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Forging God of War's Leviathan Axe

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The bottom line

The Leviathan Axe is a standout weapon because one tool serves as melee weapon, ranged attack and world-interaction device, and is polished until it feels heavy and satisfying. It grew from prototyping and arguing over ideas, which shows how a strong design can come from following one good idea through.

Key takeaways

  • The axe's throw and manual recall turn one tool into both a melee and a ranged weapon. 1:52
    • Once the axe is thrown, Kratos fights with his fists, which stun enemies more easily, and some enemies take more damage from punches.
    • Icy enemies resist the axe's frosty blade, so choosing when to give it up is a tactical call.
  • Timing the recall gives players deep tactical choices. 3:26
    • Leaving the axe in an enemy freezes it in place while you fight others.
    • Recalling at the flash after a weakspot hit makes the next attack explode with frost damage.
  • The axe also works on the world, which is a mark of strong design. 4:51
    • It spins turbines, drops buckets, freezes traps and smashes ravens from a distance.
    • Reusing one mechanic makes it familiar and avoids needing more buttons, as with Mario's hat in Super Mario Odyssey.
  • Careful animation, sound and feedback make every hit and catch feel heavy. 7:10
    • The axe sticks in the enemy for a few frames, using animation blending and inverse kinematics pinning, before it dislodges.
    • The recall adds a wiggle, a curved flight, three vibrations, a spinning sound and a screen shake on the catch.
  • The design emerged through prototyping and debate rather than arriving fully formed. 9:58
    • Vincent Napoli's idea to call the thrown axe back solved the problem of throwing your weapon away.
    • Cory Barlog rejected automatic recall on R1 because he wanted the agency to leave the axe out.

Making the player manually trigger the recall, instead of having the axe automatically return like a boomerang, opens the mechanic up for some really interesting tactical decisions of when you should recall it.

Game Maker's Toolkit

Chapter summaries

0:00 A hard act to follow

Replacing Kratos's iconic Blades of Chaos meant the new weapon had to be special.

  • The Blades of Chaos set a high bar 0:03
    • Flaming swords on chains served short and long range.
    • They were Kratos's weapon across six games and their variants.
    • The Leviathan Axe is described as tactical, versatile, fun and satisfying.

1:12 The axe in combat

Throw and recall turn one axe into two weapons
Each stage is a choice: where to throw, how long to fight without the axe, and when to call it back.

The axe is a deep melee tool, and its throw and recall add range and timing skill.

  • As a plain melee weapon, it is already deep 1:12
    • Light and heavy attacks sit on R1 and R2.
    • Combos can include pauses, and attacks can be charged.
    • Shield combinations and moves after a parry, evade or run add variety.
  • The throw reaches farther than the old blades 1:56
    • The behind-the-back camera makes melee and ranged feel seamless.
    • The reticle snaps to enemies, but can be tweaked.
    • Headshots hurt more, and a throw through the legs trips enemies.
  • The recall can be used to shape the fight 3:33
    • Throw behind a shielded enemy, then recall into its back.
    • The recall path is quietly tweaked to pass through nearby enemies.
    • The Talisman of Betrayal slows time while aiming.
  • Tight timing windows feel good 4:28
    • Counterattacks, Thumper's perfect turns and Gears of War's active reload work the same way.
    • A good sound effect completes the feeling.

4:48 More than a weapon

If in doubt, throw your axe
Reusing a single mechanic makes it familiar and adds ideas without adding buttons.

Reusing the axe across the game is smart design, though platforming is a missed use.

  • Platforming is the one place the axe is missing 5:13
    • Rise of the Tomb Raider's arrows make footholds in walls, and the axe could do the same.
  • One mechanic reused becomes an obvious shorthand 5:45
    • The rule becomes: if in doubt, throw your axe.
    • The axe is not the game's centrepiece. Kratos's son Atreus is its beating heart.

6:13 Atreus, and the weight of every hit

The axe shares the spotlight with Atreus, and its heavy feel comes from tuned hit stop, wild enemy reactions and a casual catch.

