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God of War Retrospective

Jun 11, 2021
One of the most influential action series in video game history, known for its intense, violent action combined with gorgeous cinematic gameplay, God of War is a line of games that has managed to maintain impressively consistent popularity throughout the years assuming the role of angry slaves of the god. Kratos players have been violently rampaging through hordes, creatures, and mythical gods for over a decade since its release in 2005. This franchise has sold millions of copies worldwide and gained a sizable fan base with the release of the fifth game. main series this Friday. I thought it's the perfect time to take a look at what made these games so great at the time and see if they live up to today's standards.
god of war retrospective
I'll review each game from start to finish in three videos covering the original series entries. Focusing only on the story modes and not so much on additional challenges or bonus missions, each video will start with a bit about the development history and will then be divided into ten sections, each covering a different aspect of the game's design. game as for the other games. Well, I could cover Ascension, but it feels more like a spin-off game with its focus on the now-dead multiplayer elements and yes, I've played the PSP titles and they're pretty good, but like Sony, I've decided to pretend that The Market laptops does not exist, maybe the series is doing well.
god of war retrospective

More Interesting Facts About,

god of war retrospective...

I may come back to cover them in the future. With that out of the way, let's begin this

retrospective

with a look at the game that started it all, a legendary adventure that spawned one of Sony's most successful franchises, development of God of War began in 2002 under the working title Dark Odyssey, inspired by the Devil May Cry's combat system and Prince of Persia's ecological puzzle solving. There were three aspects of the game known from the beginning. it would be based on greek mythology it would be a cinematic experience and it would be violent one of the most predominant influences was The Legend of Zelda and I know what you're thinking of course it's very obvious and you know you're right look at this and then this look this and then this BAM, the same gameplay, the puzzles, new power-ups and even the ability to smash pots for a reward, it's all here wrapped up in a new M-rated package with a fluid combat system.
god of war retrospective
Once I solve the puzzle I was hoping to hear a little bit of David Jaffe. The game director was given almost absolute creative control. He wanted to make a game that he personally would want to play. Sony gave it a huge budget and a lot of trust because of its success with the Twisted Metal series, the goal is to make the best version of a video game that could exist at the time and not necessarily reinvent the wheel. Most importantly, the game had to make players feel the way they did when watching Raiders of the. Lost Ark when I was a kid, after its reveal at e3 2004 the hype was real, everyone was excited to get their hands on this testosterone-induced carnage fest and upon its release sales skyrocketed, reaching over 1 million copies in just over a year and going on to sell more. 4 million in total since then, the series has established itself as a staple of the PlayStation brand and a gaming classic that spawned two sequels, a prequel to the PSP spin-offs, and a mobile game.
god of war retrospective
He even has a comic book series and a couple of novels to his name. Kratos, a saga without a doubt, has become one of the mainstays of the action genre, even inspiring games like Dark Souls and similar combat-heavy games to come, and the best place to start when talking of such an innovative series is God at the beginning. of war begins by showing Kratos standing on the edge of a cliff, contemplating everything he has done in his life and then jumping to his death, then we flash back three weeks earlier, criticizing a ship in the Aegean Sea and after killing a group of zombie pirates in the tutorial Poseidon assigns you the task of killing the Hydra.
This opening sequence does its best to highlight the best and worst parts of the game so far. The scope and quality of the cinematic camera and cutscenes were incredible and although definitely dated. I'd say they still hold up well to this day, the enemies look great and the Hydra heads are still intimidating all these years later, a lot of this can be attributed to the excellent cinematography present here, no game before God of War used its camera so well in particular. When it comes to dynamic changes according to the action on screen, it may not be the first game to implement this feature, but this was the first game to do almost everything right along the way.
His goal: Kratos can use his entire starting arsenal. of attacks to dispatch his enemies, the move pool isn't the deepest in the world, but the tight controls combined with the satisfaction of tearing your opponent limb from limb keeps the combat engaging. Occasionally, the game will also prompt the player to start a QuickTime sequence. events usually to kill a mini boss, while minigames tend to overuse them to provide a cinematic experience. God of War strikes the perfect balance and uses QTEs to emphasize the impressive scale of the battles taking place, as well as to offer a satisfying way to end a fight.
There are also little details included that really add to the experience. If we time the blocks appropriately, everything slows down to emphasize the clash, as Kratos gains small amounts of health from his defeated enemies. and there are blue and green chests that grant health and magic recovery after almost every battle. The game consistently encourages fast, aggressive gameplay that really suits both the combat and the setting. There are also hidden chests throughout that offer red orbs that can enhance Kratos' abilities for as long as he wishes. their purpose was explained now rather than later, at least collecting them is as addictive and rewarding as getting lightning bolts in Ratchet and Clank;
However, as great as this intro is, it shows some of the less impressive aspects of the game for combat while scaling. It's slow, frustrating and honestly kind of useless, it's like the developers thought they couldn't give the game a single moment of quiet and added this to keep things moving, but sometimes a little break between action parts It's good and I could have done it. It's been used to great effect here, another one is blocked by sliding, not only because Kratos is positioning himself to show the message to grab an incredibly specific box, but these guys shooting arrows from the pedestals can blow up the box with ease, there would probably be been better. have them target Kratos while making the box indestructible that way the sequence stays tense a dive is not threatened by the Box respawning every time it is destroyed lastly you have the plank walking sections the Everyone's favorite part of the game, not only is it boring and difficult to control as Kratos walks along these girders, but it's also a little silly to see this grizzled Spartan warrior delicately tiptoeing across the stage as Kratos makes his way to across the fleet.
He encounters Poseidon, who symbolizes killing the Hydro that ravages his seas and grants the power of Poseidon's Wrath, a type of lightning bolt with a large area of ​​effect to use in the next fight, Kratos then finds the Hydra and after seeing , you need a group of crew members, the battle begins, there are some cool aspects that this fight has to take. Pulling out the two smaller heads to fight the larger one is cool, and dropping a conveniently placed pickaxe through each of them is incredibly satisfying. Kratos then climbs the mast to the main head. This fight is pretty simple, just wait for him to hit and then stab.
