{"id":473102,"date":"2025-11-12T00:44:42","date_gmt":"2025-11-12T00:44:42","guid":{"rendered":"https:\/\/arcader.org\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards\/"},"modified":"2025-11-12T00:44:42","modified_gmt":"2025-11-12T00:44:42","slug":"god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards\/","title":{"rendered":"God Of War Devs Talk PC Release, Mod Support, And Playing With Keyboards"},"content":{"rendered":"\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/01\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/> <\/p>\n<p>God of War was one of the\u00a0<a href=\"https:\/\/www.gameinformer.com\/2019\/01\/08\/game-informers-best-of-2018-awards\" target=\"_blank\" rel=\"noopener\">best games released in 2018<\/a>, and it will probably be one of the best games to release in 2022 because it\u2019s now coming to PC. To find out what made that game great in the first place, be sure to read our\u00a0<a href=\"https:\/\/www.gameinformer.com\/games\/god_of_war\/b\/playstation4\/archive\/2018\/04\/12\/god-of-war-ps4-review-game-informer.aspx\" target=\"_blank\" rel=\"noopener\">original review<\/a>. To learn what the developers think of playing the game with the mouse and keyboard or why they might not offer mod support, we spoke to Sony Santa Monica\u2019s creative director Cory Barlog and senior manager of technical production Matt DeWald.<\/p>\n<p><strong>Let\u2019s cut to the chase. Why do you think people should check God of War out now that it\u2019s on PC?\u00a0<\/strong><br \/>\nCory Barlog: Because it\u2019s a giant smokescreen to sell you on the fact that Silent Hills is secretly inside the game? Totally kidding. Honestly, I think for us, it\u2019s really exciting that there\u2019s a new potential audience of people who haven\u2019t played the game who get to experience it and show it off on their beefy machine. I don\u2019t have a 3090 [GeForce graphics card], but I\u2019m sure they all have a 3090. But also, even if you have experienced it, I\u2019ve played the game a few times, but playing it on my ultra-wide is a pretty awesome experience.<\/p>\n<p>Matt DeWald: We\u2019ve sold almost 20 million, like 19.5 million copies on console, but it\u2019s surprising to hear that there are still people out there that have never played it. And if they haven\u2019t played it on console by now, they\u2019re probably not going to play it on console. So this gives them an opportunity to play it on a platform they might play. As Cory mentioned, we added widescreen, and we pumped it up so you can play at 4K. You can increase the rest of the graphics resolutions and really accentuate how awesome the content looks.<\/p>\n<p><strong>Does the 60 frames per second or the ultra-widescreen or any of that new tech make it easier to beat the Valkyrie queen?<\/strong><br \/>\nDeWald: Yeah, I mean, it depends on how good you are. But I think that having more frames definitely helps the reaction time a bit. We added Nvidia Reflex, which decreases some of that reaction timing as well. I still haven\u2019t beat Sigrun, so I don\u2019t know. I\u2019ve tried for four years, and I\u2019ve kind of given up. She owns me.<\/p>\n<p><strong>Looking back, now that you\u2019ve all had a few years of perspective, do you have any new thoughts or emotions about God of War?<\/strong><br \/>\nBarlog: I still have those pangs of the \u2013 I don\u2019t wanna say trauma, but I really don\u2019t have a better word, so I\u2019m gonna say the trauma of going through making all that. It was definitely a really long process, so it\u2019s nice to look back on it this far away and really see it clearly and criticize the hell out of everything I did and the decisions I made. I don\u2019t think that ever stops. Honestly, I feel proud of it, but I constantly look back and second-guess all the decisions I made and wonder, \u201cOh, did I do that right? Was I smart to push for that? I probably should have made this other decision.\u201d It\u2019s maddening because I just want to be able to look at it and enjoy it, but I can look at it now knowing new people are gonna play it, so I\u2019m excited about seeing and hearing new reactions of people who are like, \u201cI don\u2019t normally play console games, and you know, I gave this one a shot and was pleasantly surprised.\u201d<\/p>\n<p><strong>Were you guys tempted at all with this PC release to tweak things or go back and adjust something?<\/strong><br \/>\nDeWald: I asked whether we should, and what did you say, Cory? \u201cHan shot first?\u201d<\/p>\n<p>Barlog: Right? Yeah, I definitely didn\u2019t want to go back and edit anything. Like put the flashlights in the soldiers\u2019 hands or make, you know, Greedo shoot first or anything, but there is always that temptation. And I have to back off from that because I know that\u2019s not a good thing, for me at least. If there are things that are legitimately broken, totally all about that, let\u2019s go in there and fix that, but to go into anything else and change any of it, it feels like it just takes on a different tone to do something like that. I feel like we\u2019re always just looking ahead and going like, \u201cOkay, let\u2019s fix that in the next thing. And then let\u2019s look forward into this thing and do this.\u201d But most of the things we\u2019re addressing are how can we make this look amazing? How can we provide the features to people who are like, \u201cI spent five grand on my PC. I want this to look awesome.