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Through this same period, experience over Vietnam against the more agile MiG fighters demonstrated that the Phantom lacked the maneuverability needed to win in any engagement. This led to the VFAX program to study new fighter aircraft that would either replace or supplant the Phantom in the fighter and ground-attack roles while the TFX worked the long-range interception role. Grumman continued work on its 303 design and offered it to the Navy in 1967, which led to fighter studies by the Navy. The company continued to refine the design into 1968.
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Around this time, Vice Admiral Thomas F. Connolly, Deputy Chief of Naval Operations for Air Warfare, flew the developmental F-111A variant on a flight and discovered that it had difficulty going supersonic and had poor carrier landing characteristics. He later testified before Congress about his concerns against the official Navy position and, in May 1968, Congress stopped funding for the F-111B, allowing the Navy to pursue an answer tailored to its requirements.
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Free to choose their own solution to the FAD requirement, VFAX ended in favor of a new design that would combine the two roles. In July 1968, the Naval Air Systems Command (NAVAIR) issued a request for proposals (RFP) for the Naval Fighter Experimental (VFX) program. VFX called for a tandem two-seat, twin-engined air-to-air fighter with a maximum speed of Mach 2.2. It would also have a built-in 20 mm M61 Vulcan cannon and a secondary close air support role. The VFX's air-to-air missiles would be either six AIM-54 Phoenix or a combination of six AIM-7 Sparrow and four AIM-9 Sidewinder missiles. Bids were received from General Dynamics, Grumman, Ling-Temco-Vought, McDonnell Douglas, and North American Rockwell; four bids incorporated variable-geometry wings.
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McDonnell Douglas and Grumman were selected as finalists in December 1968. Grumman was selected for the contract award in January 1969. Grumman's design reused the TF30 engines from the F-111B, though the Navy planned on replacing them with the Pratt & Whitney F401-400 engines under development for the Navy, along with the related Pratt & Whitney F100 for the USAF. Though lighter than the F-111B, it was still the largest and heaviest U.S. fighter to fly from an aircraft carrier, a consequence of the requirement to carry the large AWG-9 radar and AIM-54 Phoenix missiles (from the F-111B) and an internal fuel load of .
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Upon winning the contract for the F-14, Grumman greatly expanded its Calverton, Long Island, New York facility for evaluating the aircraft. Much of the testing, including the first of many compressor stalls and multiple ejections, took place over Long Island Sound. To save time and avoid cancellation by the new presidential administration, the Navy skipped the prototype phase and jumped directly to full-scale development; the Air Force took a similar approach with its McDonnell Douglas F-15 Eagle. The F-14 first flew on 21 December 1970, just 22 months after Grumman was awarded the contract, and reached initial operational capability (IOC) in 1973. The United States Marine Corps was initially interested in the F-14 as an F-4 Phantom II replacement; going so far as to send officers to Fighter Squadron One Twenty-Four (VF-124) to train as instructors. The Marine Corps pulled out of any procurement when the development of the stores' management system for ground attack munitions was not pursued. An air-to-ground capability was not developed until the 1990s.
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Firing trials involved launches against simulated targets of various types, from cruise missiles to high-flying bombers. AIM-54 Phoenix missile testing from the F-14 began in April 1972. The longest single Phoenix launch was successful against a target at a range of in April 1973. Another unusual test was made on 22 November 1973, when six missiles were fired within 38 seconds at Mach 0.78 and ; four scored direct hits, one broke lock and missed, and one was declared "no test" after the radar signature augmentation in the target drone (which increased the apparent radar signature of the tiny drone to the size of a MiG-21) failed, causing the missile to break track. This gave a tested success rate of 80%, since effectively only 5 missiles were tested. This was the most expensive single test of air to air missiles ever performed at that time.
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Over the course of production, the F-14 underwent significant upgrades in missile armament, especially with the move to full solid-state electronics, primarily allowing for better Electronic counter-countermeasures (ECCM) and more space for the rocket motor. The AIM-54A Phoenix active-radar air-to-air missile was upgraded with the AIM-54B (1983, limited use) and AIM-54C (1986) versions. The initial AIM-7E-4 Sparrow semi-active radar homing was upgraded to the AIM-7F in 1976, and M variant in 1982. The heat-seeking missile armament was upgraded from the AIM-9J/H to the joint Air Force/Navy missile, the AIM-9L from 1979 and then the AIM-9M from 1982.
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The Tactical Airborne Reconnaissance Pod System (TARPS) was developed in the late 1970s for the F-14. Approximately 65 F-14As and all F-14Ds were modified to carry the pod. TARPS was primarily controlled by the Radar Intercept Officer (RIO) via an extra display for observing reconnaissance data. The "TARPS Digital (TARPS-DI)" was a 1996 upgrade featuring a digital camera. The digital camera was further updated beginning in 1998 with the "TARPS Completely Digital (TARPS-CD)" configuration that also provided real-time transmission of imagery.
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In 1984, plans were announced to replace the existing TF-30 engines of the Tomcat with General Electric F110-GE-400 turbofans. An initial, interim, version just replaced the TF-30 with the new engine, retaining the original avionics. These aircraft were designated F-14A+, which was changed to F-14B in May 1991. 38 F-14A+s were newly built, with a further 43 converted from F-14As. The F-14D variant was developed at the same time; it included the F110 engines with newer digital avionics systems such as a glass cockpit, and compatibility with the Link 16 secure datalink. The Digital Flight Control System (DFCS) notably improved the F-14's handling qualities when flying at a high angle of attack or in air combat maneuvering.
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While the F-14 had been developed as a lightweight alternative to the F-111B, the F-14 was still the heaviest and most expensive fighter of its time. VFAX was revived in the 1970s as a lower cost solution to replacing the Navy and Marine Corps's fleets of F-4s, and A-7s. VFAX was directed to review the fighters in the USAF Light Weight Fighter competition, which led to the development of the F/A-18 Hornet as roughly a midsize fighter and attack aircraft. In 1994, Congress rejected Grumman proposals to the Navy to upgrade the Tomcat beyond the D model (such as the Super Tomcat 21, the cheaper QuickStrike version, and the more advanced Attack Super Tomcat 21).
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In the 1990s, with the pending retirement of the Grumman A-6 Intruder, the F-14 air-to-ground program was resurrected. Trials with live bombs had been carried out in the 1980s; the F-14 was cleared to use basic iron bombs in 1992. During Operation Desert Storm of the Gulf War, most air-to-ground missions were left to LTV A-7 Corsair II, A-6 Intruder and McDonnell Douglas F/A-18 Hornet squadrons, while the F-14s focused on air defense operations. Following Desert Storm, F-14As and F-14Bs underwent upgrades to avionics and cockpit displays to enable the use of precision munitions, enhance defensive systems, and apply structural improvements. The new avionics were comparable with the F-14D; these upgraded aircraft were designated F-14A (Upgrade) and F-14B (Upgrade) respectively.
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By 1994, Grumman and the Navy were proposing ambitious plans for Tomcat upgrades to plug the gap between the retirement of the A-6 and the F/A-18E/F Super Hornet entering service. However, the upgrades would have taken too long to implement to meet the gap, and were priced in the billions. The U.S. Congress considered this too expensive for an interim solution. A quick, inexpensive upgrade using the Low Altitude Navigation and Targeting Infrared for Night (LANTIRN) targeting pod was devised. The LANTIRN pod provided the F-14 with a forward-looking infrared (FLIR) camera for night operations and a laser target designator to direct laser-guided bombs (LGB). Although LANTIRN is traditionally a two-pod system, an AN/AAQ-13 navigation pod with terrain-following radar and a wide-angle FLIR, along with an AN/AAQ-14 targeting pod with a steerable FLIR and a laser target designator, the decision was made to only use the targeting pod. The Tomcat's LANTIRN pod was altered and improved over the baseline configuration, such as a Global Positioning System/Inertial Navigation System (GPS/INS) capability to allow an F-14 to accurately locate itself. The pod was carried on the right wing glove pylon.
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The LANTIRN pod did not require changes to the F-14's own system software, but the pod was designed to operate on a MIL-STD-1553B bus not present on the F-14A or B. Consequently, Martin Marietta specially developed an interface card for LANTIRN. The Radar Intercept Officer (RIO) would receive pod imagery on a 10-inch Programmable Tactical Information Display (PTID) or another Multi-Function Display in the F-14 rear cockpit and guided LGBs using a new hand controller installed on the right side console. Initially, the hand controller replaced the RIO's TARPS control panel, meaning a Tomcat configured for LANTIRN could not carry TARPS and the reverse, but eventually a workaround was later developed to allow a Tomcat to carry LANTIRN or TARPS as needed.
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An upgraded LANTIRN named "LANTIRN 40K" for operations up to was introduced in 2001, followed by Tomcat Tactical Targeting (T3) and Fast Tactical Imagery (FTI), to provide precise target coordinate determination and ability to transmit images in-flight. Tomcats also added the ability to carry the GBU-38 Joint Direct Attack Munition (JDAM) in 2003, giving it the option of a variety of LGB and GPS-guided weapons. Some F-14Ds were upgraded in 2005 with a ROVER III Full Motion Video (FMV) downlink, a system that transmits real-time images from the aircraft's sensors to the laptop of a forward air controller (FAC) on the ground.
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Although the F-14D was to be the definitive version of the Tomcat, not all fleet units received the D variant. In 1989, Secretary of Defense Dick Cheney refused to approve the purchase of any more F-14D model aircraft, stopping production after 37 F-14Ds had been built, although 18 more were produced by conversion of F-14As, giving a total of 55 F-14Ds. An upgrade to the F-14D's computer software to allow AIM-120 AMRAAM missile capability was planned but was later terminated to free up funding for LANTIRN integration. While upgrades kept the F-14 competitive with other teen series fighters, Cheney stated that the F-14 was 1960s technology. Despite an appeal from the Secretary of the Navy for at least 132 F-14Ds and some aggressive proposals from Grumman for a replacement, Cheney planned to replace the F-14 with a fighter that was not manufactured by Grumman. According to Cheney, the F-14 was a "jobs program", and when the F-14 was canceled, an estimated 80,000 jobs of Grumman employees, subcontractors, or support personnel were affected. Cheney's cancellation of the F-14D and A-6F was controversial and contributed heavily to Grumman's decline and resulting acquisition by Northrop Corporation to form Northrop Grumman.