However, while this entire encounter is definitely fun, it is not without its flaws, for example throughout the game many enemies seem to take too many hits to kill and this boss is no exception, it is not that bad on opponents smaller ones, but with some of the larger monsters they take too long to go down considering you've seen their entire move pool about a tenth of the way into the fight. He also has a problem with a poor attack that telegraphs how to tell which side of the mask the Hydra will attack and being able to dodge in time seems to be more a matter of luck than skill and his ability to push Kratos off the mast with a roar.
It doesn't hurt much and only serves to make the fight longer than necessary. As he slowly climbs the ropes, you will eventually be rewarded with the ability to plunge his head through the mass of the ship to conclude the challenge upon his defeat. Kratos enters the Beast and finds the ship's captain at his throat, which is not only convenient but surprising considering he lasted through the entire boss battle, the captain thanks Kratos for rescuing him and just when it looks like our hero is going to take him out. , takes the man's key and drops it in the stomach, revealing that Kratos is more of an antihero than a champion.
I love this reveal because until now most players probably assume that Kratos was only ruthless towards his enemies because of his undead minions, but in this short sequence we not only get a fun and entertaining scene, but we are also shown That Kratos is not a hero, he is a guy who gets the job done by any means necessary. He takes the key to the captain's quarters to find the women and children of the massacre who remind him of his dark past while he attempts to suppress the visions of him with drinking, violence and beatings. Woman in Greece, memories of him still haunt him, as a result, he calls Athena to find out when he will have the chance to be free from his torment after 10 years of service to the gods.
Athena tells him that the gods will ease his mind if he completes one final task to end the bloodshed that began in her city of Athens by killing the god of war Ares Kratos, then he sets sail for Athens to begin his final task and what a way to start a game in just this first half hour or so. He completes the tutorial fight. A monstrous first boss received motivation for the upcoming fight and learns about the true nature of our protagonists. It was impressive back in 2005 and still holds up incredibly well to this day, not to mention the most impressive aspect of this level: the continuity. with no loading screens, no waiting and Hydra heads appearing around the ship from time to time, this not only enhances the cinematic feel of the game but also helps with an immersion in the pacing, making it one of the Best first levels ever created, not necessarily in terms. quality, but in terms of showing what the next adventure will be like, the story is also based on real aspects of Greek mythology, for example, Zeus forbidding the gods to fight each other is accurate, so Kratos is tasked to stop Ares. of Athens, although some aspects such as Poseidon having problems with the Hydra have no basis in myth, this is part of what makes God of War such an interesting game from a narrative perspective, the writers were tasked with creating a hero original Greek and transplant it to real mythology and for the most part they were successful, after all, what fits into Greek mythology more than an angry shirtless man with a dark past killing and everything and everyone in sight for me, the The most underrated aspect of God of War is its story, many people talk about combat imagery and music but I rarely hear anyone praise this modernized version of a Greek tragedy or more specifically the way it is told, but I'm getting ahead of myself. before the events of the story.
Kratos was a feared and respected Spartan warrior capable of leading. great armies to victory throughout Greece, however, in a battle against a barbarian horde he was defeated and nearly lost his life when he offered a deal to the God of War. Ares Ares sees potential in Kratos and promises to destroy his enemies in exchange for the Spartans. He then permanently serves Kratos to the Chains of Chaos as a symbol of this agreement and defeats the barbarians after this. Kratos continues to serve him by conquering most of Greece through ruthless and violent means. One day he is tasked with destroying a village built in the name.
Blindly enraged by Ares, Athena ignored the warnings of the village Oracle and massacred everyone inside the main temple. He then realizes that Ares tricked him and his own wife and daughter were among those killed. The Oracle fuses the white ashes of his beloved. some to his body as a reminder of his sins and Kratos swears revenge on the God of War. He helps the other gods for 10 years in the hope that they will forgive his misdeeds and this is where our story begins after the beginning. Kratos travels to In the center of Athens he sees a gigantic Aries destroying Athena's man andHe continues towards the Oracle Temple, here he meets an old gravedigger who is surprisingly the only person in the game that Kratos doesn't seem to want to kill.
He wonders why. The old man is digging the grave to which he replies that the hole is meant for someone very important. Kratos is confused and continues searching for the Oracle. This begins in a practically comical scene where Kratos follows the Oracle only to be taken away. Ares' forces over and over again after finally reaching her, she tells him that the only way for Kratos to kill Ares is with the power of Pandora's Box, unfortunately for Kratos the gods weren't too keen on the idea. that someone could obtain his level. of power and locked him in a temple located on the back of the Titan Chronos, cursed to wander the desert of lost souls until the corrosion of the sand tore the flesh from him.
Freddo then heads to the temple that was designed so that only one worthy of becoming a god could reach the box inside, he encounters the resurrected corpse of the first warrior who entered and perished in the temple, who is very indifferent when it comes to let Kratos in and warn him of the impending dangers. Kratos enters the temple, solves its puzzles and defeats the enemies. Inside he destroys a metal band's album cover and reaches Pandora's Box just as he is about to figure out how to get it back to Athens, instead of just opening it, Ares throws a spear from miles away and impales Kratos in the wall, which kills our protagonist while the box is taken to Athens.
After this, Kratos descends into Hades, where he hilariously beats up the ship's captain from earlier. the pits to reach the top of a platform, he makes his way through the afterlife and finally climbs up to find the gravedigger once again when Kratos asks him who this old man is, he is quite cryptic about the whole thing but tells him to Kratos that Athena is not the only God who wants to help him, so yes, it is Zeus in disguise. Kratos runs towards the God of War and before they can stop him he opens Pandora's Box to receive the power from him, grows to the size of Airy and the final begins. boss fight Ares first tries to win with brute force, but when that doesn't work, he traps Kratos inside his own mind, forcing him to protect his family from the numerous clones that Ares manifests by accepting his failures and an even more enraged Kratos grabs the sword of the gods from a nearby statue and uses it to defeat Ares by fulfilling his promise to the gods.
