
Game intel
God of War: Sons of Sparta
Every legend has a beginning – before he was a God, before he was a father, Kratos was a young Spartan! Experience an untold chapter in Kratos’ journey set dur…
The fix for God of War: Sons of Sparta’s launch-day co-op confusion wasn’t a patch you’d expect from a AAA studio – it was a Konami‑style input. Mega Cat Studios and Sony Santa Monica quietly added a start‑menu code that unlocks The Pit of Agonies, the game’s roguelike challenge, immediately so players can jump into solo or two‑player local co‑op without finishing the roughly 20‑hour campaign first.
PlayStation’s own blog post explained the original intent: The Pit is an endgame roguelike meant for players familiar with Kratos’ moves and enemy patterns, so it was locked until you clear the story. That’s a defensible design choice. It becomes less defensible when the PlayStation Store lists the game as “1‑2 players” and dozens of players — per coverage by Push Square and VidaExtra — feel misled and start calling for refunds.
The developers chose a low‑friction fix. Enter this sequence at the start menu: Up, Up, Down, Down, Left, Right, Left, Right, L1, R1, Touchpad. The Pit appears on the menu and can be played solo as Kratos or with a local buddy as Deimos. Push Square was among the outlets that first documented how the community discovered and shared the code; PlayStation Blog posted the official sequence alongside a breakdown of The Pit’s mechanics.
This is a telling middle ground. On one hand, the code is a quick, on‑brand gesture: it leans into retro gaming culture while giving players agency. On the other, it’s also a band‑aid over a communication problem. VidaExtra notes Spanish players explicitly tied the frustration to refund requests, and outlets reported disappointment that co‑op was not available by default despite store copy suggesting otherwise.

Calling it a ‘cheat code’ is accurate. It’s not a systems overhaul or a store correction. It’s a lean, reversible solution that lets the studio keep the Pit’s intended difficulty gating in the main game while diffusing community ire. That’s smart PR — and not the same as addressing the core grievance: ambiguous marketing and why an advertised multiplayer feature was tucked into endgame content.
If I had one question for the PR rep it would be blunt: why was the PlayStation Store copy left vague enough to imply immediate two‑player support when co‑op was intentionally an endgame mode? The code treats the symptom (angry players) while leaving the cause (messy messaging) intact.

It’s also worth noting what hasn’t changed. The Pit remains an offline, local‑only co‑op experience — not online matchmaking — and permanent upgrades collected in runs persist between attempts, as PlayStation Blog explains. That design means the mode was never intended as a full co‑op campaign replacement, but players buying the game expecting drop‑in two‑player action have every right to be annoyed.
IGN’s gameplay trailer for The Pit sells the mode’s atmosphere and ritualized combat, but not its availability details — which is the heart of this story. The developers’ quick move to add the code stops short of a mea culpa, but it’s effective: players can now test their Spartan mettle with a friend without slogging through the entire campaign first.

What happened here is small, but illustrative. A tiny start‑menu sequence solved the immediate problem. It didn’t cost anything. It also didn’t fix the marketing misstep that caused the ire. Consider this a decisive deflection, not a full fix — for now.
Mega Cat and Sony Santa Monica added a Konami‑style code at the title screen to unlock The Pit of Agonies for solo or local two‑player co‑op without beating the story first. It’s a fast, retro way to placate players upset that the PlayStation Store implied immediate 1‑2 player support. Watch whether Sony fixes store copy, offers a permanent menu option, or expands co‑op — those moves will show if this was an honest oversight or just a clever PR patch.
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