Although the game is based on Greek mythology, the development team gave themselves "lots of freedom" to modify the myths, and Jaffe said they took the "coolest aspects of the subject" and wrote a story using those elements. In an interview for Eurogamer, he said while the idea for God of War was his own, the concept owed a debt to Capcom because he had played Onimusha and said "let's do that with Greek Mythology". He was inspired in part by the 1981 feature film, Clash of the Titans, saying, "the real high concept for me was ... merging it with Heavy Metal magazine". He said he liked both "the kids stuff ... with Greek Mythology" and the idea of adding more adult themes such as sex and violence.
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After E3 2004, Jaffe told IGN that the creative team's goal was to "make the player feel brutal, letting their inner beast free and just going nuts". He said the game's combat system would have an unparalleled degree of freedom. The team designed two systems of combat: a "macro" system, which gives players the choice between normal combat, magical attacks, or using the QTE feature to kill a foe; and a "micro" system, where players press a sequence of buttons to perform different attacks. Puzzles were implemented, including self-contained ones that incorporate up to three rooms of the game, and global puzzles that spread across four or five areas. Jaffe compared the game to the popular Prince of Persia series—which also incorporates puzzle and platforming elements—and said that while each puzzle in that series is a slight variation of the last, "each puzzle in God of War is its own beast".