[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"$fwkYTIpT0PoGFtq5pPHbdjRf5fnf2tf5K2tHfYAZ1VKw":3},{"data":4,"seo_meta":208,"additional":210},{"id":5,"api_id":6,"category_id":7,"pulse_source_id":8,"user_id":9,"igdb_id":10,"language_id":7,"clicks":11,"views":12,"share":11,"title":13,"summary":14,"image":10,"link":15,"url":10,"author":16,"published_at":10,"status":7,"url_image":65,"approved_at":66,"created_at":67,"updated_at":68,"premium":31,"translated_id":69,"marketing_provider_id":7,"marketing_id":70,"total_characters":71,"total_words":72,"reading_time":73,"allow_comments":35,"image_focal_x":74,"image_focal_y":74,"image_focal_card_x":10,"image_focal_card_y":10,"image_focal_square_x":10,"image_focal_square_y":10,"image_focal_banner_x":10,"image_focal_banner_y":10,"comments_count":11,"likes_count":11,"published_at_diff":75,"slug":15,"url_image_src":65,"permalink":76,"report_hash":77,"comment_hash":78,"created_at_formatted":79,"created_at_diff":75,"created_at_in_full":80,"created_at_textual":81,"approved_at_formatted":79,"approved_at_diff":75,"approved_at_in_full":82,"approved_at_textual":81,"updated_at_formatted":83,"updated_at_diff":84,"updated_at_in_full":85,"updated_at_textual":86,"translatable_attributes":87,"localized_title":13,"localized_summary":14,"avg_rating":11,"rating_stats":90,"rating_hash":91,"content_type":92,"url_image_original_src":65,"url_image_thumb_src":65,"user":93,"games":114,"source":115,"marketing":131,"marketing_provider":206,"comments":207,"user_rating":10},342801,2,1,67,79,null,0,105,"Creator of God of War criticizes the new game in the franchise","\u003Cp data-path-to-node=\"1\">The response from the digital gears of the community, in contrast to the pessimism of the veterans, took a far more welcoming path in discussion forums. Various users praised the courage of the writers for ignoring the clichéd structure of a prequel to take a risk on a novel post-life setting, highlighting that the premise of following the warrior in spiritual battles after her demise carries much more narrative potential than simply retelling past events that the audience already knows about. The charismatic journey companion \u003Cstrong>Phranque\u003C\u002Fstrong>, the mystical cube that came to life with the voice of actor \u003Cstrong>Jack Quaid\u003C\u002Fstrong>, ended up charming social media, generating a flood of memes and quickly building fan clubs, despite being labeled as childish by those who founded the brand. Subtly, it's noticeable how the more conservative side of the industry, stuck in the hyper-violent, teen campaigns of the 2000s, is envious seeing that the market has matured and that today's audience doesn't need gratuitous rivers of blood or a bulky protagonist shouting at gods every five minutes to stay interested in a good action journey.\u003C\u002Fp>\u003Cp data-path-to-node=\"2\">The developer's sharp insights gained direct broadcast on their personal \u003Cstrong>YouTube\u003C\u002Fstrong> channel — which is unavailable for servers located in Brazil. Designer \u003Cstrong>David Jaffe\u003C\u002Fstrong>, who gained global recognition by creating the original \u003Cstrong>God of War\u003C\u002Fstrong> for the \u003Cstrong>PlayStation 2\u003C\u002Fstrong>, used his live streams to level heavy criticism at the artistic direction of the newly announced \u003Cstrong>God of War: Laufey\u003C\u002Fstrong>, a project officially unveiled by publisher \u003Cstrong>PlayStation\u003C\u002Fstrong> during the virtual stages of the \u003Cstrong>State of Play\u003C\u002Fstrong> event. The veteran emphatically stated that the studio had lost control of its own identity compass, now operating under the bureaucratic command of committees of suit-clad producers instead of following the instinct of pure artistic inspiration.\u003C\u002Fp>\u003Cp data-path-to-node=\"3\">The content creator drew a historical parallel to substantiate his discontent with the direction of the franchise's code lines, noting that the exhaustion of the Greek formula had been saved by the technical brilliance applied by \u003Cstrong>Cory Barlog\u003C\u002Fstrong> in the 2018 revamp. However, in the developer's view, the direct sequel released under the \u003Cstrong>God of War Ragnarök\u003C\u002Fstrong> banner already showed clear signs of creative fatigue, paving the way for what he considers the complete collapse of the intellectual property’s supporting columns in this new spiritual endeavor of \u003Cstrong>Faye\u003C\u002Fstrong>.