Making a character feel real is a difficult task when making a hero. Of course, character design is really a stretch, but nothing beats a hero written with a goal in mind. God of War and Kratos’ mobility are prominent here. This trend also extends to non-player characters of any kind, especially side characters.

The realism of these characters has increased exponentially in recent times. With motion capture, heroes like Arthur Morgan and Kratos have incredible realism stuck to them. However, as the quality of the game increases, these techniques also extend to other side characters.

The Nemesis System is a very innovative way to make non-player characters more human. Don’t worry, it’s not “Nemesis” From Resident Evil 3: Nemesis, it’s instead a system where non-player characters remember the player in certain ways. Any action a player takes is embedded in their memory, making future interactions more unique.

The Nemesis system was introduced as a major selling point for Middle-earth: Shadow of Mordor and then continued in future franchise titles. As mentioned earlier, this was a process in which enemies, stats, and their relationships changed with each player interaction.

This system will also work on a hierarchical system and can be applied if troops or battalions exist, although it is not limited to troops. Higher tier non-player characters will be affected the most as they are more important than lower tier elements.

In short, it could revolutionize the way we view these inanimate side characters. However, despite the popularity of the Nemesis system and players calling it the future of single-player games, hardly any games use it except for Middle-earth: Shadow of Mordor and Middle-earth: Shadow of War.

Even though Warner Bros. Interactive Entertainment has patented the system to itself, that doesn’t really stop companies from implementing something similar in their games. That being said, would Ragnarok of Gods of War benefit from introducing something like this? Well, for starters, we need an influx of non-player characters, which were rare in the first game. However, it seems that this issue will not arise in the sequel.

In this trailer for God of War Ragnarok, we see a short scene of Kratos entering a small town. This would mean that interactions with non-player characters would be more abundant, knowing that there are also villages and other settlements in the game, allowing the Nemesis system to make a better decision.

Not just colonies, we can explore every realm and get to know a surplus of new gods. Opening up the experience to the player with the choice to appeal to some or appeal to others will further expand the linear story. Hence, the Nemesis system will add a great deal to the experience.

There are some games that have already implemented this system to some extent; One of them is Metal Gear Solid V: The Phantom Pain. In the game, if you repeatedly attack an area, it starts to change itself drastically. For example, if you attack a lot at night, enemies will start using night vision. If you shoot too many headshots they start wearing helmets, so being a good player works against you.

Of course, this isn’t the nemesis system implemented in Middle-earth: Shadow of Mordor and Middle-earth: Shadow of War, but it takes a similar approach. The same is true in Red Dead Redemption 2 where the honor system changes how non-player characters see and interact with you. All these systems make the game feel more immersive and interactive.

With all of this in mind, implementing this new God of War in Ragnarok would be great, but how should it be implemented? Of course, we don’t know much about the game at this point, but if Santa Monica Studios is implementing something like this, we can probably assume that completing quests for non-player characters or attacking a type of enemy will cause the system to make that particular type more aggressive towards you. is Either way, the possibilities for implementing the Nemesis system in God of War Ragnarok are immense.