\u201d<\/p>\n<p><i>Click image thumbnails to view larger version<\/i><\/p>\n<p><a target=\"_blank\" href=\"https\/sites\/default\/files\/styles\/body_default\/public\/2020\/10\/22\/8e47586d\/godofwar_kratos.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https\/sites\/default\/files\/styles\/entity_browser_thumbnail\/public\/2020\/10\/22\/8e47586d\/godofwar_kratos.jpg\" \/><\/a> <a target=\"_blank\" href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2019\/04\/09\/30cc3952\/god_of_war_bow_training.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/01\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards-1.jpg\" \/><\/a> <a target=\"_blank\" href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2019\/04\/09\/0d383507\/god_of_war_deer_2.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/01\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards-2.jpg\" \/><\/a> <a target=\"_blank\" href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2019\/04\/09\/bfc2a90c\/god_of_war_deer.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/01\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards-3.jpg\" \/><\/a> <a target=\"_blank\" href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2019\/04\/08\/d87c078e\/god_of_war_atreus_freya.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/01\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards-4.jpg\" \/><\/a> <a target=\"_blank\" href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2019\/02\/01\/f6e197ea\/gow.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/01\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards-5.jpg\" \/><\/a> <a target=\"_blank\" href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2019\/02\/01\/00b60115\/gowdad.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/01\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards-6.jpg\" \/><\/a> <a target=\"_blank\" href=\"https:\/\/s3.amazonaws.com\/prod-media.gameinformer.com\/styles\/body_default\/s3\/2018\/12\/19\/2af3f82f\/my_great_capture_screenshot_2018_04_02_13_17_17.0.jpg\" rel=\"noopener\"><img decoding=\"async\" align=\"left\" height=\"100\" border=\"3\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2022\/01\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards-7.jpg\" \/><\/a> <\/p>\n<p>\u00a0<\/p>\n<p>\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0\u00a0 <\/p>\n<p><strong>How much insight do you guys have into how Sony decided that the PC was a market they wanted to push this on to? Was that something you were championing early on?\u00a0<\/strong><br \/>\nBarlog: I think it was the collective of studios all over saying this is a really good idea. We should be looking into this. Eventually, I think it reached that tipping point. When we had sent so many suggestion box suggestions that they were like, \u201cI\u2019m tired of hearing all this. Fine, we\u2019ll do this.\u201d It\u2019s a process. We\u2019re still figuring it out as a company and as individual studios how to do this and what the process and strategy will be.<\/p>\n<p><strong>So, do you think that we might see Ragnarok on PC sooner than four years after its console release?\u00a0<\/strong><br \/>\nBarlog: I have no idea. Right now, we\u2019re taking it one game at a time, kind of looking at each one and determining, \u201cOkay, is this the best thing?\u201d And we\u2019ll gauge how it does. Do people enjoy it? Did we do it right? Is there anything we did wrong? What can we do better in the future if we do this again? But at the end of the day, ultimately, it\u2019s Sony\u2019s decision.<\/p>\n<p><strong>How much did you think about mouse and keyboard controls for God of War?<\/strong><br \/>\nDeWald: Quite a bit, because right away we knew that, coming on a PC, we\u2019re gonna have to focus on that. We\u2019re gonna have to figure out what that looks like. One was building a customizable interface that you can change all the keys. That\u2019s not something that existed on the console. There\u2019s a lot of work just doing that. But then figuring out what is that default setup? And does that feel natural? One of the learnings that we found was, for instance, the traversal modes that you usually do on console, you press circle. As you jump across things, you lift up barricades, and you crawl through cracks and things like that, it was all just circle. One PC we had E for interact, which is a pretty common system, but we found that, when we had people testing, they always tried to press space to jump across gaps, even though the pop-up thing was saying press E, crossing the gap with space was more natural for the keyboard. So we had to go back through and find all those traversal points that had some sort of jump mechanic and add in the option for space to be able to work there too. And that\u2019s just not something you do on the consoles. Now I have two buttons, E and space, that both do the same thing. But it just felt natural for people to do that.<\/p>\n<p>Barlog: I\u2019m just gonna play on my Bongo controllers.<\/p>\n<p><strong>That\u2019s a real war drum. Do you guys think it plays well on the mouse and keyboard, or do you still prefer a controller?<\/strong><br \/>\nDeWald: I actually play most of the time on mouse and keyboard now just because I\u2019ve been working on it for two years, and it\u2019s just been my default. It feels super natural to me to play it on mouse and keyboard.