What Were They Thinking?” David Jaffe Slams God of War: Sons of Sparta

After barely sixty minutes of gameplay, God of War creator David Jaffe has denounced the recently released Sons of Sparta as a fundamental misunderstanding of the franchise’s DNA. When the creator of a multi-billion dollar IP asks, ‘What the f** were they thinking?’, the industry and fans alike stop to listen.

What Were They Thinking?

To David Jaffe, Kratos was never meant to be a relatable protagonist or a “soft” hero, but a force of nature, a monster driven by pure, unadulterated rage. In his latest livestream, Jaffe tore into God of War: Sons of Sparta for what he perceives as a “WB Kids TV show” version of the character.

He argues that by focusing on a “generic” childhood training arc with Deimos, the developers at Mega Cat Studios have stripped away the edge that made the God of War series a cultural phenomenon.

For Jaffe, this isn’t just a change in genre from 3D to 2D, but a categorical failure to respect the “vibe” and “soul” of the Spartan legacy, trading the series’ trademark grit for a safe, accessible Metroidvania template.

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God of War: Sons of Sparta: An Insult to the Spartan Legacy?

It seems that Jaffe’s issue isn’t the shift to 2D, but the shift in soul. During his initial playthrough, Jaffe’s frustration boiled over when discussing the characterization of the young brothers.

By presenting Kratos and Deimos through a “Disney-fied” lens of Spartan training, Jaffe believes Mega Cat Studios has committed the ultimate sin in making the Ghost of Sparta generic.

Instead of the jagged, uncomfortable edges of a budding killer, we are presented with a sanitized protagonist whose journey feels more like a standard Hero’s Quest than the dark, tragic origins of a god-slayer.

Jaffe’s critique claims that by prioritizing accessibility and a “Helpful Guide” pedagogical flow over the raw, unapologetic violence that put Santa Monica Studio on the map, Sons of Sparta risks becoming a footnote that looks like God of War but feels like a stranger.

Sons of Sparta vs The Vision of the “Monster”

To understand David Jaffe’s visceral rejection of Sons of Sparta, one must understand his original blueprint for Kratos: a relentless, unredeemable “Monster” akin to the Doomslayer.

Where the original God of War used its opening moments to throw players into the maw of a Hydra, Sons of Sparta opts for a “soft,” pedagogical approach, featuring extensive dialogue trees and a Spartan training regime that feels more like a tutorial than a blood-soaked rite of passage.

In his view, Jaffe believes the game trades the franchise’s trademark “punch-first” brutality for a narrative-heavy template that prioritizes “discovery” and “emotional growth” over the raw, kinetic power fantasy that defined the IP.

By focusing on a “generic kid version” of the brothers, Jaffe argues that Mega Cat Studios has stripped the “God” out of the “War,” delivering a polished Metroidvania that wears a Spartan skin but lacks the Spartan soul.

The Great Spartan Schism

The rift between David Jaffe and God of War: Sons of Sparta is more than just a developer’s spat, but a fundamental clash between the action-first brutality of the 2000s and the narrative-first exploration of the 2020s.

Jaffe’s refusal to play past the first hour serves as a stark warning. When you strip a legendary IP of its signature vibe, you risk alienating the very foundation it was built upon.


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