Background and public reaction to a suspicious God of War clone on the Microsoft Store

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A recent release on the Microsoft Store has sparked concern among fans and observers. The product appears as a questionable clone of God of War, a title known for its deep combat, mythic storytelling, and a distinctive Kratos character. The new game is described as War Gods Zeus of Child, and it seems to place Kratos in a different setting where he fights in an arena against various mutants. The emergence of this game prompted early attention from the developers associated with Santa Monica Studio, the studio behind the original God of War games.

The situation quickly drew comments from notable creators in the God of War universe. One game designer involved with the 2018 God of War, Cory Barlog, addressed the issue of plagiarism in relation to a GIF that circulated online. He remarked on the unsettling nature of how the original character had been altered. The response underscored concerns about the integrity of the God of War brand and its iconic protagonist.

In addition, Raf Grassetti, who serves as the Artistic Director for God of War and its upcoming sequel God of War: Ragnarok, weighed in on the look of Kratos in the leaked material. He pointed out that the Kratos model in the copy seemed to resemble characters from another widely known game,Fortnite, raising questions about the sourcing and adaptation of the character design. The remarks from both Barlog and Grassetti highlighted the tension between fan-made or low-cost game projects and the expectations tied to a respected franchise.

Looking ahead, God of War: Ragnarok is scheduled for release on November 9 for the PlayStation 4 and PlayStation 5. In Russia, the game has been listed for preorder at a price of 5499 rubles on the regional PlayStation Store. The discourse around the clone extended beyond gameplay and aesthetics, touching on how fans interpret new material that resembles a beloved series. Discussions online included claims about a 2005 style remake of God of War and debates over the realism of Kratos’ facial representation in fan-made or low-budget efforts. Some posts on social networks suggested provocative “drain” comic narratives related to God of War: Ragnarok, though these claims remained speculative and circulated for engagement rather than as verified information.

  • The online chatter included suggestions of a revised Kratos design that would appear more lifelike, drawing comparisons to past depictions and new CG techniques.
  • Other posts speculated about a broader trend of imitation in the gaming community, with discussions about how such projects affect the brand and fan trust.

Assessment and context

The release prompted media outlets and fans to reassess the boundaries between homage, imitation, and direct copying in the gaming industry. The incident serves as a case study in how a highly recognizable character can become the focal point of secondary products once a popular franchise enters new markets or platforms. Observers noted that while some level of imitation is common in entertainment, outright replication of core assets can raise legal, ethical, and quality concerns for developers and audiences alike.

For players and collectors, the core interest remains the original God of War experience, which blends mythic storytelling with tight action and cinematic presentation. The discussions around the clone emphasize the importance of brand protection, authentic art direction, and clear distinctions between official releases and fan-made or low-budget alternatives. As the industry continues to evolve, questions about licensing, creative rights, and consumer expectations are likely to persist in conversations about similar projects in the future.

Estimation

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Source: VG Times

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