Athena then tells him that he has earned the praise of the gods and is forgiven for his sins, but that no one has the power to take away her memories of him. This leads Kratos to the cliff at the beginning of the game, where he falls in an attempt to end his suffering. Athena saves his life and gives him the power of a god, as well as a seat on Olympus, where he sits as the new god of war, Kratos. his throne and watches over the world for the rest of eternity and the credits roll now it's an epic story with twists and surprises, all wrapped up in a well-designed setting and although the plot itself is quite subjective in terms of quality, the The way it is presented is usually executed very well, for example.
I love how the game uses quiet moments. Yes, there may be long stretches of non-stop action, but the game knows when to slow down and give the player some time to breathe before moving on to the next. segment I think the game could have used more of these segments just to allow players to take in the atmosphere of the beautifully constructed world, but I can still appreciate what they gave us and understand that the average player demands this kind of constant stimulation, this takes me . For the pacing of the first and last few hours, it's perfect, the intro offers a solid mix of action and the story is expertly tailored to the tone of the game, and the ending is a great power trip followed by an ending that is a both satisfying and worthy of a Greek tragedy, however, it is not perfect for the entire temple of Pandora, the plot stops with only a few fragments of dori scattered everywhere, which is a real shame to give an example of a similar game in Legend of Zelda.
Dungeon-crawling games present the player with plenty of challenges and enemies, while story elements unfold before and after each one. God of War is the same way, except it only has one large dungeon and it apparently takes up more than half the game. struggle a bit when it comes to balancing the story and gameplay elements, even then the storytelling is still fantastic and somehow the writers managed to make a modern-day Greek epic without a sense of strength or shoehorning in the mythology that reasons between everyone else. I mentioned why I consider the story to be an underrated aspect of God of War's success, but to tell a story you need to develop your characters, the setting of the game is dark, the main character, the main character, Kratos, is a character very disturbed. brutal nasty violent antisocial angry angry the characters in this game don't seem to have much beyond the protagonist but they come together to create a really set ancient greek setting starting with our protagonist Kratos is a wonderful antihero who gets a lot more development because of what people tell him Give the game credit, yes he is an angry sociopath who kills everything in his path, but it wasn't always that way, while flashbacks reveal him to be a ruthless Spartan, they also show that he has a weakness. for his wife and son, he cared about his daughter's safety and really listened to what his wife had to say, even if he completely ignored her advice after her death, he loses the only thing that sustained him and after 10 years of service we have Kratos.
We see in the game that it makes sense for her to be a little bitter when he's been haunted by her dead family's memories of her all this time. As a side note, this is also why I don't understand why people have a problem with Kratos. Being a father in the next game, he was already as loving a father in his ruthlessness as a Spartan warrior could be and it's not such a stretch to assume that he would be able to live with his pain after enough time has passed. and raise. another boy destined to carry on his legacy who said: I love all the little touches they gave to reinforce Kratos' status as an anti-hero, for example if you kill a civilian running away from the chaos, in most games something will happen neutral negative, but in God of War.
Kratos regains some health, so the game encourages players to be completely cruel and ruthless. There's also this fantastic sequence where Kratos slowly drags a captured warrior up a hill while begging for his life only to burn him alive so he can open a door. Absolutely heartless and even made me feel a little sympathy for the guy, the best development for Kratos we get, however, it's actually part of the side story that takes place during the adventure, the messages left by the architect of the temple in the entire temple. You'll find notes from his creator, who is tasked with creating increasingly elaborate puzzles and traps, going crazy in the process.
I love how his and Kratos' journeys parallel each other. The architect became obsessed with his work and decided to create puzzles and challenges without solutions. in a safe for all eternity, his obsession finally got the better of him and in his madness he killed his own family and used their bodies as keys to the temple, meanwhile Kratos became obsessed with power to the point where he killed his own family. in the process and is forever haunted by nightmares of his misdeeds and it is not just his similar actions, but the consequences that the architect has proven to have failed when Kratos finally reaches the center of the temple and claims Pandora's Box, while Kratos, despite receiving the power of a god, he is still there.
Eternally cursed with his nightmares, all of this unites the game's theme, the dangers of determination, the architect obsessed with his design, the God who craves control, and the mortal originally desperate for power, now overcome with an even greater vengeance. better as the Kratos never really gets what he wants, he wants to kill Ares, yes, but even more importantly, he wants to be free of his nightmares, but his brutal actions stemming from his revenge-driven Minds ultimately show that he has learned nothing and , as such, never really receives. the reward you want most now, while the game does a fantastic job of developing Kratos' character, I think it's important to first point out his flaws.
The full story of Kratos killing his wife and daughter is slowly revealed over the course of the game. game from the beginning we only know that Kratos has a problem with Ares and is planning to kill him. This is a lot of benefits of the game, as well as the disadvantages of it. The story is intriguing, finding out why Creeds is angry enough to kill a god. It's a great way to keep players interested. That said, it also leaves us with a main character who has little motivation known to the player, although I enjoy the reveal.
I also think the big twist should have come at the end of the first act, like he would have done. made the rest of the story after reaching Pandora's temple seem like it had some meaning as far as the other characters are concerned, it's a bit more of a mixed bag. The main problem with the supporting cast in this game is all the supporting characters we meet. Along the way, everyone seems to die or have no relevance to the plot, other than giving Kratos a new power or some cryptic advice. On the plus side, you have entertaining characters like the gravedigger whose ambiguous nature and casual attitude make him stand out in this serious.
I also appreciate the little details, like having the same voice actor play both him and Zeus. He is one of the few people to be killed by criticism throughout the story, rewarding our protagonists with a means to escape Hades towards the end of the game. then you have the hilarious guardian of Pandora's temple, the guy has been living for centuries only to see hundreds and hundreds of warriors enter without success. It's refreshing, it's such a serious game that the writers are asked what kind of attitude this person would have after all these years. resulting in a zombie with the indifference of a modern office worker who has given up warning people about internal dangers.