<\/p>\n<\/p>\n<p><a target=\"_blank\" href=\"https:\/\/www.gameinformer.com\/interview\/2022\/01\/13\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards\" rel=\"noopener\">Click here to watch embedded media<\/a><\/p>\n<p><strong>A lot of people use their Xbox controllers to play on PC. How do you guys feel about people playing God of War with an Xbox controller now?<\/strong><br \/>\nDeWald: Awesome. We even put in all the glyphs for you so you don\u2019t get confused by the button press. Yeah, we have no problems with that. You can even use a Switch controller here as well. You can definitely use any of the third-party controllers. We tried to add as many options as possible because why limit people who want to play the game?<\/p>\n<p><strong>How do you guys feel about people modding the game?\u00a0<\/strong><br \/>\nDeWald: Obviously, we\u2019ve all seen the like Yoda as God of War and Grogu as Atreus. I think it\u2019ll be interesting to see what people put together. We didn\u2019t add modding support. It\u2019s not something we developed time to create tools. Everything we have is custom, so it\u2019s really hard to build some of that stuff. But I\u2019m sure some very smart people out there are going to do some very cool things, and we\u2019ll see what comes of it.<\/p>\n<p>Barlog: Yeah, when I play games on PC, I use mods when they\u2019re available. I think it\u2019s cool. It\u2019s fun. One of the cool parts of playing PC games is the feeling that other people can add something to it or improve upon it and enhance your experience. GTA and Skyrim are two fantastic examples of games that just keep getting better because people are like, \u201cI just want to try this.\u201d You don\u2019t really have that level of interaction on the console, so the fact that that\u2019s a possibility, I think it\u2019s cool. But you know, I don\u2019t really speak for everybody else in the company.<\/p>\n<p><strong>Do you have any plans down the road to add more modding support and make it easier for people to create mods?<\/strong><br \/>\nDeWald: It\u2019s not currently on the plans, but I mean, anything could happen. It\u2019s a fairly complicated process to get our assets from Maya into the game, and so to try to build user-friendly tools to do that \u2013 it takes months to train up our own artists to get some of those processes in place \u2013 so to try to build a tool that\u2019s going to be intuitive enough for an end-user to be able to do some of that stuff would be quite a bit of work. Out tools are very much built on our processes in the way we build content.<\/p>\n<p>Barlog: Our tools are difficult. That\u2019s just how we roll. We like to have difficult tools. Our engine wasn\u2019t really built to support that. Our tools are super custom and inherently complicated. So I don\u2019t think that\u2019s something that will probably happen in the future, but who knows.<\/p>\n<p><strong>Any final thoughts? Anything we missed?\u00a0<\/strong><br \/>\nDeWald: The big thing is just that it\u2019s coming out soon. I\u2019m just super nervous and excited for what happens when it hits because there\u2019s a ton of different permutations of PC hardware and software out there, and I\u2019m interested to see how that works. But we\u2019ve spent a lot of time trying to make sure it was performing, and I hope that comes across.<\/p>\n<p>Barlog: You guys did a great job. I am super excited about this.<\/p>\n<p>DeWald: Can you quote him in your article saying that we did a great job?<\/p>\n<p>Barlog: And that\u2019s why I said it here just so I only have to say it this one time, and then it will be in print forever, so I never have to say it again.<\/p>\n<hr \/>\n<p>God of War releases on PC on January 14. Read our\u00a0<a href=\"https:\/\/www.gameinformer.com\/games\/god_of_war\/b\/playstation4\/archive\/2018\/04\/12\/god-of-war-ps4-review-game-informer.aspx\" target=\"_blank\" rel=\"noopener\">full review<\/a>\u00a0of the original PlayStation 4 version or watch our video preview of the\u00a0<a href=\"https:\/\/www.gameinformer.com\/preview\/2022\/01\/12\/is-god-of-war-worth-playing-on-pc-new-gameplay-today\" target=\"_blank\" rel=\"noopener\">PC version here<\/a>.<\/p>\n<\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/interview\/2022\/01\/13\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>God of War was one of the\u00a0best games released in 2018, and it will probably be one of the best games to release in 2022 because it\u2019s now coming to PC. To find out what made that game great in the first place, be sure to read our\u00a0original review. To learn what the developers think of playing the game with the mouse and keyboard or why they might not offer mod support, we spoke to Sony Santa Monica\u2019s creative director Cory Barlog and senior manager of technical production Matt DeWald. Let\u2019s cut to the chase. Why do you think people should check God of War out now that it\u2019s on PC?\u00a0 Cory Barlog: Because it\u2019s a giant smokescreen to sell you on the fact that&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/god-of-war-devs-talk-pc-release-mod-support-and-playing-with-keyboards\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":473103,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-473102","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>God Of War Devs Talk PC Release, Mod Support, And Playing With Keyboards | Arcader News<\/title>\n<meta name=\"description\" content=\"God of War was one of the\u00a0best games released in 2018, and it will probably be one of the best games to release in 2022 because it\u2019s now coming to PC. 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