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The F-14 Tomcat was designed as both an air superiority fighter and a long-range naval interceptor, which enabled it to both serve as escort attack aircraft when armed with Sparrow missiles and fleet air defense loitering interceptor role when armed with Phoenix missiles. The F-14 was designed with a two-seat cockpit with a bubble canopy which affords all-around visibility aiding aircrew in air-to-air combat. It features variable geometry wings that swing automatically during flight. For high-speed intercept, they are swept back and they swing forward for lower speed flight. It was designed to improve on the F-4 Phantom's air combat performance in most respects.
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The F-14's fuselage and wings allow it to climb faster than the F-4, while the "twin-tail" empennage (dual vertical stabilizers with ventral fins on the engine nacelles) offers better stability. The F-14 is equipped with an internal 20 mm M61 Vulcan rotary cannon mounted on the left side (unlike the Phantom, which was not equipped with an internal gun in the US Navy), and can carry AIM-54 Phoenix, AIM-7 Sparrow, and AIM-9 Sidewinder anti-aircraft missiles. The twin engines are housed in widely spaced nacelles. The flat area of the fuselage between the nacelles is used to contain fuel and avionics systems, such as the wing-sweep mechanism and flight controls, as well as weaponry since the wings are not used for carrying ordnance. By itself, the fuselage provides approximately 40 to 60 percent of the F-14's aerodynamic lifting surface depending on the wing sweep position. The lifting body characteristics of the fuselage allowed one F-14 to safely land after suffering a mid-air collision that sheared off more than half of the plane's right wing in 1991.
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The landing gear is very robust, in order to withstand catapult launches (takeoffs) and recoveries (landings) needed for carrier operations. It comprises a double nosewheel and widely spaced single main wheels. There are no hardpoints on the sweeping parts of the wings, and so all the armament is fitted on the belly between the air intake ramps and on pylons under the wing gloves. Internal fuel capacity is : in each wing, in a series of tanks aft of the cockpit, and a further in two feeder tanks. It can carry two external drop tanks under the engine intake ramps. There is also an air-to-air refueling probe, which folds into the starboard nose.
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The F-14's wing sweep can be varied between 20° and 68° in flight, and can be automatically controlled by the Central Air Data Computer, which maintains wing sweep at the optimum lift-to-drag ratio as the Mach number varies; pilots can manually override the system if desired. When parked, the wings can be "overswept" to 75° to overlap the horizontal stabilizers to save deck space aboard carriers. In an emergency, the F-14 can land with the wings fully swept to 68°, although this presents a significant safety hazard due to greatly increased stall speed. Such an aircraft would typically be diverted from an aircraft carrier to a land base if an incident did occur. The F-14 has flown safely with an asymmetrical wing-sweep during testing, and was deemed able to land aboard a carrier if needed in an emergency.
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The wing pivot points are significantly spaced far apart. This has two benefits. The first is that weaponry can be fitted on a pylon on the fixed wing glove, liberating the wings from having swiveling pylons fitted, a feature which had proven to add significant drag on the F-111B. Since less of the total lifting area is variable, the center of lift moves less as the wings move, reducing trim drag at high speed. When the wing is swept back, its thickness-to-chord ratio decreases, which allows the aircraft to satisfy the Mach 2.4 top speed required by the U.S. Navy. The body of the aircraft contributes significantly to overall lift and so the Tomcat possesses a lower wing loading than its wing area would suggest. When carrying four Phoenix missiles or other heavy stores between the engines this advantage is lost and maneuverability is reduced in those configurations.
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Ailerons are not fitted, with roll control being provided by wing-mounted spoilers at low speed (which are disabled if the sweep angle exceeds 57°), and by differential operation of the all-moving tailerons at high speed. Full-span slats and flaps are used to increase lift both for landing and combat, with slats being set at 17° for landing and 7° for combat, while flaps are set at 35° for landing and 10° for combat. An air bag fills up the space occupied by the swept-back wing when the wing is in the forward position and a flexible fairing on top of the wing smooths out the shape transition between the fuselage and top wing area. The twin tail layout helps in maneuvers at high angle of attack (AoA) while reducing the height of the aircraft to fit within the limited roof clearance of hangars aboard aircraft carriers.
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The wings have a two-spar structure with integral fuel tanks. Around 25% of the structure is made of titanium, including the wing box, wing pivots, and upper and lower wing skins; this is a light, rigid, and strong material. Electron beam welding was used in the construction of the titanium parts. The F-14 was designed for maneuver loads of 7.5 g, but this was usually limited to 6.5 g in the fleet to extend the aircraft's service life.
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Two triangular shaped retractable surfaces, called glove vanes, were originally mounted in the forward part of the wing glove, and could be automatically extended by the flight control system at high Mach numbers. They were used to generate additional lift (force) ahead of the aircraft's center of gravity, thus helping to compensate for mach tuck at supersonic speeds. Automatically deployed at above Mach 1.4, they allowed the F-14 to pull 7.5 g at Mach 2 and could be manually extended with wings swept full aft. They were later disabled, however, owing to their additional weight and complexity. The air brakes consist of top-and-bottom extendable surfaces at the rearmost portion of the fuselage, between the engine nacelles. The bottom surface is split into left and right halves; the tailhook hangs between the two-halves, an arrangement sometimes called the "castor tail".
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The F-14A was initially equipped with two Pratt & Whitney TF30-P-412A (or JTF10A) augmented turbofan engines, each rated at 20,900 lb (93 kN) of static thrust, which enabled the aircraft to attain a maximum speed of Mach 2.34. The F-14 would normally fly at a cruising speed for reduced fuel consumption, which was important for conducting lengthy patrol missions. The rectangular air inlets for the engines were equipped with movable ramps and bleed doors to meet the different airflow requirements of the engine from take-off to maximum supersonic speed. Variable nozzles were also fitted to the engine's exhaust. Late production F-14A had the improved TF30-P-414A engines. The Navy had originally planned to replace the TF30 with the Pratt & Whitney F401-PW-400, derived from the F-15's F100 engine, but this plan was ultimately canceled.
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The performance of the TF30 engine became an object of criticism. John Lehman, Secretary of the Navy in the 1980s, told the U.S. Congress that the TF30/F-14 combination was "probably the worst engine/airframe mismatch we have had in years" and that the TF30 was "a terrible engine"; 28% of all F-14 accidents were attributed to the engine. A high frequency of turbine blade failures led to the reinforcement of the entire engine bay to limit damage from such failures. The engines also had proved to be extremely susceptible to compressor stalls especially at high AoA and during rapid throttle transients or above , which could easily result in loss of control, severe yaw oscillations, and could lead to an unrecoverable flat spin. At specific altitudes, exhaust produced by missile launches could cause an engine compressor stall. This led to the development of a bleed system that temporarily blocks the frontal intake ramp and reduces engine power during missile launch.
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The upgraded F-14A+, later redesignated F-14B, and F-14D were equipped with the General Electric F110-GE-400. The F110 provided a significant increase in thrust, with a static uninstalled thrust of ; installed thrust is with afterburner at sea level, which rose to at Mach 0.9. The increased thrust gave the Tomcat a better than 1:1 thrust-to-weight ratio at low fuel quantities, and the rate of climb was increased by 61%. The basic engine thrust without afterburner was powerful enough for carrier launches. While this did result in fuel savings, the main reason not to use afterburner during carrier launches was that if an engine failed the F110's thrust in full afterburner would produce a yawing moment too abruptly for the pilot to correct. Thus the launch of an F-14B or F-14D with afterburner was rare, while the F-14A required full afterburner unless very lightly loaded. The F110 was also more efficient, allowing the Tomcat to cruise comfortably above , which increased its range and survivability as well as endurance for time on station. In the overland attack role, this gave the F-14B and F-14D 60% more striking range or one-third more time on station. The F-14B arrived in time to participate in Desert Storm.
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With the TF30, the F-14's overall thrust-to-weight ratio at maximum takeoff weight is around 0.56, considerably less than the F-15A's ratio of 0.85; when fitted with the F110 engine, an improved thrust-to-weight ratio of 0.73 at maximum weight and 0.88 at normal takeoff weight was achieved. Despite having large differences in static thrust, the TF30-equipped F-14A and the F110-equipped F-14B and F-14D were rated at the same top speed.
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The cockpit has two seats, arranged in tandem, outfitted with Martin-Baker GRU-7A rocket-propelled ejection seats, rated from zero altitude and zero airspeed up to 450 knots. The canopy is spacious, and fitted with four mirrors to effectively provide all-round visibility. Only the pilot has flight controls; the flight instruments themselves are of a hybrid analog-digital nature. The cockpit also features a head-up display (HUD) to show primarily navigational information; several other avionics systems such as communications and direction-finders are integrated into the AWG-9 radar's display. A feature of the F-14 is its Central Air Data Computer (CADC), designed by Garrett AiResearch, that forms the onboard integrated flight control system. It uses a MOSFET-based Large-Scale Integration chipset.
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The aircraft's large nose contains a two-person crew and several bulky avionics systems. The main element is the Hughes AN/AWG-9 X band radar; the antenna is a -wide planar array, and has integrated Identification friend or foe antennas. The AWG-9 has several search and tracking modes, such as Track while scan (TWS), Range-While-Search (RWS), Pulse-Doppler Single-Target Track (PDSTT), and Jam Angle Track (JAT); a maximum of 24 targets can be tracked simultaneously, and six can be engaged in TWS mode up to around . Cruise missiles are also possible targets with the AWG-9, which can lock onto and track small objects even at low altitude when in Pulse-Doppler mode. For the F-14D, the AWG-9 was replaced by the upgraded APG-71 radar. The Joint Tactical Information Distribution System (JTIDS)/Link 16 for data communications was added later on.
