How God of War: Ascension attempted to redefine a legendary single-player franchise
In short: Released in 2013, God of War: Ascension served as a prequel to the original trilogy, exploring Kratos's early struggle against the Furies. It was a pivotal moment for the series, marking the first time developers introduced online multiplayer to a franchise previously defined entirely by its solitary, cinematic single-player experience.
Developed by Santa Monica Studio for the PlayStation 3, Ascension functions as a chronological prequel set ten years before the original 2005 game. The narrative follows Kratos shortly after he is tricked by Ares into killing his own family, leading him to renounce his blood oath. This act of defiance triggers his imprisonment and torture by the three Furies, the guardians of honor who serve as the game's primary antagonists. Throughout the campaign, Kratos navigates an alternate version of ancient Greece, utilizing new mechanics like the World Weapon system—which allows him to scavenge items from foes—and the Amulet of Uroborus to manipulate time.
The inclusion of multiplayer was a significant, albeit challenging, departure for the series. Game Director Todd Papy noted that previous directors had resisted multiplayer, viewing the franchise as strictly single-player. To implement it, the team had to hire specialized staff and navigate complex technical hurdles, including rewriting player navigation code. The resulting online-only mode allows up to eight players to align with deities like Zeus or Hades, earning rewards through combat. While critics praised the spectacle and fundamental gameplay, the multiplayer balance received mixed reviews, and the story was generally considered less compelling than its predecessors.
The development process was marked by a constant tug-of-war between single-player and multiplayer priorities, which occasionally caused one to suffer while the other was being polished. Despite these internal pressures, the game remains a notable entry for its technical ambition and its role in bridging the gap between the series' Greek mythology roots and its eventual shift toward Norse settings. Although it shipped over 3 million units, it did not win awards, yet it earned nominations for its writing and sound design, cementing its place as a complex chapter in the evolution of the God of War saga.
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