  • Atreus's bow splits the game's focus with the axe. 6:17
    • Atreus's bow works in combat and on light crystals and explosive plants.
    • The setup is well established, just less streamlined than it could be.
    • A Nintendo game would merge the two, and Kratos's son would be a talking axe.
    • The joke name for that axe is Choppy.
  • Hit stop, exaggerated reactions and sound make each swing feel strong. 7:10
    • Classic God of War games are full of hit stop, a brief pause when an attack lands.
    • Enemies react with slapstick flailing, not a standard flinch or a white flash.
    • Kratos's grunts and controller rumble add to the weight.
    • The catch nudges his arm back so it feels casual but keeps momentum. Napoli says it must not feel too heavy for him.

9:44 Designing the Leviathan Axe

The axe was found through prototyping and argument, not drawn up whole.

  • Throwing the axe replaced an earlier plan for projectiles. 9:58
    • Barlog always wanted an axe, but the team first planned for it to fire projectiles.
    • The recall prototype fit the camera, enemy targeting and tripping by aiming at legs.
    • Designer Jason McDonald says the other ideas started to spearhead themselves after that.
    • Before the recall idea, a thrown axe seemed like a weapon thrown away.
  • Good designs grow by iterating, solving problems and following one idea through. 10:47
    • The team first built the recall on a triangle button.
    • Rapid R1 presses would also have recalled it, but Barlog hated that.
    • Barlog said he didn't know why the axe came back, so he lacked agency.
    • Whether it becomes as iconic as the Blades of Chaos is still open.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. Breaks down why the Leviathan Axe in God of War (2018) works as a weapon: one tool used for melee, ranged attacks and puzzles, with a lot of work on how it feels. The worked example is how a thrown axe plus a manual recall became tactical, and how hit stop, pinning and sound make it feel heavy.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript176 lines
0:03

In the first batch of God of War games, Kratos stuck with one type of weapon: a pair of flaming swords, attached to his wrists by metal chains, that could be used for brutal combos and flashy finishing moves - at both short and long range. And after six blockbuster games, these Blades of Chaos, and all their variants, found themselves among the most iconic weapons in gaming. And so, when Sony Santa Monica revealed that it would be dropping these famous blades in favour of something new for 2018’s God of War - the replacement had a lot to live up to.

0:40

But luckily the new weapon confidently fits the bill. The game’s premiere tool, the Leviathan Axe, is tactical. Versatile. Fun to use. And satisfying to wield. And so in this episode of Game Maker’s Toolkit, we’re gonna break it down, and explain why God of War’s Leviathan Axe is a stand out video game weapon. The Leviathan Axe in Combat Just taken as a bog-standard melee weapon, the axe is still pretty strong. It’s got your familiar light and heavy attacks on R1 and R2, but the devs piled on depth by using all the versatility stuff I talked about in this episode. So you can create combos by linking together moves - sometimes with pauses between button presses. You can charge up attacks, by holding down the button. You can unleash special moves, by attacking in combination with your shield. And there are contextual moves, too, like attacking after parrying, or evading, or running.

1:48

But there’s more to the axe than just lodging it into an enemy’s squishy face. Because Kratos can also lift the axe up - and chuck it. This almost turns God of War into a third-person shooter, and perhaps makes it more familiar to the Uncharted crowd. Especially with the recognisable shooter control scheme, and the game’s new behind-the-back camera angle, which lets you go from melee combat to ranged attacks seamlessly.

2:11

But, whatever the reason, the throwable axe lets you attack enemies from long range - longer range, even, than the Blades of Chaos. So you can biff enemies that are throwing projectiles from the sidelines, or stun a distant enemy that’s running right towards you. You get more control of the battlefield, and more ways to deal with faraway enemies. Because it’s not actually a shooter, the axe reticule helpfully snaps to enemies like a magnet. But you can tweak it slightly to make more precise throws. Head shots do more damage than body blows, weakspots can be abused, and whipping your axe through an enemy’s legs can trip them up.

2:43

Now Kratos could have had a melee weapon and a ranged weapon, as separate tools. But - as we’ve talked about before -interesting things occur when the same tool is used for both. Because once your axe has been chucked away, Kratos now has to rely on his fists. These aren’t as strong as the axe, but it does make it easier to stun enemies. And while some foes are more susceptible to the axe, others go down faster when you punch them.