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The F-14 also features electronic countermeasures (ECM) and radar warning receiver (RWR) systems, chaff/flare dispensers, fighter-to-fighter data link, and a precise inertial navigation system. The early navigation system was inertial-based; point-of-origin coordinates were programmed into a navigation computer and gyroscopes would track the aircraft's every motion to calculate distance and direction from that starting point. Global Positioning System later was integrated to provide more precise navigation and redundancy in case either system failed. The chaff/flare dispensers are located on the underside of the fuselage and on the tail. The F-14 was initially equipped with the AN/ALR-45/50 RWR system, while later production aircraft were equipped with the AN/ALR-67; the RWR system consists of several antennas on the aircraft's fuselage, which can roughly calculate both direction and distance of enemy radar users; it can also differentiate between search radar, tracking radar, and missile-homing radar.
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Featured in the sensor suite was the AN/ALR-23, an infrared search and track (IRST) sensor using indium antimonide detectors, mounted under the nose; however the system was unreliable and was replaced by an optical system, Northrop's AAX-1, also designated TCS (TV Camera Set). The AAX-1 helps pilots visually identify and track aircraft, . The radar and the AAX-1 are linked, allowing the one detector to follow the direction of the other. A dual infrared/optical detection system was adopted on the later F-14D, with the new AN/AAS-42 IRST and the TCS placed side-by-side.
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The F-14 was designed to combat highly maneuverable aircraft as well as the Soviet anti-ship cruise missile and bomber (Tupolev Tu-16, Tupolev Tu-22, Tupolev Tu-22M) threats. The Tomcat was to be a platform for the AIM-54 Phoenix, but unlike the canceled F-111B, it could also engage medium- and short-range threats with other weapons. The F-14 is an air superiority fighter, not just a long-range interceptor aircraft. Over of stores can be carried for combat missions on several hardpoints under the fuselage and under the wing gloves. Commonly, this means a maximum of four Phoenixes or Sparrows on the belly stations, two Phoenixes/Sparrows on the wing hardpoints, and two Sidewinders on the wing glove hardpoints. The F-14 is also fitted with an internal 20 mm M61 Vulcan rotary cannon. The Tomcat could also support MK-80 - MK-84 GBUs on its hardpoints. While in this configuration it was known to pilots as a "Bombcat".
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Operationally, the capability to hold up to six Phoenix missiles was never used, although early testing was conducted; there was never a threat requirement to engage six hostile targets simultaneously and the load was too heavy to safely recover aboard an aircraft carrier in the event that the missiles were not fired. During the height of Cold War operations in the late 1970s and 1980s, the typical weapon loadout on carrier-deployed F-14s was usually two AIM-54 Phoenixes, augmented by two AIM-9 Sidewinders, three AIM-7 Sparrows, a full loadout of 20 mm ammunition and two drop tanks. The Phoenix missile was used twice in combat by the U.S. Navy, both over Iraq in 1999, but the missiles did not score any kills.
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Iran made use of the Phoenix system, claiming dozens of kills with it during the 1980–1988 Iran–Iraq War. Due to the shortage of air-to-air missiles as a result of sanctions, Iran tried to use other missiles on the Tomcat. It attempted to integrate the Russian R-27R "Alamo" BVR missile, but was apparently unsuccessful. In 1985, Iran started Project Sky Hawk, attempting to adapt I-Hawk surface-to-air missiles, which Iran had in its inventory, for F-14s. The modified missiles were successfully tested in 1986 and one or two were used in combat, but the project was abandoned due to guidance problems.
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The F-14 began replacing the F-4 Phantom II in U.S. Navy service starting in September 1974 with squadrons VF-1 "Wolfpack" and VF-2 "Bounty Hunters" aboard and participated in the American withdrawal from Saigon. The F-14 had its first kills in U.S. Navy service on 19 August 1981 over the Gulf of Sidra in what is known as the Gulf of Sidra incident. In that engagement, two F-14s from VF-41 Black Aces were engaged by two Libyan Su-22 "Fitters". The F-14s evaded the Libyan missile and returned fire, downing both Libyan aircraft with AIM-9L Sidewinders. U.S. Navy F-14s once again were pitted against Libyan aircraft on 4 January 1989, when two F-14s from VF-32 shot down two Libyan MiG-23 "Floggers" over the Gulf of Sidra in a second Gulf of Sidra incident.
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Its first sustained combat use was as a photo reconnaissance platform. The Tomcat was selected to inherit the reconnaissance mission upon the departure of the dedicated North American RA-5C Vigilante and Vought RF-8G Crusaders from the fleet. A large pod called the Tactical Airborne Reconnaissance Pod System (TARPS) was developed and fielded on the Tomcat in 1981. With the retirement of the last RF-8G Crusaders in 1982, TARPS F-14s became the U.S. Navy's primary tactical reconnaissance system. One of two Tomcat squadrons per airwing was designated as a TARPS unit and received 3 TARPS capable aircraft.
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While the Tomcat was being used by Iran in combat against Iraq in its intended air superiority mission in the early 1980s, the U.S. Navy found itself flying regular daily combat missions over Lebanon to photograph activity in the Bekaa Valley. At the time, the Tomcat had been thought too large and vulnerable to be used over land, but the need for imagery was so great that Tomcat aircrews developed high-speed medium altitude tactics to deal with considerable AAA and SA-7 SAM threat in the Bekaa area. The first exposure of a Navy Tomcat to an SA-2 missile was over Somalia in April 1983 when a local battery was unaware of two Tomcats scheduled for a TARPS mission in a prelude to an upcoming international exercise in the vicinity of Berbera. An SA-2 was fired at the second Tomcat while conducting mapping profile at max conserve setting. The Tomcat aircrews spotted the missile launch and dove for the deck thereby evading it without damage. The unexpected demand for combat TARPS laid the way for high altitude sensors such as the KA-93 Long Range Optics (LOROP) to be rapidly procured for the Tomcat as well as an Expanded Chaff Adapter (ECA) to be incorporated in an AIM-54 Phoenix Rail. Commercial "fuzz buster" type radar detectors were also procured and mounted in pairs in the forward cockpit as a stop gap solution to detect SAM radars such as the SA-6. The ultimate solution was an upgrade to the ALR-67 then being developed, but it would not be ready until the advent of the F-14A+ later in the 1980s.
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The participation of the F-14 in the 1991 Operation Desert Storm consisted of Combat Air Patrol (CAP) over the Red Sea and the Persian Gulf and overland missions consisting of strike escort and reconnaissance. Until the waning days of Desert Storm, in-country air superiority was tasked to USAF F-15 Eagles due to the way the Air Tasking Orders (ATO) delegated primary overland CAP stations to the F-15. The governing Rules of Engagement (ROE) also dictated a strict Identification Friend or Foe (IFF) requirement when employing Beyond Visual Range weapons such as the AIM-7 Sparrow and particularly the AIM-54 Phoenix. This hampered the Tomcat from using its most powerful weapon. Furthermore, the powerful emissions from the AWG-9 radar are detectable at great range with a radar warning receiver. Iraqi fighters routinely retreated as soon as the Tomcats "lit them up" with the AWG-9. The U.S. Navy suffered its only F-14 loss from enemy action on 21 January 1991 when BuNo 161430, an F-14A upgraded to an F-14A+, from VF-103 was shot down by an SA-2 surface-to-air missile while on an escort mission near Al Asad airbase in Iraq. Both crew members survived ejection with the pilot being rescued by USAF Special Operation Forces and the RIO being captured by Iraqi troops as a POW until the end of the war. The F-14 also achieved its final kill in US service, a Mi-8 "Hip" helicopter, with an AIM-9 Sidewinder.
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In 1995, F-14s from VF-14 and VF-41 participated in Operation Deliberate Force as well as Operation Allied Force in 1999, and in 1998, VF-32 and VF-213 participated in Operation Desert Fox. On 15 February 2001, the Joint Direct Attack Munition or JDAM was added to the Tomcat's arsenal. On 7 October 2001, F-14s would lead some of the first strikes into Afghanistan marking the start of Operation Enduring Freedom and the first F-14 drop of a JDAM occurred on 11 March 2002. F-14s from VF-2, VF-31, VF-32, VF-154, and VF-213 would also participate in Operation Iraqi Freedom. The F-14Ds of VF-2, VF-31, and VF-213 obtained JDAM capability in March 2003. On 10 December 2005, the F-14Ds of VF-31 and VF-213 were upgraded with a ROVER III downlink for transmitting images to a ground Forward Air Controller (FAC). The Navy decided to retire the F-14 with the F/A-18E/F Super Hornet filling the roles of fleet defense and strike formerly filled by the F-14.
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The last American F-14 combat mission was completed on 8 February 2006, when a pair of Tomcats landed aboard after one dropped a bomb over Iraq. During their final deployment with "Theodore Roosevelt", VF-31 and VF-213 collectively completed 1,163 combat sorties totaling 6,876 flight hours, and dropped of ordnance during reconnaissance, surveillance, and close air support missions in support of Operation Iraqi Freedom. USS "Theodore Roosevelt" launched an F-14D, of VF-31, for the last time on 28 July 2006; piloted by Lt. Blake Coleman and Lt. Cmdr Dave Lauderbaugh as RIO. The last two F-14 squadrons, the VF-31 Tomcatters, and the VF-213 Black Lions conducted their last fly-in at Naval Air Station Oceana on 10 March 2006.
