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  1. Games
  2. Action Games
  3. God of War
  4. God Of War

OG God of War devs didn't expect the PS2 classic to take 4 years to make, but they "didn't know any better" and "crunched like motherf***ers"

News
By Dustin Bailey
Published 23 March 2026

"We were young and enthusiastic"

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God of War protagonist Kratos, splattered in blood, looks pensive
(Image credit: PlayStation/LongplayArchive)
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God of War and its sequel are some of the best PS2 games ever made, but Sony's Santa Monica Studio didn't really know what it was getting into when development on the epic mythological action game got underway. The studio's story was similar to many in the era: a lot of missed deadlines and intense overtime.

"We started God Of War in 2001, but we didn't start with the idea that it would ultimately take four years," lead coder Tim Moss explains in the latest issue of Retro Gamer magazine. "We crunched like motherfuckers. We were young and enthusiastic, and we didn't know any better, so we worked hard and kept moving the deadline. That was the way it got done."

Prior to God of War, Santa Monica Studio developed the moderately horny racing game Kinetica, and its engine both of Kratos' PS2 games – so technically, the development lineage stretches back even further than those four years. That might sound like nothing today, when games like The Elder Scrolls 6 are stretching fandom patience to the breaking point, but it was pretty unusual for a game in the PS2 era to take that long to make.

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Progress on the sequel was quite a bit faster, Moss says, but it doesn't sound like it was anything smoother. "We made God Of War II in two years, but really most of the game was finished in the nine months up to its completion," Moss says. "We were very time pressured. I mean the crunch was even worse than the first one."

Moss singles out God of War 2's Pegasus sequence – where you ride atop the back of the mythical winged beast and do battle with enemies in mid-air – as a particular challenge. "Pegasus was one of the new things that we did," Moss explains. "Pegasus was difficult because it was completely different than everything else. Really it was asking for something that was slightly outside the capabilities of the engine that we had."

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Studios and developers alike have thankfully pushed to reduce crunch in recent years, but as working conditions improve AAA games have simultaneously been increasing their scope to unprecedented levels. It's now been four years since the launch of God of War Ragnarok, and we have nothing more than rumors about what the next entry in the series will be. Some elements of the PS2 era – crunch included – are best left behind, but there's gotta be a happy medium in there somewhere.

Final Fantasy 14 boss man Yoshi-P says younger players "haven't really had the chance to connect" with the JRPG series as "the release intervals for new titles have gotten longer."

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TOPICS
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Dustin Bailey
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Dustin Bailey joined the GamesRadar team as a Staff Writer in May 2022, and is currently based in Missouri. He's been covering games (with occasional dalliances in the worlds of anime and pro wrestling) since 2015, first as a freelancer, then as a news writer at PCGamesN for nearly five years. His love for games was sparked somewhere between Metal Gear Solid 2 and Knights of the Old Republic, and these days you can usually find him splitting his entertainment time between retro gaming, the latest big action-adventure title, or a long haul in American Truck Simulator.

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