3:08

Not to mention the fact that some icy enemies are completely resistant to the Leviathan Axe’s frosty blade. So deciding when to get rid of your axe is another thing to consider. But when you’re ready to get the axe back, you can simply hit the triangle button to have it magically return to your hand - just like a certain Norse god and his hammer. Making the player manually trigger the recall, instead of having the axe automatically return like a boomerang, opens the mechanic up for some really interesting tactical decisions of when you should recall it. You know, perhaps you want to leave the axe in an enemy’s tummy, to freeze it in place while you deal with other foes. Or leave the axe in a poison-spewing thingamajig to freeze it - forcing you to fight enemies with your fists.

3:49

Maybe you want to throw the axe behind an enemy with a shield, and recall it into his exposed back. Or you can line up enemies so the axe rips through a bunch of them on the return - God of War’s designers sneakily tweaked the recall path so it always goes through enemies if they’re close enough. Or, best of all, there’s my favourite new game mechanic in some time: the precision throw combo. If you bean an enemy in their weakspot with the axe, your weapon will flash in mid-air. Recall the axe at this specific moment and your next throw or melee attack will explode with frost damage on contact. Mix this with the Talisman of Betrayal, which lets you slow down time while aiming, and, well, I could do this all day.

4:28

There’s just something about hitting a button with perfect timing that feels super satisfying. It’s why counter attacks are so sexy. It’s why nailing perfect turns in Thumper gives me palpitations. It’s why the active reload in Gears of War never got old. Match a tight timing window with a good sound effect and you’ve won my heart forever. More Than a Weapon The really interesting thing about the axe is: it’s not just for combat. Throwing the axe allows you to reach out and touch lots of things in the world - like hitting it into turbines to make them spin. Throwing it into buckets to make them drop. Using the axe’s frosty blade to freeze traps in place. Or smashing collectible ravens from a distance.

5:09

The axe is used for exploration and puzzle solving, just as much as it’s used for dicing up your enemy’s jugulars. The only place it’s missing is in platforming - which is a shame. Perhaps Santa Monica could have ripped off this idea from Rise of the Tomb Raider where you can fire arrows into walls to make disposable footholds. That’d work nicely with the axe. But still, the way the developers found so many uses for the axe reminds me of Nintendo games, like Super Mario Odyssey which has Mario’s talking hat play multiple roles as a weapon, a trampoline, a way to capture enemies, and an all-purpose way to interact with the world.

5:45

As I’ve said before, using a single mechanic for lots of different purposes is a sign of really strong design. It means that mechanic becomes more familiar to the player. It becomes this easy, obvious shorthand for how to interact - you know, if in doubt, throw your axe. It means you can come up with loads of different ideas, without needing loads of different mechanics. Or buttons. And it can turn the mechanic in question into the centrepiece of the game.

6:08

Though, that’s not really the case in God of War. The beating heart of this game is Kratos’s son, Atreus. And you can use the boy’s long-range bow both in combat, and to interact with certain objects like light crystals and explosive spiky stuff. The focus of the game does end up feeling a bit split between the axe and Atreus and, I mean, I wouldn’t say it’s messy or confusing, per se - it’s all very well established - but it’s not quite as streamlined as it could have been.

6:35

Basically, if this this really was a Nintendo game then they’d just squish these things together and Kratos’s son would literally be a talking axe. Called Choppy. Obviously. Making an Impact While the developers obviously spent a long time thinking about how the axe could be used, in and out of combat, they also spent a great deal of time working on how the axe actually felt. Because whether you’re ramming it into an enemy’s prefrontal cortex or catching it after a lightning fast recall, the axe feels heavy, hefty, and brutally efficient. So how did Sony Santa Monica pull this off?

7:10

Well, classic God of War games are famously full of “Hit Stop” - which is when the action in a game pauses or slows down for a split second when an attack lands, to increase the perceived power of an impact. And the new God of War is no exception, but with some major tweaks to better suit the axe. So when Kratos hits an enemy, the axe actually gets stuck inside the foe’s body for a few frames. The enemy will react, and Kratos’s body will keep going - all while the axe stays perfectly in place. A few frames later, the axe dislodges and catches up to Kratos’s arm. This gives the feeling of the axe really chopping into flesh and bone, before finally slicing through.

