Enemy Encounters in God of War III - Making the Player feel Powerful

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    Introduction

    The God of War trilogy puts the player “in the sandals” of Kratos in his quest for revenge. This anger-fueled journey is also mirrored by how the combat plays and feels – players are constantly encouraged to take action and be aggressive.

    This is specially present in enemy encounters.

    In this article, I will analyze aspects in enemy encounters that reinforce the game’s aggressive, offensive-driven combat design philosophy.

    I will use God of War III as an example (even though the other two games follow pretty much the same patterns).

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      Combat Manager

      The first aspect has to do with how enemy encounters are handled. As most games of the genre, there seems to be an overarching combat manager coordinating enemy actions.

       

      Attack Cadence

      In terms of attack cadence, in the beginning of enemy encounters, the player is encouraged to take the lead of the battle and attack first since very rarely do enemies start attacking.

      • This is very clear on tutorials – whenever instructions are displayed on the HUD, enemies take 2-4 seconds to engage.

      But even outside tutorials, the player has enough time/opportunity to analyze the encounter’s enemy composition and initiate combat before enemies take any action. On the video below:

      1. In the first example, enemies are far from the player and even after getting close they take a while to start attacking.
      2. In the second example, even while in front of them, enemies wait a few seconds before taking an action.
      3. Finally in the last example, as the Cyclops Enforcer is spawning, the player is able to immediately land a total of 15 hits, and only after must react to the enemy’s strike.

      After this initial window of opportunity, a Combat Ticketing System seems to kick in to handle the cadence of enemy attacks, with them attacking at regular intervals. The timing of these enemy actions also calls for a player response. If the player goes overly defensive, enemies just keep attacking them.

      • In the video, we can see Olympus Legionnaires going at the player one after the other.

      From an outside perspective, the exact rules that decide on the conditions and priority of enemy attacks remain unclear – though most likely enemies have their own attack values and internal cooldowns that communicate with the Enemy Ticketing System and things like distance and type of attack also play a part.

      In any case, dealing with enemy actions leads us back the core philosophy of God of War – to be on the offensive and be aggressive.

      • The best way of preventing enemies from dealing damage is to deal damage back and keep them in hit reaction and knockback states.
      • Enemies have a bigger chance of becoming a problem if they are not “herded” by player attacks.

      Camera and Positioning

      God of War III makes use of a fixed camera perspective that changes between different points, related to the distinct mechanical and narrative moments of the game.

      Camera perspectives in combat all share a defining trait – they prioritize player control through simple readable angles aiming to keep both Kratos and the enemies visible. This ensures that the player can always gauge enemy strength and actions, being able to act and react accordingly.

      The game also makes it so that enemies can only attack while within camera view – those outside the frame should never attack Kratos.

      This consistency and readability allows players to own their actions, without fearing attacks from off-screen threats, giving them more freedom to act aggressively.

      Player Actions in Enemy Encounters

      The actions that players can take during a fight are also designed with this proactive design philosophy in mind.

      Player Attacks

      When attacking there is a very small degree of motion warping:

      • Under a certain threshold of direction towards the enemy, the character seems to align automatically to make sure the attack lands on the enemy (or group of enemies in most cases).

      This should help players to not be punished by overly technical aspects.

      But more significantly, it is the wide attacks and generous weapon hitboxes that help keep the player in the flow of combat, reining in enemies and conducting the pace of the encounter.

      • This is actually one of the first lessons taught in the game. The very first encounter has the player face dozens of Olympus Sentries (basically the grunt unit). These first few moments immediately teach the player – “You have big, wide, demolishing attacks. You are in charge”.

      This should help players to not be punished by overly technical aspects.

      But more significantly, it is the wide attacks and generous weapon hitboxes that help keep the player in the flow of combat, reining in enemies and conducting the pace of the encounter.

      • This is actually one of the first lessons taught in the game. The very first encounter has the player face dozens of Olympus Sentries (basically the grunt unit). These first few moments immediately teach the player – “You have big, wide, demolishing attacks. You are in charge”.

      The responsive nature of the attacks validates each input, removing barriers to player agency and, for the most part, letting players mash buttons freely while always generating satisfying results.

