 Cohen stated that one challenge was capturing the feel of God of War 's visual look and gameplay design , given the limited processing power and memory on most handsets — complicating puzzle design , traps , environment interaction , and enemy behavior . He noted that both David Jaffe and Cory Barlog ( game directors of God of War and God of War II respectively ) ensured the Betrayal development team captured the feel of the combat and visual style , and were " helpful with feedback and positive support " . The team also worked closely with Eric Williams , the console game 's lead combat designer . In keeping the " look and feel " true to the franchise , the development team played God of War extensively to study the pacing and tricks in the console releases . The development team also worked closely with Marianne Krawczyk , the writer of the God of War console games . Krawczyk used Betrayal to bridge the events between God of War and God of War II , include additional backstory , and to explain why the relationship between the gods and Kratos had changed . 