Towards the middle of the quality spectrum we have the gods themselves. I hesitate to even call them characters since their appearances are so brief, but I don't want to discuss both their development and the way they help make this feel like a true Greek myth. For starters, the writers deserve some praise for writing Hades as another of the gods and not an evil god of death in Greek mythology. Hades was simply seen as a guy who did his job and was probably one of the least clingy gods of all, not a grim reaper who reveled in death and torture.
This shows that the writers really did their research and took due care when using this rich source. material with the respect it deserves, this can also be seen in the use of Medusa when Kratos kills the Gorgon Queen, rips off her head and continues to use her as a weapon for the rest of the game, paralleling the acts of Perseus in the legend real. It's all these little details that really make the story feel like one that fits naturally into the existing mythology, but again, the Oracle is a pretty annoying character, as Arias keeps dragging her around instead of killing her, which makes the whole sequence sits down a little.
Also video game II. I feel like the writers wanted to inspire a sense of urgency, but it ends up being fun. Aries is also a fairly underdeveloped villain who is used only as motivation for the professional dosage trip and not much else, which is a shame as the writers could. I've also included a few more references to the source material with one of the more well-known Greek gods, although I can understand that it's about a lone adventurer with Kratos going through trials to gain strength and wisdom, but it becomes too empty at times, although some side characters are interesting, none of them have more than five minutes of screen time and that's stretching it, cutting out a few more could have done a lot to make this game feel a little more immersive in the world, a little more real, especially Considering how many NPCs show up only to immediately die and show how brutal the approaching enemy will be, you would think that at least one of these Athenian soldiers would do more than run away and cry while their limbs are torn, but without having a brave least.
The character wouldn't have given the writers a chance to show what a badass Kratos is, but we know he's great, we don't need to be shown that over and over again; However, despite these minor complaints, this is still a stellar final product from a fantastic team that really gave everything they had and resulted in one of the most iconic characters in video game history, so I'd call it exit. Next, we have presentation graphics, which are a tricky topic to address whentalks about an old game as time passes. Graphical fidelity has improved, meaning that most games that strive for realism in their models will eventually become obsolete because of this.
I've decided not to focus on the exact quality of the renderings and would instead like to talk about the art style itself and how. It affects the game if you want my opinion on the graphics, they are still surprisingly serviceable, if noticeably dated, without that, what exactly is God of War hoping to achieve with this particular style and how much of that effort was successful to begin with. everything in this game is made to be cinematic, even the aspect ratio is reduced like it's in a movie, everything combines to make this game feel like a playable Greek epic, they even added in Wilhelm's scream, the angles of the camera are fixed. meaning that every battle and every sequence is framed the way the director wants it to be, for example, running up the stairs to see Athens for the first time, the game slowly pans the camera up to reveal a destroyed city and giant areas that kill the population. little moments like this that showed how much thought and care was put into the cinematography, then there's the scale of the game, not only is the world expansive but each area contains small passageways and alternate routes that make the structures feel like real places , there's even a part of the game where Kratos walks on a stone sword sticking out of a statue only to use that same sword after growing during his fight with Ares.
These little callbacks and huge scope really make the game feel larger than life. Many of the levels are circular, meaning that if you start on the ground and work your way through a long set of caverns, you'll eventually make it out and be at least somewhat close to your next destination, which makes the world feel connected while also reducing travel time and backtracking, then there are QuickTime events, these dreaded buttons have been criticized by gamers for years as a lazy means of simulating inputs without the need for deep combat. God of War is often considered the series that popularized the technique and for good reason this game uses QuickTime events correctly.
In God of War, the purpose of a QTE is to deal massive damage to an enemy or finish them off. It is never used as a replacement for combat, but rather as a conclusion. The player uses the events to perform some incredibly damaging moves, but they must be won first. Compare this to a game like Dark Souls, in that series of fights ends when the enemy's health reaches zero, the final blow will almost always be of some kind. attack that players performed hundreds of times throughout the game, while in God of War the end of a big fight is always a spectacle: cutting a Gorgon in half and impaling the Hydra on the ship's mast, slowly pushing your sword towards a minotaur. throat, everything is incredibly brutal and really puts the player into kratos, his sandals say there are drawbacks for one, the animations repeat throughout the game and never get a variation, the effect definitely wears off after a while and makes the QTEs seem superfluous at times.
It also becomes very noticeable very soon that the other enemies slowly attack Creed and annihilate his fellow combatants. They literally stand in a circle and wait for the animation to finish before moving to fight. It's not game breaking and I know it would be frustrating if these events could be interrupted, but I would have preferred shorter events that required effective timing over these longer ones that can sometimes break immersion. Lastly, I'd like to touch on one of the most impressive aspects of the game: the lack of loading screens aside from jumps. Upon entering the game, players will rarely see a loading screen at any time, regardless of the large scale of the battles ahead or the giant environments that are about to be rendered.
The worst thing about the game is a 1 second loading icon that disappears as soon as you notice the game is Paused, these transitions are hidden in several areas, such as during cutscenes, and while running down long spiral staircases, the story keeps flowing and makes the game feel like a real adventure. It's also clear that the developers intend for players to spend a day or two. In total to go through the game in a single seamless experience, but the visuals are only part of the presentation, it would be impossible to talk about the God of War series without mentioning the incredible soundtrack.
Composer Lee Gir Marino and a host of other composers used a chilling operatic score that enhances the experience throughout the entire play, the classical music combines Greek and Persian lyrics to create a wonderful atmosphere, whether it is the chilling music in the desert of lost souls or the epic high energy music while fighting the God of War music not only fits the gameplay and setting but is one of the most iconic of all games, although perhaps they could Having used one or two more tracks to add some variety, what they gave us is still fantastic at the other end of the spectrum. get the voice acting done, the main characters like Athena and Ares do a great job of playing their roles even if they come off as stiff from time to time and who could forget Terrence E Howard as Kratos playing the role to perfection and really bringing it to the table ferocity. and the tragedy of this iconic character, however, the supporting characters don't always have the best performances, the gods who grant power-ups often sound like they just got out of bed, and of course there's the problem of repetition during the performances of the Oracle and the trapped warrior. aren't necessarily poor, the frequency of their lines and the relentless repetition during their sequences become annoying very quickly, a poor utilization of otherwise acceptable performances, but hey, God of War is a game and when it comes to combat I have three words: Square, square, triangle, okay, okay.
