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Pre-order and receive these bonuses on launch day:
・Shield Skins (Buckler of the Forge, Shining Elven Soul-Shield, Dökkenshieldr)
Extra bonuses on launch day for PlayStation®Plus members:
・Shield Skins (Grace of the Wanderer and Defender of the Chosen)
*These bonuses will be available for download on PS Store during 20/Apr/2018 – 20/May/2018. You need to be a PS Plus member during this period to download the bonuses.
ONLY ON PLAYSTATION®
From Santa Monica Studio and creative director Cory Barlog comes a new beginning for God of War. Living as a man outside the shadow of the gods, Kratos must adapt to unfamiliar lands, unexpected threats, and a second chance at being a father. Together with his son Atreus, the pair will venture into the brutal Norse wilds and fight to fulfill a deeply personal quest.
BOLD NEW BEGINNING — HIS VENGEANCE AGAINST THE GODS OF OLYMPUS YEARS BEHIND HIM, KRATOS NOW LIVES AS A MAN IN THE REALM OF NORSE GODS AND MONSTERS. IT IS IN THIS HARSH, UNFORGIVING WORLD THAT HE MUST FIGHT TO SURVIVE...AND TEACH HIS SON TO DO THE SAME. THIS STARTLING REIMAGINING OF GOD OF WAR DECONSTRUCTS THE CORE ELEMENTS THAT DEFINED THE SERIES—SATISFYING COMBAT; BREATHTAKING SCALE; AND A POWERFUL NARRATIVE—AND FUSES THEM ANEW.
FROM SANTA MONICA STUDIO AND CREATIVE DIRECTOR CORY BARLOG COMES A NEW BEGINNING FOR ONE OF GAMING’S MOST RECOGNIZABLE ICONS. LIVING AS A MAN OUTSIDE THE SHADOW OF THE GODS, KRATOS MUST ADAPT TO UNFAMILIAR LANDS, UNEXPECTED THREATS, AND A SECOND CHANCE AT BEING A FATHER. TOGETHER WITH HIS SON ATREUS, THE PAIR WILL VENTURE INTO THE BRUTAL NORSE WILDS AND FIGHT TO FULFILL A DEEPLY PERSONAL QUEST
EVERYTHING, EVERYWHERE CHANGES.
By Cory Barlog
Change is an essential part of life. In creative development change is often the explosive spark that transforms good enough into truly memorable. Several years ago we at Santa Monica Studio began the journey of creating a new God of War. All of us recognized a special honor and responsibility to create a different and better and truly more memorable experience than before. I realized early on that we had to make changes in every aspect of the game.
E3 2016 GAMEPLAY TRAILER
The last question was answered in my own life with the birth of my son, a tremendously transformative event that had me thinking about all kinds of change in life. It is hard for human beings to truly change, but one thing that can really motivate us is the thought of being responsible for a life, and especially the life of our child. The weight of that responsibility drives the instinct to protect, to want to prevent the mistakes of our past being delivered upon them. There is no end to the lengths we will go, no adversity we will not overcome, to be better… for them.
Once the decision to change was made, things got really interesting for Kratos and for all of us here at SMS. The road to creating a new God of War is a seemingly endless climb up an impossibly enormous mountain, filled with countless gut-wrenching failures and joyfully sweet successes.
Change is hard, but through it all we persevere, getting back up each time we are knocked down and celebrating each breakthrough, knowing that this journey ends in the realization of a collective vision – a great change in something we all hold very dear – a chance for us all to be better.
This playable game from E3 2016 last year, and our new "Be A Warrior" trailer from E3 this year, is a first glimpse at the new beginning for God of War. We are so very eager to show you more as the game continues to take shape.
A SECOND CHANCE — KRATOS IS A FATHER AGAIN. AS MENTOR AND PROTECTOR TO ATREUS, A SON DETERMINED TO EARN HIS RESPECT, HE IS FORCED TO DEAL WITH AND CONTROL THE RAGE THAT HAS LONG DEFINED HIM WHILE OUT IN A VERY DANGEROUS WORLD WITH HIS SON.
HE SEES LIFE DIFFERENTLY
“Atreus only knows the world that he lives in with his dad. They've lived in this forest, a very small area. They're going out on the road together. Dad is just Dad. You don't really know any different. That's just a parameters for his life. As he starts to learn who he is, how he fits into all of this and who his dad is, it's an interesting sort of way that—he sees life differently than we see Kratos. He allows us to see Kratos with a slightly different lens because he's experiencing it all differently.”