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The official final flight retirement ceremony was on 22 September 2006 at Naval Air Station Oceana and was flown by Lt. Cmdr. Chris Richard and Lt. Mike Petronis as RIO in a backup F-14 after the primary aircraft experienced mechanical problems. The actual last flight of an F-14 in U.S. service took place 4 October 2006, when an F-14D of VF-31 was ferried from NAS Oceana to Republic Airport on Long Island, New York. The remaining intact F-14 aircraft in the U.S. were flown to and stored at the 309th Aerospace Maintenance and Regeneration Group "Boneyard", at Davis-Monthan Air Force Base, Arizona; in 2007 the U.S. Navy announced plans to shred the remaining F-14s to prevent any components from being acquired by Iran. In August 2009, the 309th AMARG stated that the last aircraft were taken to HVF West, Tucson, Arizona for shredding. At that time only 11 F-14s remained in desert storage.
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The sole foreign customer for the Tomcat was the Imperial Iranian Air Force, during the reign of the last Shah of Iran, Mohammad Reza Pahlavi. In the early 1970s, the Imperial Iranian Air Force (IIAF) was searching for an advanced fighter, specifically one capable of intercepting Soviet MiG-25 reconnaissance flights. After a visit of U.S. President Richard Nixon to Iran in 1972, during which Iran was offered the latest in American military technology, the IIAF selected and initiated acquisition of the F-14 Tomcat, but offered McDonnell Douglas the chance to demonstrate its F-15 Eagle. The US Navy and Grumman Corporation arranged competitive demonstrations of the Eagle and the Tomcat at Andrews AFB for the Shah and high-ranking officers, and in January 1974 Iran placed an order for 30 F-14s and 424 AIM-54 Phoenix missiles, initiating Project "Persian King", worth US$300 million. A few months later, this order was increased to a total of 80 Tomcats and 714 Phoenix missiles as well as spare parts and replacement engines for 10 years, complete armament package, and support infrastructure (including construction of the Khatami Air Base near Isfahan).
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The first F-14 arrived in January 1976, modified only by the removal of classified avionics components, but fitted with the TF-30-414 engines. The following year 12 more were delivered. Meanwhile, training of the first groups of Iranian crews by the U.S. Navy was underway in the US; one of these conducted a successful shoot-down with a Phoenix missile of a target drone flying at .
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Following the overthrow of the Shah in 1979, the air force was renamed the Islamic Republic of Iran Air Force (IRIAF) and the post-revolution Interim Government of Iran canceled most Western arms orders. In 1980, an Iranian F-14 shot down an Iraqi Mil Mi-25 helicopter for its first air-to-air kill during the Iran–Iraq War (1980–1988). According to research by Tom Cooper, Iranian F-14s scored at least 50 air-to-air victories in the first six months of the war against Iraqi MiG-21s, MiG-23s, and some Su-20s/22s. During the same period, only one Iranian F-14 suffered damage after being hit by debris from a nearby MiG-21 that exploded.
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Iranian Tomcats were originally used as an early-warning platform assisting other less-sophisticated aircraft with targeting and defense. They were also crucial to the defense of areas deemed vital by the Iranian government, such as oil terminals on Kharg Island and industrial infrastructure in the capital Tehran. Many of these patrols had the support of Boeing 707-3J9C in-flight refueling tankers. As fighting escalated between 1982 and 1986, the F-14s gradually became more involved in the battle. They performed well, but their primary role was to intimidate the Iraqi Air Force and avoid heavy engagement to protect the fleet's numbers. Their presence was often enough to drive away opposing Iraqi fighters. The precision and effectiveness of the Tomcat's AWG-9 weapons system and AIM-54A Phoenix long-range air-to-air missiles enabled the F-14 to maintain air superiority. In December 1980, an Iraqi MiG-21bis accounted for the only confirmed kill of an F-14 by that type of aircraft. On 11 August 1984, a MiG-23ML shot down an F-14A using an R-60 missile. On 2 September 1986, a MiG-23ML using an R-24T missile mistakenly shot down an F-14 that was defecting to Iraq. On 17 January 1987, another Iranian F-14A was shot down; according to some sources it was shot down by a MiG-23ML. According to the latest data, the F-14A, which was shot down on 17 January, was destroyed by an R-40 missile fired by an Iraqi MiG-25PDS (pilot Captain Adnan Sae’ed), and the MiG-23 pilot did not claim any victory.
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Iraq also obtained Mirage F.1EQ fighters from France in 1981, armed with Super530F and Magic Mk.2 air-to-air missiles. The Mirage F.1 fighters were eventually responsible for four confirmed F-14 kills. The IRIAF attempted to keep 60 F-14s operational throughout the war, but reports indicate this number was reduced to 30 by 1986 with only half fully mission-capable.
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Based on research by Tom Cooper and Farzad Bishop, Iran claimed their F-14s shot down at least 160 Iraqi aircraft during the Iran–Iraq War, including 58 MiG-23s (15 of these are confirmed according to Cooper), 33 Mirage F1s, 23 MiG-21s, 23 Su-20s/22s, nine MiG-25s (one of these are confirmed according to Iraqi sources), five Tu-22s, two MiG-27s, one Mil Mi-24, one Dassault Mirage 5, one B-6D, one Aérospatiale Super Frelon, and two unidentified aircraft. Despite the circumstances the F-14s and their crews faced during the war against Iraq – lacking support from AWACS, AEW aircraft, and Ground Control Intercept (GCI) – the F-14 proved to be successful in combat. It achieved this in the midst of a confrontation with an enemy that was constantly upgrading its capabilities and receiving support from three major countries – France, the US, and the USSR. Part of the success is attributed to the resilient Iranian economy and IRIAF personnel.
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While Iraq's army claimed it shot down more than 70 F-14s, the Foreign Broadcast Information System in Washington DC estimated that Iran lost 12 to 16 F-14s during the war. Cooper writes three F-14s were shot down by Iraqi pilots and four by Iranian surface-to-air missiles (SAM). Two more Tomcats were lost in unknown circumstances during the battle, and seven crashed due to technical failure or accidents. During the war, the Iranian Air Force F-14s suffered 9 confirmed losses, one lost due to engine stall, one in unknown conditions, two by Iranian Hawk SAMs, two by MIG-23s and three were shot down by Mirage F-1s. There are also unconfirmed reports of the downing of 10 more Tomcats.
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On 31 August 1986, an Iranian F-14A armed with at least one AIM-54A missile defected to Iraq. Then again on 2 September 1986 another Iranian F-14A defected to Iraq. In addition, one or more of Iran's F-14A was delivered to the Soviet Union in exchange for technical assistance; at least one of its crew defected to the Soviet Union.
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On 24 July 2002, an Iranian F-14A confronted two Azerbaijani MiG-25s that were threatening an Iranian P-3F, securing a radar lock on one of the MiGs, which then turned away, during tensions over attempts by Azerbaijan to survey for oil in Iranian waters in the Caspian Sea.
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Iran had an estimated 44 F-14s in 2009 according to Combat Aircraft. "Aviation Week" estimated it had 19 operational F-14s in January 2013, and FlightGlobal estimated that 28 were in service in 2014.
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Following the US Navy's retirement of its Tomcats in 2006, Iran sought to purchase spare parts for its aircraft. In January 2007, the U.S. Department of Defense announced that sales of spare F-14 parts would be suspended over concerns of the parts ending up in Iran. In July 2007, the remaining American F-14s were shredded to ensure that any parts could not be acquired. Despite these measures, Iran managed to significantly increase its stocks of spare parts, increasing the number of airworthy Tomcats, although as it did not manage to obtain spare parts for the aircraft's weapon systems, the number of combat ready Tomcats was still low (seven in 2008). In 2010, Iran requested that the U.S. deliver the 80th F-14 that it had purchased in 1974 but never received due to the Islamic Revolution. In October 2010, an Iranian Air Force commander claimed that the country overhauls and optimizes different types of military aircraft, mentioning their Air Force has installed Iran-made radar systems on the F-14. In 2012, the Iranian Air Force's Mehrabad Overhaul Center delivered an F-14 with upgraded weapon systems with locally sourced components, designated F-14AM. Shortages of Phoenix missiles led to attempts to integrate the Russian R-27 semi-active radar-guided missile, but these proved unsuccessful. An alternative was the use of modified MIM-23 Hawk missiles to replace the Tomcat's Phoenixes and Sparrows, but as the Tomcat could only carry two Hawks, this project was also abandoned, and the Fakour-90 missile, which used the guidance system of the Hawk packaged into the airframe of the Phoenix, launched. Pre-production Fakour-90s were delivered in 2017, and a production order for 100 missiles (now designated AIM-23B) was placed in 2018, intending to replace the F-14s AIM-7E Sparrow missiles.
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On 26 January 2012, an Iranian F-14 crashed three minutes after takeoff. Both crew members were killed.
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In November 2015, Iranian F-14s were reported flying escort for Russian Tu-95, Tu-160 and Tu-22M bombers on air strikes in Syria against the Islamic State of Iraq and the Levant.
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On 14 May 2019 an Iranian F-14 crashed during landing at Isfahan-Shahid Beheshti Airport. Both crew members ejected and survived.
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A total of 712 F-14s were built from 1969 to 1991. F-14 assembly and test flights were performed at Grumman's plant in Calverton on Long Island, New York. Grumman facility at nearby Bethpage, New York was directly involved in F-14 manufacturing and was home to its engineers. The airframes were partially assembled in Bethpage and then shipped to Calverton for final assembly. Various tests were also performed at the Bethpage Plant. Around 34 F-14s has been lost over thirty years of service.
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The F-14A was the initial two-seat, twin-engine, all-weather interceptor fighter variant for the U.S. Navy. It first flew on 21 December 1970. The first 12 F-14As were prototype versions (sometimes called YF-14As). Modifications late in its service life added precision strike munitions to its armament. The U.S. Navy received 478 F-14A aircraft and 79 were received by Iran. The final 102 F-14As were delivered with improved Pratt & Whitney TF30-P-414A engines. Additionally, an 80th F-14A was manufactured for Iran, but was delivered to the U.S. Navy.
