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God of War: Ascension developers break down Megalops multiplayer design

Samit Sarkar (he/him) is Polygon’s deputy managing editor. He has more than 15 years of experience covering video games, movies, television, and technology.

In the second episode of God of War: Ascension's behind-the-scenes documentary, Unchained, the game's developers at Sony Santa Monica continue to explain the challenges they faced in designing the multiplayer mode's Megalops enemy.

This time, the developers focus on how they designed combat to signal to the player that Megalops has sustained damage; how they laid out the rooftop level to reduce impediments to the player's view of their character; how they designed Megalops' animations to convey his massive size; and how they built the camera to keep both Megalops and the player character in view while delivering a sense of scale.

You can watch the first part of Unchained here. God of War: Ascension is set for release on March 13, 2013, exclusively on PlayStation 3; a multiplayer beta will be available in December. For more details, check out our preview from Gamescom.

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