\u003C\u002Fp>\u003Cblockquote data-path-to-node=\"4\">\u003Cp data-path-to-node=\"4,0\">“First, let's talk about \u003Cstrong>God of War\u003C\u002Fstrong>. Well, the first thing I thought when I saw the trailer for \u003Cstrong>God of War\u003C\u002Fstrong>, and I don’t know if that’s what’s going on, I haven’t had any insights, it's been over a decade since I worked on the game, but it seems to me that it became a producers' studio. I think \u003Cstrong>Cory\u003C\u002Fstrong> is incredibly talented, a much better writer than I ever was, he is very smart, a good director, and I feel — not that he had been forced, but he seems to have been ushered into a situation where 'we can’t give you the money for something new, try doing something inside the \u003Cstrong>God of War\u003C\u002Fstrong> context' — I don’t know if this is true, I'm theorizing, but it seems like it. This doesn't seem inspired; it seems so boring, and we must consider this is the beginning of the game, probably, because it appears as 'press X to start new game' clearly at the start. It’s dead. This game won’t do well. It might be a cheap game; it might not be one of those $400 million bets, maybe it's $80 million, I don't know, but this game — think about it, the original \u003Cstrong>God of War\u003C\u002Fstrong> had its hooks: \u003Cstrong>Kratos\u003C\u002Fstrong> was stylish, Greek mythology, violence, and blah, blah, blah, until it wore out. \u003Cstrong>Cory\u003C\u002Fstrong> came in with the brilliant idea to evolve, and that was fantastic for 2018, I loved that game. Then, \u003Cstrong>Ragnarok\u003C\u002Fstrong> suggested that it lost its strength, and now... yes... They’ve lost the violence and gore of the first games, they lost the character — they already did after 2018, as it changed so much it wasn’t \u003Cstrong>Kratos\u003C\u002Fstrong> anymore —, and they lost me with the cube, which looks like a small \u003Cstrong>Disney\u003C\u002Fstrong> character.” — the designer vented in a lengthy institutional rant broadcasted to viewers.\u003C\u002Fp>\u003C\u002Fblockquote>\u003Cp data-path-to-node=\"5\"> \u003C\u002Fp>\u003Cdiv class=\"raw-html-embed\">\u003Cblockquote class=\"twitter-tweet\">\u003Cp lang=\"en\">yeaaaa whoop his ass FRANK 😭😭🙏🏼🙏🏼 \u003Ca href=\"https:\u002F\u002Ft.co\u002Ftf1gCqIW2t\">pic.twitter.com\u002Ftf1gCqIW2t\u003C\u002Fa>\u003C\u002Fp>— BaD JuJu (@badjujuarts) \u003Ca href=\"https:\u002F\u002Fx.com\u002Fbadjujuarts\u002Fstatus\u002F2061939754325737686?ref_src=twsrc%5Etfw\">June 2, 2026\u003C\u002Fa>\u003C\u002Fblockquote> \u003Cscript async=\"\" src=\"https:\u002F\u002Fplatform.x.com\u002Fwidgets.js\" charset=\"utf-8\">\u003C\u002Fscript>\u003C\u002Fdiv>\u003Cp data-path-to-node=\"5\">Subtly, a clear contradiction is noted in the veteran's complaints, who accuses the current project of being a low-budget cash grab while he's spent the last two decades living off commenting on the laurels of a franchise he no longer controls. Attempting to dismiss the introduction of new characters like \u003Cstrong>Rue\u003C\u002Fstrong> and the playful dynamic elements as turning the production into a children's cartoon seems only like the desperation of a forgotten creator trying to scrape together clicks on the internet at the expense of others’ work.\u003C\u002Fp>\u003Cp data-path-to-node=\"6\">As of the conclusion of the June 2026 event panels, the development teams of \u003Cstrong>Santa Monica Studio\u003C\u002Fstrong> have opted to shield their internal communication channels, maintaining the software development in confidential mode and avoiding tying any official release windows to the launch calendar.\u003C\u002Fp>\u003Cp data-path-to-node=\"7\">Subtly, the critique stands that, while the behind-the-scenes provocations may seem exaggerated to generate engagement in video broadcasts, the debate raises an uncomfortable truth about the financial stagnation of major publishers. Forcing a team of renowned talents to squeeze out the remnants of an overused franchise, inventing parallel dimensions to repurpose successful brands out of sheer fear of funding a completely new intellectual property, exposes the chronic cowardice that dictates the course of the big-budget market. As long as the boardroom prefers to spend tens of millions camouflaging different mechanics under the banner of established brands, the industry will remain trapped in this vicious cycle of forced nostalgia, providing ammunition for enthusiasts to complain about any change of tone that strays from the gray manual of past violence.\u003C\u002Fp>","creator-of-god-of-war-criticizes-the-new-game-in-the-franchise",{"id":9,"uuid":17,"name":18,"nickname":18,"avatar_url":19,"short_bio":20,"long_bio":10,"country":21,"permalink":28,"invite_qr_code":29,"follow_hash":30,"user_is_following":31,"followers_count":32,"following_count":10,"report_hash":33,"is_publishing_blocked":31,"creator_capabilities":34,"mgc_balance":6,"subscription":49,"is_premium":35},"9fb1cde2-3dc6-53ec-a8db-684a2554449f","MGN","https:\u002F\u002Fstorage.mundogamer.network\u002Fmg-public\u002Fusers\u002F9fb1cde2-3dc6-53ec-a8db-684a2554449f\u002FkzAts7QjAwM5cNXM_thumb.jpg?t=1598036199","Ich bin Mundo 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