I did not die often, but when I did, it felt like it was cheap, cut scene death (with the exception of a trio of fights near the end of the game that are just ridiculously hard - and does not feel any less 'cheap'). I beat it in about nine hours or so I believe. Like the other titles, this God of War also feels very short. Even the PSP versions, though smaller and slightly stripped down in mechanics hold up, as I recall the Elysian Fields quite clearly in Chains of Olympus. The introduction to God of War III was amazing as you were climbing the back of a titan. That being said, most of the other titles had these standout moments that really just stuck with me for one reason or another, like Ares marching around a battlefield and the sirens in the desert during the first God of War. Here, we see Kratos before he is a complete ball of fury (though there are definitely some anger management issues at work here, he does come across far tamer than in later story lines), and in some ways a little bit more vulnerable. I have been following the story of Kratos for years now, but this was probably the least interesting tale told to date. I will say that the new cloned Kratos and option to heal/decay your surroundings added a nice twist to the usual puzzle solving. ![]() ![]() I was really not a fan of this particular mechanic either. There is a new 'sliding' mechanic that gets used - a lot. I feel like quick time events do pull you out of the game a bit, because you cannot appreciate what is happening on the screen, at least not fully. I still think God of War handles them more intelligently than just about any other game, by displaying the buttons to press that correspond to the proper side of the screen to mimic your pad (so for example when you are supposed to press Triangle, it shows at the top, while X shows at the bottom), but there were still a lot of events that relied on very quick timing, and you just never knew when they were needed. Also, I am not a huge fan of quick time events - and there are tons of them here. Not horribly so, and I did like the elemental chains mechanic for the most part, but it still felt just a bit off at times. ![]() Still, Kratos’s characterization was one of the strongest points in the first God of War, so any attempt to recapture it should serve the story well.So an odd hit here, but combat feels a little bit off from prior God of War titles. Kratos has never been the most down-to-earth character, and it’s unlikely that he will suddenly become relatable and compassionate when Ascension comes around. “In order to have conflict, you need to have another end, so you need to have the ebb and flow where you have to play defense a bit in order to feel like you need to overcome something that’s more powerful.” Simon hopes that the player’s triumphs will ultimately be more satisfying if Kratos has to work for them a bit. While Simon stands by the idea that God of War‘s combat should be accessible and fun, he also believes that keeping Kratos’s relative power in check will serve the narrative of the new game well. We want him to feel like he’s more heroic, and what he’s doing is more heroic, and something you can relate to.” “ this game, we don’t want him to feel like a monster. “ was running towards the town square when all the creatures were chasing all the people away … I think that gives you a different impression of Kratos … It might be to his own ends, but he’s doing something heroic.” Over the next two games Simon admits that Kratos had become a bit more one-dimensional, even becoming something of a “monster.” In Ascension, though, players should expect a Kratos more in-line with the character’s original incarnation. Simon explains that while Kratos has always been a merciless, selfish individual, he’s had a bit of a valiant side as well. While Mark Simon, lead designer for the next God of War installment, Ascension, doesn’t necessarily agree with this assessment, he’s heard the fan outcry, and believes that it’s time to bring some balance back to the character. Kratos, the Spartan general demigod, spent three games transitioning from a brutal, vengeful man with a haunting past to an almost caricatured unending fountain of rage. If you’ve played the God of War series, you’ve been able to see the progression – not necessarily evolution – of its lead character. ![]() A lead designer feels that Kratos has gotten a bit monstrous and overpowered of late.
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