‘God of War’ Mistakes You’ll Never Be Able to Unsee

Our Editorial Policy.

Share:

Even beloved games have little quirks that jump out once you notice them, and ‘God of War’ is no exception. These are the kinds of small continuity slips, camera hiccups, and logic snags that players can spot during normal play. None of them break the adventure, but once you catch them they tend to stand out on every replay. Here are ten you can actually look for the next time you step into the realm between realms.

Axe recall clipping through solid objects

Santa Monica Studios

If you throw the Leviathan Axe and then recall it while standing behind a pillar or a thick wall, the axe often flies straight back to Kratos as if the obstacle is not there. You can test this on dock posts or temple columns where the return path passes through geometry. The recall trail and sound play normally even when the axe path ignores collisions. Sometimes the returning axe bumps movable objects slightly as it phases, which makes the effect even easier to spot.

Boat docking slide that ignores approach angle

Santa Monica Studios

When you paddle the boat toward a dock at an odd angle, the game frequently snaps the canoe into a perfect berth during the final second. You can see this at many beach landings where the hull slides into place without matching your momentum. The animation then places Kratos and Atreus in their exit poses even if the boat nose is pointed away from the dock. Repeating the approach from different angles shows the same magnetic slide behavior.

Dialogue queue that restarts mid sentence

Santa Monica Studios

Ambient story banter can cut off when combat or exploration events trigger, and the same line sometimes restarts from the beginning later. This is easy to reproduce by rowing while Mimir tells a story and then docking or entering a fight. After the interruption, the system often replays the earlier line rather than continuing from the pause point. You can hear the same setup multiple times before a scene finally completes.

Floating loot and hacksilver stuck in rock seams

Santa Monica Studios

Shattered pots or defeated foes occasionally drop loot that settles in mid air or wedges into seams where two rocks meet. Throw an axe at urns near uneven terrain and watch where the hacksilver lands as the shards fall. The pickup prompt appears even when the coin pile is visibly floating. Rolling away and returning can leave the item suspended in the same spot until you collect it.

Camera clipping during stun grabs

Santa Monica Studios

Certain stun grab animations push the camera close to walls and large objects, and the view can briefly clip through surfaces. You can see this in tight corridors when Kratos executes a draugr near a column. The background may flicker or reveal the empty space beyond the wall while the animation plays. Moving the fight to an open area prevents the same visual glitch from appearing.

Enemy leashing that resets aggro across invisible lines

Santa Monica Studios

In open combat spaces you can kite enemies across an unseen boundary where they suddenly drop pursuit and jog back to their start point. This is most noticeable with ranged foes near arena edges. If you lure one past the boundary, it returns to its patrol even if you keep attacking from just outside the line. Crossing back into the area restores normal behavior, which makes the boundary easy to map out.

Respawned destructibles that forget being smashed

Santa Monica Studios

Vases, crates, and some hanging buckets can reappear after short transitions even though you destroyed them moments earlier. Smash a set of containers, open a nearby door, and then step through a brief loading corridor. On returning, the same objects often sit unbroken and ready to be looted again. Doors that hinge the area in and out of memory make this most apparent.

Subtitle attributions that misidentify the speaker

Santa Monica Studios

There are moments where subtitles label a line with the wrong name or omit a speaker tag entirely when multiple characters talk at once. This shows up during lively boat conversations and crowded shop scenes. Turning subtitles on and replaying the same exchange can yield a corrected tag on a later attempt, which suggests a timing mismatch between audio and text. The spoken line does not change, only the on screen label.

Armor visuals that do not reflect stat changes

Santa Monica Studios

Swapping to a new chest piece or adding an enchantment updates numbers immediately, yet the on body model can keep the previous look until you back out and re enter the menu. You can reproduce this by equipping a different set, closing the menu for a second, then checking the character view again. The stats remain correct while the armor appearance catches up after the brief refresh. Fast switching multiple slots makes the delay more obvious.

Puzzle resets that restore hazards without resetting you

Santa Monica Studios

In a few puzzle rooms, leaving and returning can reset spinning blades or spike timings while your lever position or platform location remains where you left it. Pull a handle to a safe rhythm, step through a nearby door, then re enter and watch the hazards restart from their default loop. Your progress marker stays advanced, which creates a mismatch between the trap cycle and the mechanism state. Running the sequence again realigns everything to normal.

Share the sneakiest ‘God of War’ goof you have noticed in the comments so everyone can try it on their next run.

Subscribe
Notify of
guest
0 Comments
Oldest
Newest Most Voted
Inline Feedbacks
View all comments