin noted. “And now going into a PC realm, you have a much broader spectrum of possibilities and configurations and opportunities…There are more potential options that people have on the PC side, so we want to give them as much as we can that's realistic and feasible, while at the same time maintaining the feel that we were aiming for when we first conceptualized the game.”
#IS GOD OF WAR 4 PC PS2#
“When we create any game, whether it's for the PS2 or PS3, or PS4, or PS5, we are engineering, designing and conceptualizing everything for a very specific setup for lots of different players, but they have a very fixed setup, which is great, because it makes it easier for us to really tailor everything,” Barlog said.