I'm joking but seriously, the combat in this game is where it starts to show its age, but before we delve into the details I'd like to start by taking a look at how combat works, in essence the mechanics of God of Wars are relatively basic. Kratos can swing his swords in light and heavy attacks grab enemies and throw them block incoming blows jump to attack in the air charge through groups and dodge roll the most impressive aspect of each of these moves is how well they everything flows when fighting in In this game, everything feels right, not just the responsiveness, but the way Kratos can go from attack to attack from the ground to the air and from quickly clearing rooms to blocking and Precision counterattacks is as impressive and effective today as it was. 13 years ago, there are the powers offered by the gods, there is the lightning bolt of Poseidon, the lightning bolt of Zeus, the fury of the gods, which is a lightning bolt that gives you superpowers, the head of Medusa and the army of Hades, each of these is useful but has a major drawback: its use of magic.
The small blue bar in the corner contains all the power available to use these abilities. It can be recharged by killing a Gorgon with a QuickTime event or opening a chest. The problem is that this greatly restricts the ability to use these powers. Kratos doesn't have as many useful area-of-effect attacks, so Poseidon's Wrath becomes absolutely vital when facing large groups of enemies, as Hades' army isn't unlocked until near the end of the game, which It means you will use this power. more than any other due to its usefulness outside of that, Zeus' Fury does almost no damage, so it's mainly used to take out archers and non-fighting sequences, and Medusa's head takes a long time to activate and is unlikely that freezes more than one enemy at a time. making it useless unless updated, however, Rage of the Gods is a pretty interesting mechanic.
Its use reduces damage taken and improves damage output, making it super useful when facing larger enemies or a huge boss and charges during combat instead of finding blue. In my opinion, the orbs take too long to charge, but when activated they are wonderful for demolishing hordes of enemies. Makes me wish the other powers of the gods were like this. Imagine if, instead of gaining magic by finding chests around you, you had Charge each of these abilities by performing certain tasks, such as completing long chains of combos or fighting enemies in the air, it would probably have added some much-needed depth to the fight. by encouraging the player to use different play styles to charge up their various powers. although when the sagebrush sword is unlocked the combat is much improved, the new sword has less range and versatility than the chaos swords, but it deals a punitive amount of damage, deciding if it is worth the risk of dealing additional damage and having to get close to an enemy. a little more depth to the simple combat, players also have the ability to upgrade each weapon as well as new powers, this is a good concept, with iffy execution, upgrading most of the powers just gives a vague description of dealing more damage, which is good, but it has The new bonuses added to make the combat deeper would have gone a long way to making the game more diverse, plus it's almost a requirement that the two physical weapons be upgraded first, since which are the only means available to inflict damage that are not limited.
According to the magic meter, this would be fine if his new combos did a lot to vary the combat, but that brings me to the most disappointing thing about Ghana finding repetition, while the game tries to change things up from time to time, some of these . The attempts are creative, but many feel compelled to have to kill the Centaurs and a few specific points in the room would be a good idea, but the small effective areas and the ease with which the final animation can be glitched make it tedious as well. While the square triangle square comment above was a joke, it's still a fair criticism of the way most fights in this game play out since the beginning of the game, this combo not only deals a respectable amount of damage but which also keeps your opponents at bay and stunts the smaller ones for a while after the third hit lands no other combo or attack in the game is as useful they do very little damage have little to no knockback or are simply too tedious to perform compared to the original the only other says used with some frequency, the triangle combo caused a lot of damage and the square combo to eliminate enemies, it is a shame that the combat with such fluid controls ends up being a bit superficial to take advantage of all its potential.
You may have been more willing to experiment and find. New ways to defeat different types of opponents, but halfway through the fight I got tired, so I repeated this combo over and over again to finish each new fight in a respectable time. Finally, of course, we have QuickTime events. I mentioned them. Earlier when we talked about presentation, but they also have a unique use in normal combat outside of simple spectacle, while undead soldiers can simply be thrown around the other enemies in the game, each one can be damaged open. to a grab attack played in QuickTime.
While these are cool and brutal, they often have buffs and some, like the Cyclops, deal a ton of damage to a powerful enemy, others like the Minotaur and the Gorgon give the player extra health or magic, but most importantly is that all allow enemies. to be killed sooner and grants additional XP to the player, although I wish the button prompts were a little less strict, there's no denying the fun and usefulness of these animated kill fests when it comes to the camera, the thing is Pretty solid as mentioned before. The game has a cinematic camera that the player can't control, this had all the potential in the world to be irritating and even if you get hit by an enemy you can even see how they get there, sometimes the wide shots of a field of battle and close-ups. zooming in on a QuickTime event really makes each encounter dynamic.
There are also two other combat methods in the game, climbing and rope attacking. Watching as Kratos climbs a vine or crosses a rope seems like the perfect time to stop and take a break while Offering some interesting platforming challenges, much like those in the Uncharted series, the developers decided to fill them with enemies as they climb. Kratos can make a quick or strong swing with his sword to send enemies falling. The combat is as shallow as can be and the enemies never are. changes or becomes harder to kill, so you're not actually engaging in combat butplaying the role of a meat grinder that opponents are thrown into, although I admit it's a bit fun to block the ledge by jumping and watch them fly away. down the side of a cliff, see you later and the rope combat is just as tedious again, it's always the same basic enemy type and there are still the light and heavy attacks, but the combat can only move left or right right, enemies can attack from both sides and I swear it's impossible to get through one of these sections without getting hit at least once.