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The F-14 received its first of many major upgrades in March 1987 with the F-14A Plus (or F-14A+). The F-14A's TF30 engine was replaced with the improved F110-GE-400 engine. The F-14A+ also received the state-of-the-art ALR-67 Radar Homing and Warning (RHAW) system. Many of the avionics components, as well as the AWG-9 radar, were retained. The F-14A+ was later redesignated F-14B on 1 May 1991. A total of 38 new aircraft were manufactured and 43 F-14A were upgraded into B variants. In the late 1990s, 81 F-14Bs were upgraded to extend airframe life and improve offensive and defensive avionics systems. The modified aircraft became known as "F-14B (Upgrade)".
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The final variant of the F-14 was the F-14D Super Tomcat, first delivered in 1991. As with the F-14B, the F-14D was equipped with the F110-GE-400 engines. It also included newer digital avionics systems including a glass cockpit and replaced the AWG-9 with the newer AN/APG-71 radar. Other systems included the Airborne Self Protection Jammer (ASPJ), Joint Tactical Information Distribution System (JTIDS), SJU-17(V) Naval Aircrew Common Ejection Seats (NACES), and Infrared search and track (IRST). A total of 37 new aircraft were completed, and 18 F-14A models were upgraded to D-models, designated F-14D(R) for a rebuild. Starting in 2005, some F-14Ds received the ROVER III upgrade.
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When the F-14 was still in development, Grumman had planned an upgrade path for the Tomcat's propulsion and avionics. The first "F-14B" was to be an improved version of the F-14A with more powerful "Advanced Technology Engine" Pratt & Whitney F401 turbofans; the F-14B prototype equipped with the F401 first flew in 1973. The "F-14C" was a projected variant of this initial F-14B with advanced multi-mission avionics. Grumman also offered an interceptor version of the F-14B in response to the U.S. Air Force's Improved Manned Interceptor Program to replace the Convair F-106 Delta Dart as an Aerospace Defense Command interceptor in the 1970s. The F-14B program was terminated in April 1974. The actual F-14B and D upgrades that went into service did somewhat follow the initially projected upgrade path in practice, although it was much more delayed and with fewer airframes.
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In the early 1990s, Grumman proposed a few improved "Super Tomcat" versions. The first was the "Quickstrike", which would have been an F-14D with navigational and targeting pods, additional attach points for weapons, and added ground attack capabilities to its radar, turning the Tomcat into a multirole strike fighter. The Quickstrike was to fill the role of the A-6 Intruder after it was retired. This was not considered enough of an improvement by Congress, so the company shifted to the "Super Tomcat 21" (ST-21) proposed design. The ST-21 was a proposed lower cost alternative to the Navy Advanced Tactical Fighter (NATF), and would mostly have the same shape and body as the Tomcat, and an upgraded AN/APG-71 radar. The improved General Electric F110-GE-429 engines were to provide a supercruise speed of Mach 1.3 and featured thrust vectoring nozzles. The version would have reshaped leading-edge gloves, increased fuel capacity and modified control surfaces for improved takeoffs and lower landing approach speed. The "Attack Super Tomcat 21" (AST-21) version was the last proposed Super Tomcat design, and was meant to be a more attack-oriented version of the ST-21 with possibly an active electronically scanned array (AESA) radar from the canceled A-12 attack aircraft. The (A)ST-21 was to be able to be rebuilt from existing F-14 airframes.
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The last "Tomcat" variant was the "ASF-14" (Advanced Strike Fighter-14), Grumman's replacement for the NATF concept. By all accounts, it would not be even remotely related to the previous Tomcats save in appearance, incorporating the new technology and design know-how from the Advanced Tactical Fighter (ATF) and Advanced Tactical Aircraft (ATA) programs. The ASF-14 would have been a new-build aircraft; however, its projected capabilities were not that much better than that of the (A)ST-21 variants. In the end, the proposed Super Tomcat variants were considered to be too costly and also faced opposition from the Secretary of Defense Dick Cheney. The Navy decided to pursue the cheaper F/A-18E/F Super Hornet to fill the fighter-attack, or strike fighter role.
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The Tomcat logo design came when Grumman's Director of Presentation Services, Dick Milligan, and one of his artists, Grumman employee Jim Rodriguez, were asked for a logo by Grumman's Director of Business Development and former Blue Angels No. 5 pilot, Norm Gandia. Per Rodriguez, "He asked me to draw a lifelike Tomcat wearing boxing gloves and trunks sporting a six-shooter on his left side; where the guns are located on the F-14, along with two tails." The Cat was drawn up after a tabby cat was sourced and used for photographs, and named "Tom". The logo has gone through many variations, including one for the then–Imperial Iranian Air Force F-14, called "Ali-cat". The accompanying slogan "Anytime Baby!" was developed by Norm Gandia as a challenge to the U.S. Air Force's McDonnell Douglas F-15 Eagle.
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The Grumman F-14 Tomcat was central to the 1986 film "Top Gun". The aviation-themed film was such a success in creating interest in naval aviation that the US Navy, which assisted with the film, set up recruitment desks outside some theaters. Producers paid the US Navy as reimbursement for flight time of aircraft in the film with an F-14 billed at per flight hour. The F-14 Tomcat was also featured in its . Two F-14As of VF-84 from the USS "Nimitz" were featured in the 1980 film "The Final Countdown", with four from the squadron in the 1996 release "Executive Decision". Multiple F-14s are featured in the 2008 documentary "Speed and Angels", featuring the story of two young Navy officers working to achieve their dream of becoming F-14 fighter pilots.
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God of War is an action-adventure game developed by Santa Monica Studio and published by Sony Interactive Entertainment. It was released worldwide on April 20, 2018, for the PlayStation 4, with a Windows port released on January 14, 2022. The game is the eighth installment in the "God of War" series, the eighth chronologically, and the sequel to 2010's "God of War III". Unlike previous games, which were loosely based on Greek mythology, this installment is loosely inspired by Norse mythology, with the majority of it set in ancient Scandinavia in the realm of Midgard. For the first time in the series, there are two protagonists: Kratos, the former Greek God of War who remains the only playable character, and his young son, Atreus. Following the death of Kratos's second wife Faye—Atreus' mother—the two embark on a journey to fulfill her request that her ashes be spread at the highest peak of the nine realms. Kratos keeps his troubled past a secret from Atreus, who is unaware of his divine nature. Along their journey, they come into conflict with monsters and gods of the Norse world.
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Described by creative director Cory Barlog as a reimagining of the franchise, a major gameplay change is that Kratos makes prominent use of a magical battle axe instead of his signature double-chained blades. "God of War" also uses an over-the-shoulder free camera, with the game in one shot, as opposed to the fixed cinematic camera of the previous entries. The game also includes role-playing video game elements, and Kratos's son Atreus provides assistance in combat. The majority of the original game's development team worked on "God of War" and designed it to be accessible and grounded. A separate short text-based game, "", was released in February 2018 through Facebook Messenger and follows Atreus on his first adventure. Three days before "God of War"s release, a smartphone companion app called "Mímir's Vision" was made available, providing additional information about the game's Norse setting.
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"God of War" received universal acclaim for its story, world design, art direction, music, graphics, combat system, and characters, in particular the dynamic between Kratos and Atreus. Many reviewers felt it had successfully revitalized the series without losing the core identity of its predecessors. It has been cited as among the greatest video games ever made, and was awarded Game of the Year by numerous media outlets and award shows. The game also performed well commercially, selling over 5 million units within a month of its release and 23 million units sold by November 2022, making it the best-selling PlayStation 4 game and the best-selling game in the series. A novelization was released in August 2018, followed by a prequel comic series published from November 2018 to February 2019. A sequel, "God of War Ragnarök", released on November 9, 2022, for the PlayStation 4 and PlayStation 5. In December 2022, a live-action television series adaptation of the Norse era "God of War" games ("God of War" and "Ragnarök") was ordered to series at Amazon Prime Video, to be
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"God of War" is a third-person action-adventure video game. It features an over-the-shoulder free camera, a departure from the previous installments, which featured a fixed cinematic camera (with the exception of 2007's two-dimensional side-scroller ""). Cinematographically, the game is presented in a continuous shot, with no camera cuts or loading screens. Although the previous main installment, "" (2013), introduced multiplayer to the series, this installment is single-player-only. Regarding the level structure, creative director Cory Barlog said "it's open, but it is not an open world." Due to its openness, a fast travel feature is unlocked later in the game. Swimming, an ability in previous games, was cut; players instead use a boat to traverse bodies of water. Unlike previous games, which allowed players to jump freely at anytime, jumping can now only be done at designated areas, such as at a rock face or ledge. Throughout the game, players battle Norse mythological foes, like dark elves, wulvers, and draugrs, as well as Gullveig and the revenants, beings warped by seiðr magic, among many others. Valkyries appear as optional boss battles. Among the many side quests, players can free the imprisoned dragons Fáfnir, Otr, and Reginn—dwarves who were turned into dragons—in addition to battling one called Hræzlyr, a story-based boss battle.
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The player controls the character Kratos in combo-based combat and puzzle game elements. The gameplay is vastly different from previous games, as it was completely rebuilt. A major change is that Kratos no longer uses his signature double-chained blades, the Blades of Chaos, as his default weapon. Instead, he uses a magical battle axe, called the Leviathan Axe, which is infused with ice elemental magic. The axe can be thrown at enemies and magically summoned back to his hand, similar to Thor's hammer Mjölnir. Larger enemies have precision targets, and throwing the axe at those targets stuns the enemy. The weapon can also be thrown at environmental objects to trigger a damaging explosion. It can freeze objects and some enemies in place for puzzle solving until the axe is summoned back to Kratos's hand. The axe has standard light and heavy attacks. Over time, it can be upgraded with runes to allow for magical runic attacks, with one slot being for a light magical attack and the other for a heavy one. This provides players with a variety of options to cater to their own play style. Another new weapon that Kratos utilizes is the Guardian Shield. When not in use, it folds up and appears like a vambrace on his left forearm. When summoned, the shield can be used offensively or defensively, similar to the Golden Fleece in previous games. Kratos also utilizes hand-to-hand combat, a feature originally introduced in "Ascension". The Blades of Chaos, infused with fire elemental magic, are acquired later in the game via a plot device and perform in a similar manner as in previous installments—they are a pair of blades attached to chains that can be swung around in various maneuvers. The weapon can also be upgraded with magical runic attacks.