- Cory Barlog, Creative Director
VICIOUS, PHYSICAL COMBAT — WITH AN OVER THE SHOULDER FREE CAMERA THAT BRINGS THE PLAYER CLOSER TO THE ACTION THAN EVER BEFORE, FIGHTS IN GOD OF WAR MIRROR THE PANTHEON OF NORSE CREATURES KRATOS WILL FACE: GRAND, GRITTY, AND GRUELING. A NEW MAIN WEAPON AND NEW ABILITIES RETAIN THE DEFINING SPIRIT OF GOD OF WAR WHILE PRESENTING A VISION OF VIOLENT CONFLICT THAT FORGES NEW GROUND IN THE GENRE.
MAGIC OF THROWING THE AXE
"Right away the magic of throwing the axe, having it stick anywhere in the world, and then recalling it, and then kind of playing around with that, and realizing you can hit people with it, you can throw it behind them, move in front of them, recall it and hit him in the back."
- Cory Barlog, Creative Director
"BE A WARRIOR"
A DARKER, MORE ELEMENTAL WORLD — FROM THE MARBLE AND COLUMNS OF ORNATE OLYMPUS TO THE GRITTY FORESTS, MOUNTAINS, AND CAVES OF PRE-VIKING NORSE LORE, THIS IS A DISTINCTLY NEW REALM WITH ITS OWN PANTHEON OF CREATURES, MONSTERS, AND GODS. WITH AN ADDED EMPHASIS ON DISCOVERY AND EXPLORATION, THE WORLD WILL DRAW PLAYERS IN TO EXPLORE EVERY INCH OF GOD OF WAR’S BREATHTAKINGLY THREATENING LANDSCAPE—BY FAR THE LARGEST IN THE FRANCHISE..
SENSE OF DISCOVERY
“We don’t force you to go find something, but when you do, you are rewarded. You are rewarded with things like “Wow, there’s an entire level over here!” And I think that sense of discovery is so important. Linearity can drive you through this fantastic story – you’re always going to be driven forward by the development and arc of the characters – but at any given point in this game, you can pull the lever on the bus and stop to look around, and then get back on the bus and keep going."
- Cory Barlog, Creative Director
WHILE REAL NORSE LORE AND MYTHOLOGY WAS EXTENSIVELY RESEARCHED BY OUR TEAM AND IS OFTEN HEAVILY DRAWN FROM, THIS IS OUR UNIQUE TWIST ON THE PRE-VIKING, PRE-MIGRATION ERA OF NORSE MYTHOLOGY. GOD OF WAR TAKES PLACE AT THE TIME WHEN POWERFUL GODS AND INCREDIBLE MONSTERS WALKED THE EARTH. OUR NORSE UNIVERSE IS STEEPED WITHIN A DARKER AND MORE ELEMENTAL WORLD.
SINDRI (HULDRA BROTHERS)
BROK (HULDRA BROTHERS)
"In the Viking era, they always talked about, 'The gods have abandoned us.' Thor and Loki and Odin all walked the Earth at one point, but they're not around anymore. [The vikings] fight for them, but they're not there. This idea that we're at is saying, we're at a prehistory point, where gods did walk the Earth, when monsters were real before they became extinct."
- Creative Director, Cory Barlog
"ON OUR JOURNEY WE WILL BE ATTACKED BY ALL MANNER OF CREATURE. TO BE EFFECTIVE IN COMBAT, A WARRIOR MUST NOT FEEL FOR HIS ENEMY. CLOSE YOUR HEART TO THE DESPERATION, CLOSE YOUR HEART TO THEIR SUFFERING. THE ROAD AHEAD IS LONG AND UNFORGIVING, NO PLACE FOR A BOY, YOU MUST BE A WARRIOR". - KRATOS
COMPOSER BEAR MCCREARY IS BEST KNOWN FOR HIS INCREDIBLE WORK ON BATTLESTAR GALATICA AND THE WALKING DEAD. IN HIS OWN WORDS, THIS IS WHAT COMPOSING THE SCORE OF GOD OF WAR MEANS TO HIM: "MY WORK ON GOD OF WAR BEGAN NEARLY TWO YEARS AGO. ONE RAINY NOVEMBER AFTERNOON, I WAS CALLED INTO SANTA MONICA STUDIO TO MEET WITH ACCLAIMED MUSIC PRODUCERS PETE SCATURRO AND KEITH LEARY (WITH WHOM I HAD COLLABORATED CLOSELY ON SONY’S SOCOM 4: US NAVY SEALS), TO DISCUSS A SECRET PROJECT. OUR CONVERSATION REVOLVED AROUND FOLK MUSIC, MYTHOLOGY, NORDIC ETHNIC INSTRUMENTS, VOCAL WRITING, AND CLASSICAL THEMATIC DEVELOPMENT. "WAIT A MINUTE." I ASKED. "IS THIS... A NEW GOD OF WAR?!" THEIR FACIAL EXPRESSIONS TOLD ME EVERYTHING I NEEDED TO KNOW. AND WITH THAT, I REALIZED I WAS TUMBLING HEADFIRST INTO A DAUNTING AND CHALLENGING DREAM PROJECT."