It's not fun, it's not great, it's just unnecessary and annoying, however, the combat definitely hits many high levels and really makes you feel like a brutal, supernaturally strong Spartan warrior, and that's what it is. Amazing with a few tweaks here and there. I really think God of War could have been close to perfect and it's pretty obvious how much influence these controls have had on games like Dark Souls and the like. In the end, it seems they ran out of ideas. to make the combat more complex and I decided to give it a strange twist or bombard the player with continuous encounters, the end result is a combat system that is incredibly fun and flows well, but creates the illusion of depth and at the same time is very simple and Repetitive gameplay, of course, combat can't exist without something to fight against, and the enemies in God of War serve to highlight all the positives and negatives present in combat.
The enemies are cool, monstrous and sometimes challenging, but also repetitive, frustrating and tedious, starting with the undead warriors, these will be the most common opponents encountered in the game, personally, I think these are the enemies worse used on display, they deal almost no damage, are very easy to kill, and aren't very flashy or interesting, but the game keeps throwing. They stare at you like you're doing anything, while they're usually involved in fights with other larger enemies, they feel more like distractions than challenges and don't add depth to combat at all, then you have the litany of other opponents to be found in the I play almost all other enemies. has some kind of new mechanic that makes them unique and fun to fight Gorgons can turn you to stone minotaurs can hit the ground with their hammers Cerberus cubs must be killed quickly before transforming into a much bigger threat and satyrs require Patience and good timing in defeating the harpies are interesting as they start out as mere annoyances that can be killed with a grapple, but eventually become a real threat when they learn to use an unblockable dive bomb attack.
The new mechanic is really cool and changes the combat. a lot, however, some enemies aren't so lucky, although the cyclops and centaurs are great to fight for the first time, their movement poles are quite small and their health bars are irritatingly large, making their flight incredibly long and repetitive. This is actually a problem. the entire game despite offering the player a bunch of different enemy types to fight against centaur services, mermaids and satyrs are barely used outside of their respective introductory areas which is a shame and different combinations of different types of enemies would have done a lot to make the game. less repetitive but instead you're stuck fighting minotaurs and legionnaires for most of the game, this brings me to the biggest problem with enemy encounters, huge health bars with better design, enemies would eventually learn new moves and they would have various types of meetings to hold.
The combat is new and interesting, but in God of War enemies simply enter combat with better armor, which makes the fights tactically unchanged, but much longer and more tedious. This is an even bigger problem if the player doesn't upgrade the chaos swords like simple fights can. dragged to unbearable extremes against enemies you've seen since the beginning of the game instead of making the composition of each enemy encounter unique or the move sets of different enemies are more varied to keep combat challenging, they simply throw the same monsters but with increasingly larger health bars, once you learn how each beast works, defeating them is a fairly simple task, so it basically becomes a war of attrition to see if your superior skill or the enemy just not dying will be the catalyst for the final outcome of each fight, while the sword and lock later make fights go faster in one-on-one battles.
They are extremely rare and their small hitbox makes the weapon practically useless when fighting larger groups, so their benefits are greatly outweighed by the problems. I would have preferred Kratos and the enemies to have smaller health bars just to speed up the blocks or at least more. new moves to keep these constantly respawning monsters interesting; However, one thing that helps with this is a really cool addition to combat that enemies are able to hit each other. This is an awesome way to add depth to a combat encounter, as drawing smaller enemies into the splash zone of a larger opponent's attack is not only satisfying but makes the game feel more rewarding even though there is a problem that prevents this feature from reaching its peak, the AI ​​has a practically brain dead enemy, just head straight for kratos' attack when they have a chance of none of them working together, try to surround or even attack in groups, The only enemy that offers a more complex challenge is the satyr, who can counterattack when hit with his spear, but even that becomes irritating when thrown into a large group of enemies, as attacking them means a higher chance of hitting this one. penis with a stick and ruin your combo.
As if that wasn't enough the spawn system is really strange, in most games when an enemy is defeated the next one in a conga line would appear in the room and in God of War there seems to be multiple spawn lines. enemies, which is a plea in order, this means that there will be times when one line of enemies is defeated while another does not lead to a few minutes of death. Opponents appear one at a time until the group is completely killed. That Said: I love how each new enemy is introduced in most games. You would be introduced to a new type of enemy in a one-on-one fight and then that type of enemy. would be slowly integrated into increasingly difficult encounters with different groups of other monsters, not here, but new enemies are introduced in one on one fights and then when defeated they appear in a more typical way, not only is it a great design, It forces the player to demonstrate their skill in handling a new type of enemy before moving on to more complex combat situations, but it also demonstrates the absolute brutality of the environment and feels immensely satisfying when overcoming a new challenge;
In other words, the game looks at the player and says: "Oh, you thought it was a mini-boss, no, now it's a normal enemy and will appear with a lot of luck. This constantly keeps the player on their toes and makes them wonder if this is typical. What are real boss battles like when many people think of the God of War series' epic fights against massive gods and monsters probably come to mind destroying the demons of Greek mythology one of the times until Kratos had no opposition, these people like me forgot that the first game only has three bosses, that's right, and since I already reviewed the Hydra that only leads the other two bosses in the Pandora's Guardian game and Ares himself, honestly, it's Pretty disappointing to re-watch the few big fights there are in this game, but while the game lacks quantity, the quality is good.
Taking on the goat demon is an awesome fight with a lot of different elements. First, critics can't just run and hit the thing until it falls. First you have to run up to a platform and hit it until the armor breaks. What's most impressive is how the game takes into account players trying to break the sequence, trying to shoot the demon, leading to dodging and getting angry as they try to run past you, we'll hand you your ass and you'll eventually go down the well. and jumps to deal additional damage as the armor breaks, he gains a lot of speed and becomes harder to fight and the entire fight ends with a ballista shot through his chest pinning the Beast against the temple door and foreshadowing what is to come. happens to Kratos in The Near Future, this fight isn't necessarily groundbreaking, but it is incredibly fun and satisfying.
The Guardian has multiple faces and abilities for different battle locations and the fight lasts long enough to be challenging without becoming a slog. I love it, later on you have the Final Battle, everything in this game leads up to this moment, a journey through Greece, literally, to hell and back, at the moment when you kill a god and it's okay. I'm not saying the fight isn't fun or challenging, it's both. Unfortunately, it's also quite annoying to see that instead of making the combat balanced and fair, the designers simply made the Ares spit out health and magic like candy while fighting him and also gave him incredibly powerful attacks.
