A fan-made project has offered a brief glimpse at what a remake of Sony Interactive Entertainment and Santa Monica Studio’s 2005 action-adventure game, God of War, could look like.
In a display of passion, skill, and sheer determination, content creator Alifilmworx (via Okami13_ on Twitter/X) has created a remake of the iconic Hydra cutscene from the original God of War. The project took over eight months of work, which involved modeling, animation, lighting, and visual effects from scratch in order to put together a polished re-imagining of the aforementioned sequence. His motivation for working on this project is to encourage Sony Interactive Entertainment to make a full-fledged remake of the 2005 original.
The project creator begins with a message directed at Sony Interactive Entertainment. “I was at least expecting a remaster for the 20th anniversary and all we get is [a Limited Edition DualSense controller],” he said. “You’re not even listening, are you? Forget about it. I’m gonna do it myself.” From there, he begins an exhaustive breakdown of his process, starting with a redesigned Kratos based on “Kratos from God of War 3 having a baby with Kratos from God of War Valhalla.” After receiving criticism over his previous attempt, he explained that he “fixed all the issues,” from the facial structure to the physique and the iconic tattoo.
Every element of the remake, from the Blades of Chaos, to the undead legionnaires, to the stormy Aegean Sea, is built or heavily reworked from scratch. According to him, God of War Ragnarok: Valhalla’s Undead designs “looked a bit too clean and muscular like some gym dudes painted gray.” He showed how he was able to sculpt more grotesque and decayed versions for his remake. Much like in the original, the sequence ends with the Hydra, fully sculpted, textured, and animated, emerging from the sea, and Kratos going after it.
Alifilmworx rethought how character eyes should glow, how armor should be textured, how rain should behave, and how enemies should disintegrate after being defeated. He explained how he implemented his vision for lighting by parenting lights to the camera, allowing scenes to look cinematic from any angle.
