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In today's episode, J & Ludo dive into God of War (2005) to see how its designs attempt to sell scale and how they may have gone slightly too far in some places due to time constraints.

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The Beautiful & Baffling Designs of God of War (2005) | Design Delve

This video is brought to you by Elements Destiny, a 2D fantasy RPG with pixelated retro visuals, an emotional narrative, and challenging turn-based combat. – https://store.steampowered.com/app/1635500/Elements_Destiny/ In today's episode, J & Ludo dive into God of War (2005) to see how its designs attempt to sell scale and how they may have gone slightly too far in some places due to time constraints. Music used in order of appearance: Intruder - Stray OST The Abyss - Hyper Light Drifter OST Checking in - Celeste OST The Notebooks - Stray OST Dead City - Stray OST Secret Lab - Stray OST Support us on Patreon: https://www.patreon.com/SecondWindGroup Second Wind Merch: https://shop.secondwindgroup.com/

Comments

Crowleyboughtmysoul

Rage of the Gods + Army of Hades makes the end of the temple a lot less frustrating. This room and the Ares fight are the only parts of the game I actually use Rage of the Gods.

Jeremy Claybrook

at the time, in 2005 when i got the game i thought it was perfect level of diffculity, not sure i'd feel the same now. so the limitation in Pandora's temple is an interesting example....in theory i agree with your assessment but at the time i didn't think much of it, aside from finding it annoyingly difficult but not too much of a diffculty spike