

Creative Agency: Zugara, Inc.

The objective of the God of War site was to introduce the new game as not just another PlayStation game, but as an epic adventure that is very story driven and features exciting and unique gameplay. One way we accomplished this objective was through the dramatic storyline and combat videos we created from playing the game. The landing page of the site took on the image of an old Greek map - one that shows all the lands that Kratos passes through in his journey. The ominous music in the background was also placed to set the mood of the game. With each area on the map clickable and interactive, consumers not only get to check out the intense cinematic clips that are integrated within the site, but they also get a glimpse of the exploratory and unpredictable nature of the highly anticipated game.
-- Julie Han, producer, Zugara, Inc.


Overall I found the site a bit over-designed, without a compelling reason to use it. The overall flow of the site was not clear, and I didnt get a clear picture of why I should care about or buy the game in my 5 minutes using it.
-- Mark Friedler, CEO, GameDAILY
The graphics are sumptuous, with full sound, and the site conveys a profound sense of plenitude: there's a whole lot of there there. I also enjoyed the story's pseudo-classic plot combined with the novelty of mythological characters less familiar than Theseus, Hercules and the other usual suspects.
If you're the type of person who loves finding DVD Easter Eggs and thinks that it's cheating to go to a site to find them, then you'll dig the "God of War" site. I ran out of patience. The site is slow to load at every stage, and while the video is impressive once you get there, it stutters and buffers so frequently I wondered if there was something wrong with the T1 in my office. I might have found reserves of interest if the site was more consistent: sometimes mousing over a part of the ancient map would call up clickable captions ("the legend"), then other times mousing over would seem to cause birds to fly or dragons to pounce, but I couldn't figure out if it was merely a neat effect -- and it was indeed neat -- of if I was supposed to do something with this information.
On the other hand, I thought the universal nav at the top of every screen was clear and useful, with "Game Info" and "Where to Buy" shrewdly placed in the center (where they will attract more eyes) rather than to the left.
-- Brad Berens, executive editor, iMedia Communications, Inc.