      Animation Cancelling

      Another aspect that contributes to players setting the rhythm of the fight is the fact that most attacks can be animation cancelled into the defensive abilities – both Dodging and Blocking.

      With that, players are more comfortable with going on the offensive, knowing that they can react quickly in case they are about to be hitt.

      This slightly lowers the stakes – when committing to an action the player is not locked to that action and its consequences. Instead, the challenge relies on player’s reflexes. What matters the most is that this design choice aligns with the kind of experience the game aims to create.

      There is a tiny exception to this however – the final move of a combo cannot be animation cancelled. This generally is not a problem since this final move staggers or even knockbacks enemies, even through Super Armor.

      Weapon Powers

      Each weapon available to the player has a special thematic ability that affects enemies in the vicinity of the player. As is to be expected all the abilities are of offensive nature. These abilities share three very important traits:

      • They deal a lot of damage or trigger special effects with a single input button.
      • They make the player immune to enemy attacks.
      • They have limited uses, having a mana cost.

      In the video below, we can see these powers making the player immune not only to direct attacks but also to enemy special abilities like the Gorgon’s beam that usually turns the player to stone.

      Ultimately, it is up to the player to decide when to use these abilities. Players may decide to use them creatively, or just to advance the state of the fight. They can also be used as a sort of panic button – if the player is losing control of the fight, this is a tool that could allow players to reassert dominance in the encounter.

      • It can potentially instantly kill some of the enemies.
      • It can also offset the attack cadence of enemies (since they tend to get stunned and knocked back) – this might just create the perfect window of opportunity for players to round up enemies and start chaining powerful combos once again.

      Blade of Olympus

      The Blade of Olympus is also another limited resource that players can use from time to time.

      While the timing and resource used is different, its role in combat is similar to that of weapon powers – a limited tool that makes the player immune to attacks and deal a lot of damage.

      Grab Attacks and Executions

      Another of the key abilities available to the player has to do with grabbing enemies and executing them in quick time events.

      • It goes without saying that fantasy-wise it is all about Kratos ripping enemies to shreds.

      While all grabs and execution moves look raw, gruesome and cool as hell, there is an important aspects to consider in terms of combat flow. These moves freeze the system responsible for letting enemies attack, meaning the remaining enemies will stand idle while Kratos and his target victim take the main stage:

      • This can act as moment for the players to breathe and refocus – even though they need to press certain inputs, it is a more relaxed moment than free flow battle.
      • Grabbed smaller enemies can also be used as a battering ram, turning enemies themselves into weapons.
      • When executed, some enemies also drop useful resources that can help turn the tide of battle:
        • Minotaurs drop healing orbs – restoring health, means the player can take more risks.
        • Sirens drop mana orbs – weapon powers can be used more often.
      • Some enemies also create opportunities for action when executed, based on their own design (I’ll give more specific examples on the Enemy Design section below).

      For these reasons, grab attacks and executions can fulfill a role similar to weapon powers: keep control of the fight or regain the upper hand if losing, while reinforcing the relentless nature of player combat actions.

      Enemy Design

      In their design, enemies in God of War III create opportunities for players to showcase their skills and leverage Kratos’ varied toolset. Since that toolset is centered around aggression, enemy design is built to support the game’s offensive design philosophy while still providing meaningful challenges.

      Reaction to Damage

      Based on how enemies react to player damage, we can establish some Damage Response Archetypes.

      • Fragile (Olympus Soldiers, Sirens, Wraiths)
        • For the most part, these enemies can get locked into hit reaction by any player attack.
        • Sometimes, if they start an attack they cannot be interrupted (seems to be more common on more advanced enemies).
      • Resilient (Gorgons, Minotaurs, Chimeras)
        • These are more resilient to player attacks. They still react to being hit but can recover quickly, dodge, block or break through attacks to strike back.
        • When they start an attack they often gain Super Armor.
      • Juggernaut (Cyclopes, Centaurs, Stone Talos)
        • The most resistant enemies seem to be pretty much immune to most player attacks, having seemingly Super Armor at all times.

