https://www.eurogamer.net/articles/digitalfoundry-2018-god-of-war-tech-analysis
On loading up the game and looking at the title screen, the towering figure of Kratos tells us a lot about the visual evolution Santa Monica Studio has delivered compared to previous God of War games. As the camera pulls in, you'll notice the sweat and wrinkles on his worn brow, the pores across his weathered skin, the veins running along his battered hands and the detail of his beard. It's also our first look at how animation and camera work combine beautifully in this game, and the sheer precision in all areas of the artwork.
Getting up close like this showcases the extreme detail, whether it's on Kratos himself, his son Atreus or any of the other friends and foes you'll encounter on the journey. Thanks to the game's reliance on physically-based rendering - leather, cloth and fur all appears highly realistic and sits naturally within the world. Hair and beards both look and move realistically, with excellent shading and detail.
Animation plays as important a role as raw detail and sets a new standard for the series. Attacks connect with and stagger enemies realistically, and everything from tossing an axe at the head of a large creature to swooping up the undead with a vicious attack lends a sense of weight and momentum to the game. Larger enemies - a staple of earlier series entries - also make an appearance, featuring both excellent cinematic and in-game animation.
Even more impressive are the cinematic sequences, which allow for pre-calculated displays of physics and destruction - running an enemy through the side of a mountain anyone? There's some impressive stuff on display here.
Character realisation is sensational in this game but ultimately, it's the environments that really steal the show. Early showings of God of War intentionally focused on the gorgeous snowy forests of Midgard but there is so much more here.
From the towering peaks to the smallest details, every inch of the world receives careful attention to detail. Look closely at any scene and it's easy to appreciate - every wooden beam, slab of stone and snarling tree branch is suitably rounded and realistic.
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