God Of War Ragnarok’s Hidden Load Screens Are For Dramatic Effects, Explains Dev
Naughty Dog developer voices his opinion on the matter at hand.
God Of War Ragnarok has become the most anticipated game of the year. While its release is still weeks away, certain international members have already gotten their hands on it and have spoken up about specific issues.
What we have heard a lot about during recent days is God Of War Ragnarok being behind on PlayStation 4 mainly due to the loading screens and the console’s slower hardware. For now, the game director at Naughty Dog, Kurt Margenau has some answers about the current debate.
- There has been quite a hustle about squeeze-through cracks in God Of War Ragnarok.
- A game reporter invites devs to explain the alleged loading screens.
- Kurt Margeneu explains the idea behind crawling in cracks and boosting.
Invited over a thread by game journalist, Gene Park, Kurt Margeneu clarifies that squeeze-throughs are there to valve the player into the next section and to prevent them from moving backward.
We used squeeze-throughs to valve the player in to prevent them from going backwards, and boosts are for preventing you from leaving the combat space before everyone is dead. Buddy can’t boost if they’re busy shootin.
— Kurt Margenau (@kurtmargenau) October 23, 2022
According to Kurt, boosting your comrades comes with preventing them from leaving the combat space before everyone is dead. Your game buddy can’t boost if they keep shooting and trying to stay alive.
Kurt also said that any time you’re preventing the player from moving forward or back, you’re helping with loading automatically. Any valve means you’re about to finish the level behind and start loading for the next one but in that case only when the squeeze-throughs are properly dealt with.
Kurt claims that the presence of the squeeze-throughs is more for dramatic purposes and wants to close the player into a tight space before popping them out into an open area.
It also ensures that the player is entering the next space at an exact angle. Kurt calls this for cinematic purposes and to add an animated scene of transitioning the players out of the squeeze-through.
Many blamed the constraints of the PlayStation 4 for the existence of such gimmicks as they appeared to vanish with the release of the PlayStation 5 and its high-performance SSD. Kurt clears up the situation for time being.
The truth generally appears to be centered in the middle. Moments like this undoubtedly aid in hiding the loading screen, but as director Kurt Margenau explains, they could also be the consequence of deliberate game design decisions.
On the positive side, God Of War Ragnarok has made quite a noise even after the pre-release. God Of War Ragnarok comes to your consoles on November 9th officially with a pre-load on November 2nd.
In addition, more information has been revealed about the file size of God of War Ragnarok on consoles. How different it is from its predecessor has also been reviewed.
Also, if you have not yet, go through the PlayStation showcase of God of War Ragnarok here:
How eagerly are you anticipating the release of God of War Ragnarok on your consoles? Do tell us in the comments section below.
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