      While things are easier with fragile enemies, the resilient and juggernauts can keep players on the edge of their seats – the player is able to attack but has to quickly block or dodge out of the way of enemies when the situation calls for it.

      However, there is another tactic that leans into the aggressive tone God of War tries to push – the final combo move. As I briefly mentioned in the Animation Cancelling section, although the final move of a combo cannot be animation cancelled, it usually pierces Super Armor and triggers a hit reaction even on the toughest of enemies.

      • In the video, we can see Cyclops Enforcers (Juggernaut archetype) getting staggered by every single weapon final move.

      When executing the final combo move, the player loses control over the character, but the enemy also loses control as its action is interrupted and it gets staggered or is knocked back. This might still be dangerous for the player. If there are enemies that are about to attack and are not in reach of player attacks – for example if they are behind – the player is animation-locked, powerless to react to an attack coming from behind.

      Given that, it plays into the challenge of enemy encounters, making the players decide where to position, when to attack and when to deliver the final blow of a combo. It also encourages players to round up and attack as many enemies as they can, and not being hit by a stray enemy, forgotten on the other side of the battlefield.

      Enemy Actions

      Many of the enemy attacks can be blocked without incurring any downside to the player. The fact that blocking can be done swiftly by animation cancelling combo moves, means that players are free to fully go on the offensive, quickly block an enemy attack and then go back to unleashing hell.

      In the case of attacks that are not blockable, these usually have more startup frames and more pronounced animations – the player should have enough time to dodge away or, most importantly, enough time to finish the attack string and interrupt the enemy action with the final combo move.

      As seen in the video above, blocking can also lead to parry enemy attacks if the player times it right (the timing window is quite generous). This triggers back an attack that staggers enemies around a player – even the player defensive actions have offensive consequences.

      Parrying enemy special abilities can also incur special effects that can help the player turn the tide of battle.

      • Parrying the Gorgon’s gaze turns enemies to stone.

      This effectively removes enemies from the Combat Manager considerations, meaning that there are less enemies competing to attack the player, giving room for more aggressive actions.

      Also, destroying petrified enemies causes them to crumble which feels awesome!

      Enemy Immunities and Vulnerabilities

      Individual enemy designs also provide each monster with specific immunities and vulnerabilities. These mechanical distinctions create opportunities for the players to show their mastery over the game and use Kratos’ diverse arsenal of abilities.

      Once again, the main aspect to keep in mind is that for every enemy resistance, there is an aggressive response available to the player. Some examples in the video below:

      1. Harpies are flying enemies and generally out of reach for player attacks. Combat grapples can be very useful (the game even uses Harpies to tutorialize this ability).
      2. Olympus Legionnaires parry grab attacks but can be kept in check by player normal attacks.
      3. When Wraiths burrow beneath the floor, combat grapples can drag them out.
      4. Tools like the Head of Helios can end Siren Seductress’s incorporeal state.
      5. The player is also encouraged to use different weapons, for example the Nemean Cestus to break Olympus Guardians’ shields.

      Enemy Execution

      As mentioned above, enemy executions not only provide a moment of respite for the player but also create opportunities for the player take offensive action based on enemy design. For example, executing a Gorgon or a Siren Seductress causes them to use their ability on enemies. Once more, it creates an opportunity for players to take charge of battle.

      There are also situations where executions let the player take control of an enemy and use it to attack others. While mechanically simple (and sort of a minigame), these moments perfectly exemplify the player seizing control of the encounter and unleashing chaos.

      Final Thoughts

      I hope these three dimensions help illustrate how the combat in God of War III empowers players to take the initiative, command the flow of battle, and unleash Kratos’ fury against the Gods of the Olympus and their minions.

      1. A Combat Manager creates opportunities for player actions, with enemies attacking at regular intervals while remaining within the camera frame. This readability lets players keep foes in check and act decisively.
      2. Player actions are fast, responsive and fluid, designed for the player to keep the upper hand and overwhelm enemies. Weapon powers and special abilities can either reassert dominance or serve as a tactical “panic button” to recover advantage when the battle turns.
      3. Through their strengths, resistances and behaviours, enemies create opportunities for players to leverage the full range of Kratos’ abilities, rewarding aggressive, skillful players.

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