Challenge accepted and crushed.
As one of the biggest PlayStation exclusives, the arrival of God of Wars on the PC has been long awaited. After all, it boasts an excellent story with great visual fidelity, and its struggle is easily the top of the series. The migration over to PC meant that new features could be added to the game, such as DLSS upscaling and ultra-wide support, and as PC Gamer reported, the latter represented a unique issue for God of War, which was praised for its uncut camera.
This meant ensuring that players not only see everything they need to see in ultrawide, such as the action, but also that the UI elements are also presented correctly. With all the “great prospects, the great gripping moments and the film that plays to it,” leading UX designer Mila Pavlin shared that the team certainly “looked at how to present the game in the best possible way.”
“It’s not just setting the resolution and finishing. I wish it was that easy, now there’s all this here that was on the edge and cut off at 16: 9, which is now in the scene, like ‘Oh no, Atreus writhing through the stage because he is about to get into position, ‘Matt DeWald, senior technical producer, explained.
To overcome any potential issues, the team at Santa Monica Studio teamed up with Jetpack Interactive to play the PC version of God of War repeatedly in ultrawide. Once visual flaws were revealed, the animators can turn in to fix things.
“So you had to go back and animate all those things. It required playing the whole game through. And not just movies, because we’re a camera without glitches, well, that’s what’s filmed all the way,” he added. DeWald. “So it really plays through the whole game … all those controlled camera moments, like when Kratos tries to kill something and he goes into a locked animation, the camera is steered to that scene, or there’s a gameplay moment where something pops up such as. Draugr jumps out and Kratos whips the ax forward and it freezes up.
Working with an extended field of view on PC would always be a problem, especially for a cinematic game like God of War. But as we have found, the development team has done a good job without losing the immersion or majesty in the game’s presentation.