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As in the earlier games, there is a "Rage" ability, this one called Spartan Rage. Like the previous versions, the Rage ability has a meter that gradually fills during combat. With this ability, Kratos uses powerful bare-handed attacks, as opposed to weapons, to greatly damage enemies. The game also features role-playing video game (RPG) elements. There are crafting resources for the player to find that allow them to create new or upgrade existing armor with better perks. Players also accumulate a currency called Hacksilver, a key component in crafting and purchasing new items. Experience points (XP) are used for learning new combat skills. Throughout the game world, players find chests containing random items, such as enchantments for improving armor and weapons, as well as the Hacksilver currency. There are also two special items, Iðunn's Apples and Horns of Blood Mead, which increase the maximum length of the health and rage meters, respectively. These meters are replenished by green and red orbs dropped by downed foes and found throughout the game world. For the magical runic attacks, instead of collecting blue orbs to replenish the ability (like in the previous games), there is a cool down timer for each ability and once that time is up, the magical runic attacks can be used again. Quick time events have changed from previous games. Enemies display two meters above their heads, one for health (the color of which indicates the enemy's difficulty) and the other for stun. Filling the stun meter helps to defeat more difficult enemies. When the stun meter is full, a grab prompt will appear. Depending on the enemy, Kratos may rip it in half or grab them and throw them into other enemies, among other possible outcomes.
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Although the game is played entirely as Kratos, there are times when the player may choose to passively control his son, Atreus. One button is dedicated to Atreus, and its use depends on the context. For example, if the player needs assistance, they can look at an enemy, press the button, and Atreus will use his Talon Bow to shoot arrows at the enemy. The arrows have little effect on an enemy's health but do increase the stun meter. Over the course of the game, Atreus helps in combat, traversal, exploration, and puzzle-solving. When facing a large number of enemies, he distracts the weaker ones as Kratos fights the stronger ones. If too many enemies gang up on Atreus, he is briefly stunned, but he cannot be knocked out or killed. Atreus also acquires new skills, armor, and runic attacks, as well as special light and shock arrows for his Talon Bow. Atreus' runic attacks summon different spectral animals with different abilities. For example, one summons a pack of wolves that attacks enemies, while another summons the squirrel Ratatoskr who will dig up orbs for the health and rage meters.
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While the first seven games were loosely based on Greek mythology, this installment is loosely inspired by Norse mythology, taking place at least 150 years after "God of War III" (2010). Six of the nine realms of Norse mythology can be explored. Predating the Vikings, most of the game takes place in ancient Scandinavia in the realm of Midgard, which is inhabited by humans and other creatures. It is the same realm in which the Greek world existed. As more dangerous creatures began appearing, many humans fled. Other realms visited as part of the story include Alfheim, the mystical home of the light and dark elves; Helheim, the icy land of the dead; and Jötunheim, the mountainous land of the Giants. Optional explorable realms include Niflheim, a realm of poisonous fog with a maze-like structure of rewards; and the fire realm Muspelheim, featuring the six Trials of Muspelheim—completing each trial grants rewards and advances Kratos and Atreus closer to the top of a large volcano. Access to the other three realms—Asgard, home of the Æsir gods; Vanaheim, home of the Vanir gods; and Svartalfheim, home of the dwarves—has been blocked by Odin, the ruler of Asgard and the Æsir gods. At the center of the realms is the mythical tree Yggdrasil, which connects each realm. Although each realm is a different world, they exist simultaneously in the same space. Travel to and from realms can be done by using the Bifröst from a root of Yggdrasil contained within Týr's Temple at the center of the Lake of the Nine. The temple was created by its namesake, Týr, a peaceful God of War who traveled to other lands and learned about their mythologies; it was told that Odin had him killed as he believed Týr was secretly aiding the Giants and would try to overthrow him.
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The game's protagonists are Kratos (now voiced by Christopher Judge) and his young son Atreus (Sunny Suljic). Kratos is a warrior originally from Sparta who became the Greek God of War and is a son of Zeus. After ending up in ancient Scandinavia following his war against Olympus, he met his second wife, Laufey (addressed as Faye), who died from an unknown cause shortly before the start of the game. She bore their son, Atreus, who at the start of the game does not know about Kratos's past or his divine nature but can hear other beings' thoughts. The main antagonist is the Æsir god Baldur (Jeremy Davies), the half-brother of Thor, whose sons Modi and Magni (Nolan North and Troy Baker, respectively) assist him. Baldur's parents are Odin, the Allfather and King of the Æsir, and the Vanir goddess Freya (Danielle Bisutti), the former Queen of the Valkyries. Freya tried leaving Odin, after he began corrupting her Vanir magic. He in turn stripped her of her Valkyrie wings, banished her to Midgard, and cast a spell on her that prevented her from causing harm to others and from leaving the realm. She then hid her identity under an alias, the Witch of the Woods. To protect her son from a prophecy that foretold his death, Freya cast a spell of immortality on Baldur, which also prevented him from feeling pain or pleasure. The effects of the spell caused Baldur to greatly resent his mother. The only thing capable of harming him was mistletoe, a fact which Freya kept secret.
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Other characters include Mímir (Alastair Duncan), who claims to be the smartest man alive, and the Huldra Brothers—Brok (Robert Craighead) and Sindri (Adam J. Harrington)—dwarves who appear at various points in the world and assist Kratos and Atreus by forging new gear. Weapons forged by the Huldra Brothers, including Thor's hammer Mjölnir, were used by the Æsir gods. They also forged Kratos's Leviathan Axe, which originally belonged to Faye, who also gifted Kratos her Guardian Shield. The spirit of the Greek goddess Athena (Carole Ruggier) makes a cameo appearance, and Zeus (Corey Burton) appears to Kratos as an illusion in Helheim.
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Many years after defeating the Olympian gods, Kratos now lives with his son Atreus in the realm of Midgard. After cremating the body of his second wife, Faye, Kratos is confronted by a stranger with godly powers. The two battle and Kratos seemingly kills the stranger, after which Kratos and Atreus begin their journey to honor Faye's last wish: to scatter her ashes at the highest peak in the nine realms. Along the way, they encounter the kindly Witch of the Woods, who recognizes Kratos as a god, as well as the Huldra Brothers, Brok and Sindri.
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Reaching the Lake of the Nine, the pair encounter the friendly World Serpent, Jörmungandr, believed to be the last remaining Giant. Continuing on their journey, they find their path blocked by impenetrable black mist; the Witch appears and instructs them to use the Bifröst to travel to Alfheim and secure its magical light to extinguish the mist. Successful, they reach Midgard's peak and overhear a conversation between the stranger—revealed to be Baldur—his nephews, Modi and Magni, and the imprisoned Mímir. After they leave, Kratos and Atreus confront Mímir, who reveals that the highest peak is actually in Jötunheim, but the Giants have blocked travel there to keep out Odin and Thor. Knowing of another passage, Mímir instructs Kratos to behead him and have his head revived by the Witch of the Woods, whom, upon resurrection, he reveals to be the goddess Freya. Kratos's longstanding hatred of gods causes him to immediately distrust her, but both Freya and Mímir warn him that he must tell Atreus about his true nature.
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In search of components to open Jötunheim's portal, Kratos, Atreus, and Mímir are attacked by Modi and Magni. After Kratos kills Magni, Modi flees but later ambushes the trio. Kratos fends him off, but Atreus collapses, overcome by illness due to the contradiction of a god believing himself to be mortal. Freya offers to help Atreus and instructs Kratos to retrieve the heart of a specific troll in Helheim; however, his frost-based Leviathan Axe is useless in the icy realm. Kratos returns home to unearth his old weapons, the fiery Blades of Chaos and is haunted by Athena's spirit. After retrieving the heart, he has a haunting vision of Zeus, and Mímir pieces together Kratos's bloody past. Freya revives Atreus, and Kratos tells him that they are gods. Atreus becomes increasingly arrogant and, against Kratos's orders, murders a weakened Modi, who was beaten by his father Thor for not avenging Magni. At Midgard's peak, Kratos and Atreus are ambushed by Baldur, resulting in Jötunheim's portal being destroyed. Their battle descends to Týr's Temple, and the group ends up in Helheim after Kratos opens its portal with the Bifröst.
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Atreus makes amends with Kratos, and they learn of Freya and Baldur's familial relationship as well as the spell of invulnerability that she cast on him. Returning to Midgard, Mímir realizes there is another way to reach Jötunheim, but he needs his missing eye, located in the statue of Thor that Jörmungandr had eaten. After obtaining it from the serpent's belly, they are attacked by Baldur once more, but Freya intervenes to protect her son. During the fight, Baldur is pierced by Atreus' mistletoe arrow, breaking Freya's spell. After Baldur is finally defeated and given an opportunity to retreat, he attempts to strangle Freya, and Kratos is forced to kill him. A grieving Freya swears vengeance on Kratos, leaving Atreus confused since they just saved her life. Kratos finally tells Atreus about his own past and how he killed his own father, the god Zeus. Atreus laments this cycle of violence, and Kratos tells him that they should learn from their experiences and not repeat the mistakes of their predecessors. A silent Freya leaves with Baldur's corpse, and Mímir hopefully suggests that she will eventually move on and realize that Kratos did the right thing.