His abilities are great, but it feels like a pretty standard fight. The first phase isn't bad, it's just pretty disappointing for God of War. The second phase is where things get really annoying. Here Kratos is tasked with protecting his wife and son from clone manifestations. Ares is sent into his mind to kill them. It's a pretty simple task. to kill all the clones without letting your family die in the process, he can also perform some kind of hump hug maneuver that drains his health while giving it to his family, this segment lasts too long and besides being a cool moment in the one Aries uses Kratos. has happened against him, it serves very little purpose other than to spread the fy'y after Aries takes away the chaos swords and Kratos uses the stone sword he came across earlier in the final fight, although this is incredibly cool, the actual fight is really strange.
Typical combat mechanics are thrown out for a knee finish that says the fight ends with one of the most badass moments in all of gaming, so that's all the bosses in the game, not much to talk about, but they certainly are. good. set of fights with a couple of problems, but win voir it's not all about action, regardless of what all the marketers want to tell you, there are actually a couple of other gameplay elements that are rarely mentioned but add a lot to the general experience, while many people believe. For God of War to be a pure action game, I personally consider it more of an action platformer, while the platforming itself is usually not that challenging, it can be very fun or frustrating depending on how sadistic the developers felt when they woke up in the morning.
As for the specifics, we have the climbing sections mentioned above which are rubbish and then the ones that take place on the ground, some of them are great, like dodging all the saws to get through a room or the challenge of getting to the Oracle, but then we have the biggest annoyance in the game: plank walking, yes, I mentioned it before, but I can't help but point out once again that plank walking is boring, tedious and pointless, and is usually used for no other reason than to slow things down. things if Kratos falls. he can always get back up, meaning there's no tension here and the weak controls make everything feel horrible.
Additionally, you have some timed challenges that are as simple as moving a block to use as a platform, and unfortunately, jumping sequences like these tend to be incredibly slow and incredibly punishing with instant death. This particular room kept me busy for over 30 minutes as a kid, which is pretty bad in an 11 hour game. Fortunately, there aren't many of these sections in the game, but yes. It's an area where all of these elements come together to provide a truly frustrating experience. Hades, when in hell there is a part of the game where Kratos has to walk on rolling logs with blades sticking out, the worst thing is that this is the only part of the game, I have to complain about the camera.
Normally he does a good job of showing you the entire surrounding area to get a good view of the fight, but here you can't see where you're going because he has to aim down. showing you his toes so you know if Kratos is about to fall is silly and should have been removed from the game completely, just like the Clym fire at the end of Hades, it turns out there is a conveniently located rotating column that It also has swords attached to it. Like a custom-made Halloween candy, Kratos has to climb the pole to reach the outer tomb and return to Athens.
The problem here is with the design first. Yes Kratoslook at one of these swords, they hit it. I don't know who designed his hitbox, but I'm pretty sure playing this section will give a fighting game player one aneurysm per second of being hit since Kratos returned to the bottom of the pole, meaning this agonizingly long climb is becomes even more tedious. As time goes on, I understand that the idea of ​​hell having a difficult means of escape that really makes you feel like you're in the depths of Hades fits the theme, but this is a video game, if not fun, It shouldn't be. in the game and this is not fun The Ghana Wars platform is best when it is simple and knows its limitations when it goes beyond and tries to be too clever the game struggles to maintain the same quality and the same can be said about the puzzle Hands down one of the best additions to the game's repertoire Puzzles are a staple of the God of War franchise A great way to break up the action from time to time These little challenges create some fun puzzles that I wouldn't call all of them right. a winner and are overly simple for the most part, they are almost always fun and break up the action very well.
One of my favorite examples comes shortly after acquiring the head of the two. Kratos enters a room with two minotaurs and the door. in the end it opens with a button on the other side, the twist is that the door only stays open as long as you are standing on the button, once you get out the door is closed with no time to reach it, after a while you will eventually realize Minotaurs never stop appearing and no longer emit experience orbs, they should prompt the idea that if they never disappear and are not used for a combat challenge, they must be part of the puzzle and therefore the solution is to convert them.
The monsters stand on top of the button and run away before escaping, which not only works as a great trick but also teaches the player that once the enemies stop emitting orbs, there is a ready-made solution they have. I found that another big problem arises right after gaining the ability to swim underwater, pulling the lever in this room triggers some pillars on the floor, which leads to pretty much nothing. If you take a look at the statue you will see that she is pointing down and lo and behold there is an entrance to the next area under one of the pillars in the water, simply pull the lever, swim in and let yourself go.
While this may not be the deepest puzzle in the game, it shows a creative take on the game. uses the environment to give clues, it's a nice little touch that makes the world feel more deliberate and realistic as a result, while testing the players' powers of observation and the environmental puzzles continue in the main chamber of Pandora's temple, Spinning around the entire center ring is not only cool, but it's the perfect opportunity to encourage exploration and get the player thinking laterally. What's less fun are the rooms with endlessly responding enemies that have nothing to do with the solution, for example in this challenge the harpies keep flying out of two holes in the wall trying to escape takes you to a plank walking section that you can't pass without getting knocked down by the harpies.
It turns out that the only way to solve this puzzle is to go to the back of the room, grab the big statues, and drag them away. facing the holes i hate almost everything involved in this mess first there is no indication that kratos needs to go to the back of the room unless he needs health or magic the harpies don't deal much damage so it will take a long time for that to be necessary without climbing onto the platform, there is very little chance of the player seeing the handles on the sides of the statues and considering that most of this game has invisible walls blocking points that appear solid, it would make sense for a player to assume that this platform would also it's coming together and then creating one of the most irritating areas in the entire game.
Fortunately, this puzzle is an outlier, as almost everything else is fun and engaging without being frustrating. The only other major issue is block pushing. I know this game was inspired by Zelda, but it really could have done without the agonizingly slow block pushing. I understand that they are very heavy, but this guy is killing minotaurs and centaurs all day, there is no reason to push blocks or open doors for that. It is important to take so much time in addition to increasing the execution time. One of the most frustrating sequences because of this is the rock wall.
