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Mmm sono abbastanza sicuro di aver letto da qualche parte che Kratos era più alto di 2 metri.Nn credo Kratos sia 2 metri, secondo me tra i 180cm ed i 190 cm. Tyr si, più o meno sarà tra i 250 cm ed i 300 cm.
Mmm sono abbastanza sicuro di aver letto da qualche parte che Kratos era più alto di 2 metri.
213 cm per 129 kg di rabbiaMmm sono abbastanza sicuro di aver letto da qualche parte che Kratos era più alto di 2 metri.

La vecchiaiaKratos era alto 2.34 m in Gow III poi l'hanno accorciato![]()


Sisi![]()

“With an expanded cast of adversaries, we aim to keep each combat encounter memorable from the smallest brawls to the big show-stopper bosses! We can't wait to show you more as we get closer to release.”
Questa parte me l’ero persa,fa ben sperare
Bella domandaCosa vorreste dopo i Norreni?
Egizi, Asia, o Aztechi?
(esiste una sola risposta giusta, sia chiaro!)
Risposta esattaDico egizi solo perchè li aspetto da un'eternità

Ragnarok doesn't pick up immediately after 2018, as the gameplay trailer showed, but that intervening time is nonetheless important and integral to the developments of Kratos and Atreus' ongoing personal story, which saw some dramatic shifts at the end of the last game thanks to new revelations.
"Since these characters are going on a journey, we want them to progress, change and have setbacks. Even the simple thing of, what if we extrapolate what's been happening during Fimbulwinter," Ragnarok Director Eric Williams told IGN in an interview after the trailer's reveal. "Do you think Kratos has just had the kid hanging out not doing anything? They've been putting in work. Kratos' very simple lesson is that Spartans are never on their back. This has been distilled into Atreus, but [Kratos has had this growth that even though] the way he was raised was just brutal, it doesn't need to be that way now. The same lessons can be taught...he could just stick to his old ways and just beat it into him, but the kid will leave. Kratos wants to hold him tight. The kid wants to go, but Kratos knows what that looks like."
This back and forth of their relationship looks to continue to be paramount to Ragnarok's story, particularly when it comes Atreus' identity and the lack of knowledge Kratos had about that. Those truths, which come toward the end of 2018's story, and the fallout of revelations and new questions that followed will be the bedrock of God of War Ragnarok's story.
"One of the things that really clicked for me was this idea that we see him grow so much at the end of the last game, but nobody really comes to him once he finds out that the kid is Loki that his wife didn't tell him the truth. This person that he trusted his life with, she still held a secret for him," Williams explained of the territory he wanted to explore in Ragnarok.
"When you can get into character psyches and mental states, it's a good place to be. It's what draws people in because it's familiar but set in this backdrop that is very fantastical," Williams noted, noting that he did see some criticisms of his belief in adding "slice-of-life moments" to God of War as mentioned in the post-PlayStation showcase developer interview.
But, pointing to moments like God of War 2018's opening, a quiet, father-and-son hunting trip, Williams believes these types of moments are part of the fabric of Kratos and Atreus' story, and it's an idea shared by 2018's director Cory Barlog.
"The best moments in games, the best moments in movies are the joy of the mundane," Barlog said. "The beauty and the real moments of truth... it's so normal and something that I can relate to. And then there's a giant troll or a dragon nearby.
"It mashes these things up and gives you that initial feeling of, 'I can connect to this. It's so relatable.' And then you're in this fantastic world. [These moments] fool you, put the blanket around your neck. And you're a superhero all of a sudden," Barlog said as he described the power of these quieter moments.
"God of War 2 and Ghost of Sparta are probably the two favorite games that I worked on," Williams said. "There was a method to both those games, taking the base and then saying, 'You know what, let's go deep on fan service. Let's go big on variety, but not more just to have more. More that was appropriately structured.
"For me being first time [in the director's chair], I'm going to take the history lessons of the past, and I'm going to use those to try to do that. So in Ragnarok, what we are trying to do specifically with Kratos, we're trying to give a lot more expressiveness to the player."
"The way [he and Kratos] link up, he's grown up a little bit, so he's got a lot more follow-ups and setups for Kratos," he continued, though he noted the team is equally making sure the suite of enemies players face can match up to these new moves.
"Creatures then obviously need to have tools to go against that, otherwise you're going to destroy them. So creatures have new things that you're going to need to think, 'Oh, I might need to break them down with Atreus first, or do this with Kratos," Williams noted.
"There's going to be a little bit more conversation with the enemies with all the new tools. But because you can have different tools, then you have different conversations, so you can kind of push them one way or that way," he continued [conversation of course not meaning literal discussions but combat strategies], noting that in the way armor had depth in the first of these Norse-based games, other elements should similarly allow for player variety.
Click to shrink...
But all of the additions the team is making are very methodically intentioned - while the gameplay teases hint at a greater variety than even 2018's God of War offered, Williams wants to make sure all of these new additions mean something to the experience, using an example from combat that indicates how these additions have wider effects.
"Variety for variety's sake is not a thing at all [for us]. It's there to serve what we're trying to do," Williams said. "Kratos grappling up the ledge with a chain and then colliding with the enemy and going off [in the new gameplay footage], you couldn't do things like that [in 2018]. Most of the gameplay last time took place on a plane. Now there's some verticality to it, but it wasn't [a thought like], 'Oh, let's have him flinging up walls just because.' [That's included] because there's gameplay oriented around it, almost king of the hill-type encounters. So it changes how a player expresses themselves on the battlefield.
"Enemies also, can take advantage of that. So if you're not paying attention, they're going to take advantage as well. So it helps again with that conversation that goes through combat."
Kratos Vs AnubiRisposta esatta![]()
esplorazione piramidiKratos vs Anubi, Horus, Seth, e Ra. Next Gen.Kratos Vs Anubiesplorazione piramidi

"Variety for variety's sake is not a thing at all [for us]. It's there to serve what we're trying to do," Williams said. "Kratos grappling up the ledge with a chain and then colliding with the enemy and going off [in the new gameplay footage], you couldn't do things like that [in 2018]. Most of the gameplay last time took place on a plane. Now there's some verticality to it, but it wasn't [a thought like], 'Oh, let's have him flinging up walls just because.' [That's included] because there's gameplay oriented around it, almost king of the hill-type encounters. So it changes how a player expresses themselves on the battlefield.

Non vedo l'HorusKratos vs Anubi, Horus, Seth, e Ra. Next Gen.
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