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Leaving Mímir with Brok and Sindri, Kratos and Atreus open the portal to Jötunheim. On the other side, they find an abandoned temple with a mural depicting their adventures, showing that the Giants, renowned for their gift of prophecy, had foretold their entire journey. Furthermore, they discover that Faye was a Giant who had decided to stay behind in Midgard, meaning that Atreus is half Giant, one-quarter god, and one-quarter mortal. Their fight with Baldur is shown, revealing that he was after Faye the whole time under orders from Odin, unaware that she was dead and that Atreus was referred to as Loki by his mother and the Giants. Kratos sees a covered mural depicting what appears to be Atreus cradling a dying Kratos but chooses to ignore it. They then fulfill their promise and spread Faye's ashes at the peak, overlooking a valley of Giant corpses. Afterward, Kratos reveals to Atreus that his given name was that of a compassionate Spartan comrade. Returning to Midgard, they retrieve Mímir, who warns them that Baldur's death has caused the three-year-long Fimbulwinter to begin nearly a century earlier than prophecized, meaning Ragnarök is soon to follow.
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In a secret ending, Kratos and Atreus, along with Mímir, return home and slumber. Atreus then has a vision of Thor arriving at the end of Fimbulwinter to confront them.
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Development on the next "God of War" began in 2014. This was confirmed by Santa Monica Studio's creative director Cory Barlog at the first annual PlayStation Experience on December 6 that year, where Barlog said the game was in very early development, and that it would not be a prequel, but possibly a reboot. In April 2016, concept art was leaked that showed images of Kratos in the world of Norse mythology, a concept originally considered by series creator David Jaffe after Kratos eliminated the Greek gods. The game's official announcement came at the 2016 Electronic Entertainment Expo (E3) with a gameplay demo that confirmed the setting. The demo showed a fully bearded Kratos teaching his son how to hunt. The pair also battled a troll. The end of the demo showed the title "God of War" and confirmed it was in development for the PlayStation 4 (PS4). The E3 announcement also confirmed that Barlog had returned to the series as game director for the new installment. Since the original 2005 game, Barlog has been a major contributor in the development of the series, previously most notably as the director of "God of War II" (2007); this new installment was his fifth "God of War" game.
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Barlog said the game was titled "God of War" with no numeral or subtitle because, although it was a continuation of the series, "we ... [reimagined] everything." Head of Santa Monica Studio, Shannon Studstill, and Barlog said that Sony Interactive Entertainment had to be convinced to do another "God of War" game as many people at Sony wanted the series to "sleep and rest" due to the lackluster response to the previous game, "Ascension". In explaining why Barlog was brought back, Studstill said he knew the series very well, "and bringing in someone that understands that history is the respect the franchise deserves." Barlog responded, "You gotta know the rules to break the rules." Series creator David Jaffe was also considered but was unavailable.
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In explaining the transition from Greek mythology to Norse mythology, Barlog said: "It's kind of this BC–AD change over kind of thing. We're moving and starting from zero and kind of moving forward on that." In adapting the Norse myths, Barlog said there were so many different translations and interpretations, and the writing team read the "Prose Edda" to learn how the myths were translated and told. Just like they did with Greek mythology in the previous games, they found ways to parallel path things from the Norse myths to fit their story. Before settling on Norse mythology, Egyptian mythology was also considered. Barlog said that half of the team was for it, but because Egypt has "a lot more about civilization – it's less isolated, less barren", he decided on the Norse setting to keep the game focused on Kratos. Barlog explained further: "Having too much around distracts from that central theme of a stranger in a strange land." To explain why Kratos was now in the Norse world, Barlog said that different cultures' belief systems coexisted, but they were "separated by geography", suggesting that Kratos traveled from Greece to Norway (Scandinavia) after the conclusion of "God of War III". Clarifying the conclusion of that game, Barlog said Kratos did not destroy what was believed to be the entire world, but only the portion ruled over by the Greek pantheon. Barlog said the new game predates the Vikings as it takes place in the time when their gods walked the Earth.
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Most of the development team that worked on the original "God of War" worked on the new installment. They claimed they matched the new gameplay with the same level of accessibility as the previous installments. It was confirmed that the game would not feature any morality system or branching story; all players have the same story experience. The developers also confirmed that some of the more controversial mini-games found in previous entries (such as the sex mini-game) would not return. The enemy count was increased to up to 100 enemies on-screen, although this limit is never approached; "God of War III" and "Ascension" had up to 50. Some gameplay characteristics such as jumping, swimming, and instant-death platforming challenges found in the previous installments were cut because of the camera being closer to Kratos. Although the previous installment, "Ascension", introduced multiplayer to the series, the team decided to drop it and focus on the single-player experience. In changing the gameplay, Studstill said, "I felt like, in order to reinvent, we really needed to turn a lot of things around." With regard to the camera change, Barlog said they wanted a more intimate and player-controlled experience.
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The entire game was done in a single shot with no camera cuts; there are no loading screens and no fade-to-black between gameplay and cutscenes. Barlog said about forty percent of the team did not originally agree with this decision due to the increased work and production to implement the feature, especially since this was the first time that a one-shot technique was being used for a three-dimensional AAA game. This meant Barlog had no examples to show if this would work or was a good idea. (The only other game to fully utilize this technique was the indie game "", which also began development in 2014 and was released eight months before "God of War".) After the game was finished and the team got to play through it, Barlog said they finally understood his vision and said it was a feature they should use from now on. Barlog had originally pitched the idea for a one-shot camera while he was at Crystal Dynamics working on 2013's "Tomb Raider", but he was turned down. Sony, however, was much more supportive of Barlog's creative ideas. Furthermore, Barlog and lead level designer Rob Davis were also influenced by the "Resident Evil" series, particularly "Resident Evil 4"s "combination of poised camera exploration and scavenging" and "Resident Evil 7"s "strong vision" from a team making "bold decisions, and actually hav[ing] the audience follow them." Barlog noted how there was initial disagreement over the camera distance. He wanted it close whereas the combat team wanted it further away, like the "Assassin's Creed" and "" games; he eventually convinced the team to go with a close camera.
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Explaining Kratos's axe, lead gameplay designer Jason McDonald, who had worked on the series since the original game, said the axe was chosen because they wanted a more grounded direction for the game. Initially, they were unsure how to make it unique. After they came up with the concept of throwing the axe and having it return to Kratos, "things started to fall into place." McDonald said that combat with the axe was a little slower than with the Blades of Chaos, "but it's just as fluid and just as brutal as it's ever been." Barlog took inspiration from "Dark Souls" (2011), which influenced the game's combat system, particularly its gameplay loop and strategic decision-making, as well as the game's approach to storytelling. In addition, designers Anthony DiMento and Luis Sanchez revealed how "God of War"s level design and exploration were influenced by "Bloodborne" (2015). They wanted to "just have the world breathe a little bit" and expand upon player discovery by including "micro-loops where you're unlocking paths, unlocking shortcuts" that gave purpose. DiMento said that a team dedicated to focusing on the game's exploration was formed. One challenge was creating quests in a world that did not have non-playable characters outside of the core narrative. DiMento said, "I set out to create a quest giver that was light-weight, but also flexible enough to be used in multiple locations, while providing a varied suite of quest activities." This resulted in the "wayward spirits" (ghosts with ties to the world) found throughout the game. Having the spirits tell their stories "made [the world] feel more alive". The developers ended up with a four-tiered system for side quests: the top tier quests were from the characters Brok and Sindri, the next level from wayward spirits, then treasure maps and artifacts, and the bottom tier were milestones, such as destroying all of Odin's ravens. Brok and Sindri's quests were made into dungeons while the others were used for exploration. The developers also had to find the reasons that would motivate Kratos to undertake these quests. For Brok and Sindri, it was to obtain more powerful gear, but for the wayward spirits, it was because of Atreus' naiveté and kind-hearted nature, as well as opportunities for Kratos to teach him a lesson.
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Unlike the previous games, Santa Monica did not make a demo specifically for public release. Barlog explained that doing so would have delayed the game by a couple of months. He also confirmed the game was built for the standard PlayStation 4 but would "benefit from the power" of the PlayStation 4 Pro; an updated version of the PlayStation 4 that can render games in 4K and was released a few months after "God of War" was announced. Players with a Pro have the option to favor resolution or favor performance when playing the game. Favoring resolution runs the game in 4K with checkerboard rendering at a target frame rate of 30 frames per second (fps), while the performance option runs the game at 1080p and targets 60fps. In late December 2016, Barlog confirmed the game was playable from start to finish, and later said its story would take 25–35 hours to complete. This is significantly more than the previous four main installments, which each took an average of 10 hours to complete.
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A new trailer was shown at E3 2017, featuring new gameplay, cinematics, and characters. In it, Kratos was shown using a shield that he could use offensively and defensively. At one point, Kratos finds a Greek vase with himself on it, wielding his infamous double-chained blades. During the trailer, an unnamed woman warned Kratos about the Norse gods, as they knew what he did to the Greek gods, while a pair of wolves were also shown. The trailer ended with Kratos and Atreus encountering the World Serpent. Atreus was able to translate what it said, which was that it wanted to help the pair. It was confirmed that the game would release in early 2018. Until the game's launch, Santa Monica included a section on the "God of War" website titled "The Lost Pages", detailing some of the lore of "God of War"s Nordic world. In January 2018, the game's release date was confirmed for April 20, 2018. A trailer was also released that showed that the character Mímir from the mythology would have a role in the game. "God of War" went gold on March 22.
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During early development, there was talk of having a different protagonist for the game. Some of the team said that Kratos was "annoying" and felt Kratos's story had run its course. Barlog said it took a lot of convincing to keep Kratos. Referencing the Nintendo character Mario and the "Mario" games, Barlog said that like Mario, "Kratos is intrinsically tied" to the "God of War" series. In regard to the new changes, Barlog said that:
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Barlog explained that Kratos had to change his cycle of violence and learn to control his rage. He said Kratos had made many bad decisions, which led to the destruction of Olympus. He wanted to know what would happen if Kratos made a good decision. The birth of Barlog's own son influenced the idea of Kratos's character change. The canceled live-action "Star Wars" television series was also an influence; back on his days working at LucasArts, Barlog had been allowed to visit Skywalker Ranch and was able to read some scripts written by writers of "The Shield" and "24" planned for the show, particularly starring Emperor Palpatine in an emotional and sympathetic origin story that depicted his fall into villainy after being wronged by a heartless woman. The bond between Kratos and his son is at the heart of the game. Barlog said, "This game is about Kratos teaching his son how to be a god, and his son teaching Kratos how to be human again." Referencing the Marvel Comics character Hulk, Barlog said that in regards to Kratos, "We've already told the story of The Hulk. We want to tell the story of [Bruce] Banner now." One of their goals was to make Kratos "a more nuanced and interesting character." In changing the narrative focus, Studstill said, "I think we inherently knew the franchise needed to evolve in that emotional beat and be something meatier for the older generation of gamers."