Here the player is tasked with filling a wall with rocks to advance, but they need to be rearranged and some need to be rotated, although this puzzle should be fun, the slow pushing animation and even slower crank turning to rotate each pillar make make this section unbearable. It's a shame too, as very few of the puzzles are inherently bad, they're too tedious to complete if these and things like sliding around Poseidon's entire circular chamber would just be sped up a bit more. I think they would have been fantastic, even if the execution wasn't perfect the layout was perfect as is the case with most puzzles, a fun addition that kept the game varied and kept things from becoming too stale when you get down to it.
Diosof War follows a pretty standard formula, the way most areas of the game work is to start with some basic combat encounters and are broken down into puzzles, platforming, challenges, new objectives, upgrades, exploration, and story bits. It's this variety that makes the game more consistently entertaining than it might otherwise have been - even if you're frustrated by a new mechanic or gameplay element, you'll be done with it and move on before it really starts to tax your patience. and yes, not everything is a winner. but with the variety of puzzle solutions, groups of enemy encounters, and complicated platforms present, the game is never boring.
If it had just been a slow journey through Greece with a few combat encounters here and there, the game would have felt like a bunch of unrelated levels rather than a full adventure, the game contains frequent save points between major battles, as well as the blue and green affirmation chest to restore magic to health, allowing players to go all out knowing that relief will likely appear after finishing a battle, although I think there is one improvement that could have been Made to improve the experience. Some of the restoration chests come down to player choice and offer magic or health when opened at a specific time.
I think a nice addition to this would have been a third option to get. a bunch of red orbs that would reward players who do well and offer a more meaningful option when approaching a chest. Just a suggestion. One of the best ways the game breaks up the action is with hidden chests, as noted before the red orbs were used. Upgrade weapons and get new skills. These can be found by defeating enemies, but can also be found in random chests hidden throughout the game. These will be hidden behind destructible walls in any room and sometimes just sitting in the OH.
The point is that the game encourages players to explore the levels when all enemies have been defeated to find these treasures, they even made the smart decision to bind the gorgon eyes and harpy feathers that improve maximum health and magic respectively to these chests, which also means that if the experience wasn't enough of an incentive to explore, there's another set of items worth paying attention to; However, while many of them are well hidden and fun to find, some are a bit annoying - for example, before even reaching Athens, there is a place where the player can choose to climb this rope to fight the first Minotaur. or go through this crack in the wall.
I thought about going up the rope first and then going back down, but even after the fight ends, the player can't go back. where they come from, which means you can find a secret and get completely lost due to a random chance. The game also blocks progression in strange ways. Sometimes I already mentioned the room full of harpies that respawn infinitely, but then there's a rope that the soldiers shoot at. It can be crossed, but Kratos probably won't be able to open the chest on the other side because the arrows interrupt the chest opening animation. Turns out you need to get Zeus's lightning bolt so you can take down the soldiers before grabbing the chests which you would have no way of knowing until after you get the power up.
It's just a weird way to lock down a reward with a lot of poor design choices. Finally, there are two Muse Keys hidden in Pandora's Temple that open a hidden treasure room. There are four in the game but you only need two to unlock the room inside, there are upgrades for health, magic and experience which is a really nice bonus before leaving the temple. Surprisingly, despite its intense nature of combat and sometimes overly superficial mechanics, God of War remains fresh throughout the 9 to 12 hours of gameplay and is a replayable game that remains fun every time. These years later, however, the game has one major problem and that is its pacing.
I've mentioned how the story almost stops about halfway through the game. but this goes even deeper into the segmented areas themselves, the problem being how long it takes to complete everything and the game's inability to give players a moment of quiet. Enemies are constantly thrown at the player. It seems like every new room in this game is infested with opponents for no other reason than to eat up some time and make the game feel longer. I already mentioned the low enemy variety in the sponge problems, but what's worse is the game's constant barrage of combat encounters.
See if I'm walking up a flight of stairs to get there. To the next room just let me go up some stairs. I don't need to kill some monsters along the way. I don't need constant stimulation. Sometimes you'll have three or four combat encounters in a row before you finally get the chance to do it. something different, the worst example of this comes with the man burned alive. You have to slowly push this cage up a ramp, stopping at each of the rocks to take a break, while this would have been a great opportunity to slowly walk up the ramp.
While the soldier fights for his life to show the brutality of our protagonist, on the other hand, these stupid legionnaires constantly harass us. They just make this whole experience distressingly frustrating. It's not that this section is difficult, it's just annoying. I don't enjoy the challenge. As much as I want to get this over with and that's where the level design of this game goes horribly wrong. Is it a game that breaks? In reality, it definitely takes things down a notch, but the experience as a whole is still enjoyable. It's just frustrating to think that. With a little more forethought this game could have been a lot better, so that's God of War, it's a game that has its problems but no one can deny its testosterone fueled fun and its influence on the gaming industry with a rich story, brutal combat and complicated puzzles. is a standard of the action genre and a true gaming classic saying that I personally found the game to be less fun than I remembered and that it surprised me, I was expecting some fast-paced action and well thought out puzzles, and although I got them Now and then when I think about God of War, I'll probably remember it as a game with fun, tight combat whose awkward pacing and incredibly slow segments sandwiched between frustrating and gimmicky challenges create a bit of a mess. by today's standards it is a classic for its time that is a bit dated.
I recommend playing it if it's your first time. The games aren't bad, it's a little complicated. There is still a lot of fun to be had here and it is worth experiencing the history first hand. Just don't do it. Don't expect the best action game you've ever played. Consider this video an opportunity for the comics to take a look at those who want to give this game a chance. If you've played this game before, let me know in the comments. What do you think I'd love to hear about things I might have missed or perceived differently.
The series clearly didn't stop there and next week I'll cover the sequel to God of War 2 to see what changed what stayed. the same and if it lives up to the standards set by its predecessor, be sure to subscribe if you want to see when it is uploaded and, as always, have a very resourceful day to day.

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