![]() ![]() There’s less influence from Brok and Sindri than there was in the previous game. Raf: On the art side, we evolved his design based on him growing up – he’s more independent now and makes his own choices. We didn't want to put the emphasis on the angsty, petulant teenager element - although it’s definitely there, and had to be there to make it feel real. Rich: We always thought of Ragnarök as Atreus’ college years - going off and trying to find himself. Which influence would be more visible as he tries to find himself? It’s a key theme of Ragnarök. We could really play that up, not just in his personality, but also in his appearance. Raf (Art Director): Knowing that he was going to be a big part of the story presented a good opportunity to establish his looks for the future - what elements he inherits from his mother and father respectively. Being able to see his relationships with those other characters felt important in fleshing out who Atreus is. Because we're very different people depending on who we're talking to. One benefit of having Atreus playable was getting to see what he's like when he's not around his dad. He's Loki, right? And Loki is about wearing different masks and being different people. We tried to reflect everybody who is in Atreus sphere of influence in some way. You're trying to figure out who you are and you’re informed by the people around you. Rich (Story Lead): When you're at that age, it's a search for identity. That right away suggested some ideas and fantasies we wanted to explore. We had a concept of Atreus as a character from the previous game, but we know that he's grown up a little. Mihir (Combat Design Lead): We knew that Atreus was going to be playable from day one.
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