7:49

Systems design lead Vincent Napoli writes, “We use a combination of animation blending and a custom inverse kinematics “pinning,” system. When Kratos connects with an enemy we pin the axe in the location of contact (after some slight correction/prediction) and both Kratos and the enemy transition into a completely new animation on the moment of impact with little to no tween time.” “A lot of time and effort went into making sure these “sticks” were as fast as possible while still eliciting the feeling of connection. “ So a big part of the presentation is that enemies really react to being hit. Instead of using a standard flinch effect, or just having the enemy flash white, foes in God of War have almost slapstick reactions to being sliced or hit with the axe.

8:30

Finally, add in some impressive sound effects - including lots of grunting from Kratos - and controller rumble, and every swing of the axe conveys a great sense of strength and weight. As for recalling the axe, a huge amount of work went into that, too. For one, the axe wiggles for a split second before returning, to give the impression that it’s really stuck into whatever surface you’re pulling it from. Then, as it comes back, the axe flies in a curve so you can really see it coming - and the speed is ramped up if the axe is further away, so you’re not waiting forever.

9:00

Finally, when the axe lands in Kratos’s hand, it shunts his arm back just a little bit. “We wanted to make sure that it feels strong, but we were very careful not to make it feel like Kratos can't handle the Axe or that it's too heavy for him,” Vincent explains. “We had to strike a very specific balance so that the catch feels casual, like he does it all the time, but still carry some momentum through so you can feel the Axe's speed”.

9:22

The recall also has three different controller vibrations - one on the wiggle, another in mid-air, and a final jolt in Kratos’s hand. Plus, the spinning sound is literally attached to the axe so you can clearly hear it coming closer towards you. And finally, the screen shakes upon impact, to really sell the moment. Make sure you read Vincent’s full blog, if you want to learn the super nerdy details. Designing the Leviathan Axe When you see a smart design like the Leviathan Axe, it’s natural to assume that it came out fully formed - seamlessly flowing from a designer’s notebook to finished programming code. But nothing could be further from the truth.

9:58

While director Cory Barlog always intended for Kratos to carry an axe, it took a beat for the designers to figure out that Kratos could throw that axe - with Vincent saying that the team was planning to have the Leviathan fire out projectiles, before he came up with the axe throw idea. That worked well, but presented a problem. Here’s designer Jason McDonald JASON MCDONALD: “There was always this animation of Kratos throwing the axe that seemed like it would be cool, but it’d be like ‘well he’s gonna throw his weapon away’.

10:23

What use is that gonna be, it’s just gonna be gone, you’d have to go pick it up. Until one of our designers, Vincent Napoli, came up with the idea, ‘well what if he called it back?’ So we prototyped that, we had him throw the axe out, call it back, and it immediately worked very well with the camera perspective, how to deal with enemies, pinpointing targets on them, tripping them by aiming for the legs. So all the ideas started to spearhead themselves right after that decision was made'."

10:47

After that, the team argued whether the axe should recall automatically or on a button press. KRATOS: The axe did not return. Cory Barlog explains on the podcast Game Maker’s Notebook - no relation. I was here first. I’m not mad. Promise. Uh, here’s Cory - “The first instinct they had was to put it on a button. So they had built that and they said, “alright, you throw the axe out and you press triangle button to recall it.

11:12

Then, as they started working through the problem they’re like “people like it if you could just keep hitting the R1 and the axe recalls automatically”. And I was like, “no, I hate that”. They put it in and I felt like the axe would come back and I didn’t know why, and I couldn’t have that agency to say, “I wanna leave it out there and I wanna take care of this enemy. And just leave it”. Basically, the Leviathan Axe is an example of how great designs can grow naturally, as designers iterate on ideas, solve problems, have a few arguments, and follow the idea to its natural conclusion.

11:39

That’s how you go from a basic woodcutting instrument to a versatile weapon that doubles up as a long-range projectile, that you can magically recall back into your hand at the perfect tactical moment. Whether or not the Leviathan Axe will be as iconic as the Blades of Chaos will remain to be seen. But, in my eyes, it’s easily one of the more interesting weapons we’ve seen in a game in quite some time. Hey, thanks for watching! It was really fun to go super deep on a single game mechanic like this. Hopefully I did it justice! I just wanted to say than you to everyone who started following me on Twitch. So far we’ve played games like Super Meat Boy and Hollow Knight, with a lot more to come in the future. See you there!