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Christopher Judge, best known as Teal'c from "Stargate SG-1", replaced Terrence C. Carson as the voice of Kratos; Carson had voiced Kratos since the original "God of War". Commenting on the change, Carson said, "Sony went in a new direction." Carson later explained that he understood the reason for the actor change and that Judge's casting made sense for what Sony was wanting to do. He also said that losing acting jobs is part of the business, but he did feel a lack of respect as he was not contacted by anyone at Sony to be informed of the change.
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In explaining the actor change, Barlog said that the way the previous games were made, they were able to have someone else do the motion capture instead of the voice actor. Although Carson had done the motion capture for Kratos in "Ascension", Barlog said the actor change was made because of the type of camera work they wanted to do. For the new camera work, they needed someone who was closer to Kratos's size to do the motion capture along with a child. Carson was unsuitable for this because he was much shorter than Kratos, who is over 6-feet tall: "Offsetting [Carson's height] for the size of a child, it turned out it was going to be almost impossible to try and actually shoot them and go in and redo the animations." Judge was chosen because he was 6-foot-3 and had the body of a professional football player. He was also chosen because of the chemistry with his then-10-year-old co-star, Sunny Suljic, whose opinion was also sought in making the decision; out of all the auditions, he liked Judge the most. The two bonded well, and Judge described his time with Suljic as time he had missed with his own children. In stepping into the role of Kratos, Judge took it as an opportunity to add something new to the character. He researched the character and Carson's performance but decided not to imitate it. Since Santa Monica was going in a new direction, he decided to start fresh. Judge was thrown off when he first read the script, saying it "was a real script," and not just "a way to get into battles," which is why he decided to take the role. He said, "it was really this great story of this relationship and this crazy mythology." While Judge did all of Kratos's motion capture for the cinematic scenes, stuntman Eric Jacobus did Kratos's combat motion capture; Jacobus was found by "God of War"s animators on YouTube. Instead of going directly to Santa Monica to audition, he recorded an audition tape and sent that in and was hired immediately. Former WWE wrestler Shad Gaspard also performed some of the motion capture for Kratos; Gaspard's body was digitally scanned as the model for Kratos's new look in the game.
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During E3 2016, "GameSpot" mistakenly reported that Kratos's son's name was Charlie, which Barlog laughingly denied. As a nod to this, the giant turtle above Freya's house in the game was named Chaurli. In January 2017, after a fan downloaded the "God of War" overture and saw the track's details that said, "An introduction to Kratos and Atreus", Barlog confirmed on Twitter that Atreus was in fact the son's name. Barlog said Atreus was unaware that Kratos was a demigod and did not know about his past. They did not reveal details of Atreus' mother before the release because she was a critical part of the story. Barlog said that during gameplay, Atreus would be "like magic, an additional combat resource, and [the player is] training him and teaching him." The developers said Atreus would not be a burden during gameplay. The team experimented with several different approaches for Atreus to ensure he was an empowering presence. Barlog said he did not want the game to be an escort mission where the artificial intelligence caused a problem for the player. Their goal was for Atreus to enhance Kratos's capabilities without becoming a liability. This resulted in the developers having Atreus act freely unless the player uses a button to issue specific commands to him. Atreus was also designed to call out enemy locations during combat. Since the camera is closer to Kratos, some enemies might be difficult for the player to see. Jason McDonald said it took a lot of iterations with the enemies and Atreus to make it all work together.
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Early in development, it was suggested that Atreus be cut, or his role significantly reduced because of the many developmental challenges and their costs. Barlog stated the game could have worked without Atreus, but it would have been completely different, likening it to the 2013 film "All Is Lost". Barlog said that with just Kratos, it would have been "one character who talks to himself occasionally, but generally, it will be very silent and everyone will talk in old Norse, so that you won't understand anything anybody's saying." After hearing Barlog's case, Sony gave him the freedom to incorporate Atreus. Lead level designer Rob Davis also noted that Atreus allowed for "significant gameplay and storytelling opportunities that might not otherwise [have been] possible." After "God of War" was revealed at E3 2016, it drew comparisons to Naughty Dog's "The Last of Us" (2013), a game that also featured a father-child type story and gameplay. Barlog felt it was "fantastic" to be compared to that game and found it odd that some people considered the similarities a negative thing. Although he did not directly state they were influenced by "The Last of Us" in developing "God of War", he did say, "I think we're all inspired by each other." He did, however, use "The Last of Us" as an example to show the development team how an in-game companion could work without the game becoming an escort mission.
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"God of War (PlayStation Soundtrack)" was released on April 20, 2018, by Sony Classical Records. It was composed by Bear McCreary, who is best known for his work on television shows like "Battlestar Galactica" and "The Walking Dead". McCreary was called into Santa Monica Studio in November 2014 to meet with music producers Peter Scaturro and Keith Leary to discuss "a secret project"; McCreary had previously collaborated with Scaturro and Leary on 2011's "". Ideas of folk music, mythology, Nordic ethnic instruments, vocal writing, and classical thematic development were discussed; McCreary correctly guessed that the discussions were about a new "God of War". McCreary met with Barlog early on to discuss his narrative vision for the game. After meeting with him, McCreary felt the franchise was in good hands because "God of War II", which Barlog also directed, was his favorite installment.
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During the initial discussions, McCreary realized he needed to compose completely new music for the game and not reuse any previous music from the series. He said that although he loved those games, he "would not describe them as emotionally dynamic." Based on his memory of the earlier games' music, however, he was inspired by their sounds, such as "deep choirs, pounding drums, and shrieking brass", and reinvented them for the Nordic setting. To ensure the music represented the setting, McCreary spent months researching and listening to Viking folk music, which resulted in him using "exotic instrumentation and languages from various Northern European folk traditions." He also wanted the score to be huge and varied, "full of peaks and valleys, tiny incantations and gigantic set pieces." The main Kratos theme in particular features low orchestral instruments, an Icelandic choir, deep male vocals, powerful female vocals (in particular Faroese singer Eivør Pálsdóttir), folk percussion, and Nordic stringed instruments, like the nyckelharpa and hurdy gurdy. The track "Witch of the Woods" uses a renaissance and baroque instrument called a viola da gamba, which is an ancestor of the modern cello. The Stranger's theme, found in the track "Deliverance", uses a Hardanger fiddle.
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The first theme composed for the game was "Memories of Mother". McCreary said the theme itself was not originally for Atreus' mother Faye but was for Kratos himself. His initial sketches were different variations of this melancholy tune. After the game had gone into full production, McCreary and the development team realized it was "too sad and lyrical to represent Kratos." McCreary stepped away from this theme and focused on writing a new one, or what he called the Kratos Theme, which he felt was more representative of the character: "masculine, relentless, and badass". He spent several months working with Barlog, Scaturro, Leary, Sony music director Chuck Doud, and the rest of the development team to make this new theme. McCreary described it as "arguably one of my most structurally satisfying and catchy melodies." After further scoring, McCreary realized that Faye would require a theme, and his original one was "exactly [what] I needed." This melody was woven throughout several scenes and is featured as prominently in the game as Kratos's theme. The three-note Kratos theme is most obviously heard in the title track, "God of War".
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When it was decided that "God of War" would be revealed at E3 2016, Sony wanted McCreary to perform his original score with a live orchestra at the press conference. McCreary opened the show with the new main theme before the unveiling of "God of War" and performed the gameplay demo's music live during the presentation. On January 13, 2017, a live recording from E3 2016 of "God of War"s overture was released for a limited time free of charge. Barlog released the overture as a thank you to fans for "God of War"s E3 2016 trailer reaching fifteen million views on YouTube.
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The game was released worldwide on April 20, 2018, for the PlayStation 4. In addition to the standard base game, there were three special editions: the Stone Mason Edition, the Collector's Edition, and the Digital Deluxe Edition. Only available in the United States and Canada, the Stone Mason Edition came with several physical items, including: the base game in a SteelBook case, a statue of Kratos and Atreus created by Gentle Giant, carvings of the Huldra Brothers, a horse, and a troll, an exclusive lithograph, a cloth map, a stone mason's ring, and a keychain of Mímir's head that talks. There was a variety of downloadable content (DLC), including an exclusive shield skin, as well as an armor set and another shield skin for Kratos, a PlayStation 4 dynamic theme, a digital artbook, and "God of War" #0 by Dark Horse Comics. The Collector's Edition came with many of the same items, minus the ring, the keychain, the carvings of the horse and troll, and the exclusive shield skin. The Digital Deluxe Edition came with all the digital content, minus the exclusive shield skin. U.S. and Canadian customers also received a Kratos and Atreus pin for pre-ordering the Digital Deluxe Edition. Pre-orders at select retailers received three skins for Kratos's shield. Pre-orders from GameStop or EB Games also received the "Luck of Ages XP Talisman", granting increased XP gain, increased Hacksilver gain, and increased ability to trigger perks.
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In addition to the special editions of the game, a Limited Edition PlayStation 4 Pro bundle was available the same day as the game's release. The bundle included the standard base game, a PlayStation 4 Pro console decorated with the runes as on Kratos's axe, and a similarly themed DualShock 4 controller with the "God of War" logo. Among the digital content in the collector's editions was "God of War" #0 from Dark Horse Comics. The four-part miniseries began publishing monthly with Issue #1 in November 2018. Written by Chris Roberson with art by Tony Parker, it takes place between the events of "God of War III" and the 2018 game.
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