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Pavlin points out that the commands aren’t mapped one to one from the list of controller actions - for example, on the PS4 you jump with the same context-sensitive button that’s used to interact with the environment, but on PC the jump command is handled separately by the space bar, like most other PC games. Actions like aiming and throwing Kratos’ axe, for example, feel more natural if you’re used to playing FPS games with a mouse. While you might not immediately think of it as a good fit given its heritage as a console-based action game, God of War on PC can be played with mouse and keyboard controls, and the scheme is surprisingly well thought out. “ want it to feel like it was built for the PC rather than being a port.” Each visual option can be run in “original” mode, which basically gives you PS4-level quality, and you can crank them up or down from there. There are a lot of graphical options and performance has been more or less in line with what I’d expect I average about 50 frames per second on a 1440p ultrawide monitor with G-Sync, and that’s using a Skylake Core i5 processor and a GTX 1080 with a mixture of settings. I can’t speak to how God of War will run on everyone’s PC, of course - and as a hypothetical, DeWald wouldn’t be drawn on how it’ll perform on the Steam Deck - but my experience with the game on a five-year-old machine has been positive. “So a lot of the work that we did early on was about hitting those points on the graphic quality, making sure that the graphics quality were up to standards and that it was responsive on the PC platform and then making sure that the controls were customizable and felt good in the native configuration.” “ want it to feel like it was built for the PC rather than being a port,” says Pavlin, who worked on the project’s UX and controls.
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“They’re working out of our code bases, they’re on our Teams channels and they’re communicating with our team, they’re part of our standups.” Four engineers at Jetpack handled primary development of the port, with DeWald serving as producer and other Santa Monica members like Pavlin making additional contributions. “They’re integrated into the team, so they’re not really a typical port house where we offload something and throw it over the fence,” DeWald says of Jetpack. “So the idea came down of like, Okay, let’s let’s think about whether we could do a PC - we have a custom engine, we haven’t actually released a PC game, let’s get it up and running and just see what are the issues that we’re going to have and how much work is this going to actually take.” Santa Monica tasked Jetpack Interactive, a studio in Vancouver that had already been working on other internal collaborations, with figuring out the scope of the project, and ultimately it got approved.
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“It was about two years ago that we decided to look into whether it was possible,” DeWald says. I spoke with Santa Monica’s senior manager of technical production Matt DeWald and lead UX designer and accessibility lead Mila Pavlin to find out more about the process of bringing God of War to PC. I’ve spent some time with the PC version and found it to be impressively well-tailored to the platform, which is not always a given. Santa Monica Studio’s 2018 God of War is one of the most acclaimed games for the PS4, and now it’s available to a new audience for the first time.
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One of Sony’s premier franchises since the original game was released for the PS2 in 2005, all subsequent titles - a 2007 spinoff for mobile phones aside - have been locked to PlayStation hardware. Lately Sony has been increasingly open to putting previously PlayStation-exclusive games on PC, and today’s release of God of War is the most notable yet.