I love ‘God of War,’ but like any game, if you pay close attention, you start to notice little things that don’t *quite* line up. We’re talking about small continuity errors, weird camera angles, or moments that don’t totally make sense. None of these ruin the game, but once you see them, they’re hard to unsee! I’ve put together a list of ten of these little quirks you can keep an eye out for on your next playthrough. It’s fun to spot them!
Axe recall clipping through solid objects
The Leviathan Axe has a curious behavior: if you throw it and recall it while behind cover like a pillar or wall, it frequently flies directly back to Kratos, seemingly passing *through* the obstacle. You can easily test this by throwing the axe near dock posts or temple columns, observing if it returns even when its path would normally be blocked. While the axe’s return animation and sound effects play as usual, you might even see it briefly nudge movable objects as it passes through them, making the effect quite noticeable.
Boat docking slide that ignores approach angle
As a fan, I’ve noticed something kind of funny with the boat controls. When I’m trying to dock, especially at a weird angle, the game seems to take over at the last second and automatically lines the canoe up perfectly! It’s really obvious at beaches – the boat will just *slide* into place, even if I didn’t steer it that way. Then Kratos and Atreus will start their disembarking animation, even if the front of the boat is pointing away from the dock. I’ve tried approaching from different sides, and it happens every time – the boat just has this weird ‘magnetic’ pull towards a perfect landing!
Dialogue queue that restarts mid sentence
Conversations happening in the background can suddenly stop when you start fighting or exploring, and sometimes they’ll begin again from the start. This happens easily if you’re rowing the boat while Mimir is talking, then stop rowing or get into a battle. Instead of picking up where it left off, the conversation often restarts from the beginning, causing you to hear the same parts repeated until the scene finishes.
Floating loot and hacksilver stuck in rock seams
Okay, so I’ve noticed something cool while playing. When I smash pots or beat up enemies, the loot they drop doesn’t always land right away. Sometimes it just hangs in the air, or gets stuck between rocks. I’ve learned that if I throw my axe at a pot near bumpy ground, I need to really watch where the coins fly when the pot breaks – they’ll often be floating! Even if I can’t grab it right away, the game still shows the ‘pick up’ button. A quick roll and come-back usually lets me snag it, and sometimes the loot stays floating in the same spot until I do!
Camera clipping during stun grabs
Sometimes, when Kratos grabs an enemy, the camera gets too close to walls or other objects, causing it to briefly clip through them. This is most noticeable in narrow spaces, like when he defeats a Draugr near a pillar – you might see flickering or even a glimpse of what’s behind the wall during the animation. This visual issue doesn’t happen if the fight takes place in a more open area.
Enemy leashing that resets aggro across invisible lines
In open areas, you can sometimes lead enemies past an invisible line, causing them to stop chasing you and return to where they began. This is especially common with enemies who attack from a distance, particularly near the edges of the arena. Even if you continue attacking from just beyond this line, they’ll still head back to their original position. Stepping back over the line will make them resume their normal behavior, allowing you to figure out exactly where the boundary is.
Respawned destructibles that forget being smashed
Sometimes, even after you break objects like vases and crates, they reappear quickly. This happens because of how the game loads areas. If you destroy a group of containers, go through a door, and then pass through a short loading screen, you’ll often find the containers back in their original, unbroken state when you return. This is especially noticeable with doors that connect different areas.
Subtitle attributions that misidentify the speaker
Sometimes, subtitles incorrectly identify who is speaking or don’t show a speaker’s name at all, especially when several characters are talking over each other – this often happens in busy scenes like conversations on a boat or in a crowded store. Interestingly, if you turn the subtitles off and then back on and replay the same dialogue, the speaker’s name might be correct the second time. This suggests the subtitles aren’t perfectly synchronized with the audio, and only the on-screen label is affected, not what’s actually being said.
Armor visuals that do not reflect stat changes
Okay, so I noticed something kinda weird with the gear system. When I swap out my chest piece or add an enchantment, the numbers for my stats update right away, which is great. But, visually on my character, it still shows the old armor for a split second. I can make it happen every time – I just switch to a new set, close the gear menu for a quick second, then open it again. My stats are always correct, it’s just the model that’s a little slow to catch up. If you’re quickly swapping a bunch of gear, you’ll notice the delay more easily.
Puzzle resets that restore hazards without resetting you
Some puzzle rooms let you reset traps by briefly leaving and re-entering. This can stop spinning blades or reset spikes to their starting positions, even though your progress – like where you moved levers or platforms – is saved. If you time it right, you can create a situation where the trap’s timing doesn’t match its actual position. Repeating the process will synchronize everything again.
Hey everyone, I’m curious – what’s the coolest, most unexpected thing you’ve managed to pull off in ‘God of War’? Like, a glitch, a weird combo, or something totally unintended that actually *worked*? Share your secrets in the comments so we can all try them out on our next playthroughs!
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2025-10-18 04:17