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God of War is not just a game; it's an epic. It chronicles the fantastic
journey taken in the last weeks of life by the fallen hero and bound
servant to the gods, Kratos. When we join him, our anti-hero has
been forced to do the dirty work of the divine for some time. Tortured
by the memories of the gruesome acts he's committed, Kratos attempts
one last near-impossible feat for the gods in the hope of being
forgiven for his sins. The task is one at which no mortal has ever
succeeded: the assassination of a god. Specifically, Kratos must
kill Ares, the god of war, to stop the torrent of destruction that
he is releasing upon Athena's beloved city.
The
presentation in God of War is astounding and by far the game's strongest
characteristic. The gorgeous, detailed graphics and cinematic sequences,
along with dramatic music and solid voice acting, create an intense
atmosphere for an intriguing tale. The story itself is not very
complex, but it is told so well that it's gripping even in its simplicity.
I found myself unable to stop playing the game, simply because I
wanted to witness the next cinematic. This is a fabulous accomplishment
for an action game. Never have I been so engrossed in a button-masher
and it's a refreshing change.
God
of War is set in mythical Greece, where creatures such as minotaurs
and gorgons roam the earth, as faithful servants to Ares. Kratos,
a Spartan, is no stranger to the brutally of this era and ruthlessly
kills his victims in any manner necessary for victory. Severed limbs,
pools of blood and gruesome fatalities are common occurrences. The
viciousness of the fighting really makes the game's ancient Greek
setting more real to the player, as this type of gore is characteristic
of the time period. In fact, the game does such a great job of connecting
you to Kratos and his world that the extreme violence feels like
acting out a part in a blockbuster movie.
An
intense and challenging action title, God of War borrows heavily
from Capcom's Devil May Cry. You travel from place to place in a
relatively linear fashion, fighting hordes of enemies at every stop
along the way. The fighting is deep and involving, allowing the
player to string together a series of punishing moves against multiple
enemies to build up massive combos. The collection of red orbs from
fallen enemies to purchase upgrades and new abilities is also borrowed
from DMC, as is the ability to morph into "God Mode" (Devil Mode)
after you have done enough killing to charge up your meter. In this
mode your attacks do more damage, you can perform new attacks and
Kratos is invincible. All of this ends of course when the meter
empties and you must once again begin the task of refilling it.
God
of War isn't just a carbon copy of Dante's first demon hunt though;
the focus here is on the hacking and slashing of groups of goons,
not on boss battles like DMC. In fact, there are very few boss battles
in the game. Instead, the individual enemies are extremely well
varied and tough to defeat. You have to take the time to fight each
enemy differently and when you run into mixed groups of enemies,
the challenge of the fights increases dramatically. Combos are much
easier to achieve in God of War than in DMC and it's not uncommon
to pull off a series of 50 hits on your foes (my highest so far
is 497) [Show off! Ed]. In some ways this makes pulling off a huge
combo less satisfying, since it happens so much more frequently.
Also, the enemies require many hits to take down, so a massive combo
rarely results in clearing the room. You're still going have work
to do.
An
additional aspect of God of War uncommon in the genre is the depth
of its puzzles. At first the tasks you're faced with are painfully
simple; push a block, walk on a narrow beam, etc. But once you get
to Pandora's Temple (the largest portion of the game), the puzzles
become much deeper and more involved, usually requiring thought,
exploration and trial and error. This deepens the game dramatically
and is a critical departure from Devil May Cry, where action is
the only focus.
Controlling
Kratos through his blood thirsting is intuitive and easy to master.
The left analogue stick is used to move and the square and triangle
buttons are weak and strong attack respectively. These are the two
buttons you'll be mashing the most and depending on the order and
timing you use to press them, you can pull off a variety of attacks.
The L1 button blocks and can also be used in conjunction with the
attack buttons to perform special moves. Moving the right analogue
stick causes Kratos to perform an evasive roll in the direction
pressed and is the one part of the control scheme that causes problems.
Not only does dodging require you to take your thumb away from the
attack buttons, but also the dodge is not particularly effective
unless you use it to move out of range of an enemy. Some of the
coolest and most satisfying moves in DMC involved slick rolls to
the back or side of an enemy that gave Dante an open window to strike.
The ineffectiveness of the dodge brings down the combat a little
and can be a big issue in intense battles.
Kratos'
initial weapon, two blades tethered to his arms with chains, is
one of the coolest I've ever seen, as the blades can be swung around
in a variety of ways. You get one other weapon later on in the game
- a sword - but the majority of your moves work only with the blades.
At first Kratos doesn't have many moves that he can perform and
the combat can feel pretty stale, as you find yourself mostly just
pounding the square button. Killing enemies, however, allows you
to accumulate those red orbs and upgrade your current abilities,
including your weapon, which gives you more moves to include in
combos. New abilities like medusa's gaze are given to you along
the way and these are upgradeable as well. Overall there just doesn't
seem to be enough variety in Kratos' repertoire and it would have
been cool to see him with a variety of weapons, each with its own
set of moves.
God
of War's visuals are gorgeous. Kratos, the enemies, the backgrounds,
all are drawn with an unbelievable attention to detail. Every monster
in the game is recognisable as a mythological creature, but all
of the designs have been modified so they look new. The backgrounds
feel huge, both indoors and outside, while all of the statues and
architecture are exactly what you would expect from ancient Greece;
you truly feel like you have entered a different world.
The
sound in God of War is also phenomenal; every scene is appropriately
accented with overwhelming orchestral music, making battles more
intense, story segments more dramatic and exploring new areas more
nerve-wracking. It's just amazing and I even found myself humming
the music when I wasn't playing the game. The score is as much a
part of the atmosphere as the graphics and it does just as fantastic
a job of placing you in ancient Greece as the visuals. Sound effects
are effective and satisfying, especially the noises made by the
monsters, but they aren't the towering achievement that the background
music is.
Unfortunately,
the action in God of War doesn't quite match that of DMC. The longer
tangles you have with the tougher enemies can get tiring. Often
times it becomes a game of scoring a few hits, then ducking out
of the way to evade an attack. This makes the fights go on too long
and they aren't always fun. Additionally, the action here isn't
as fluid as its competitor. Combos just don't feel as smooth and
the action is slower overall. Finally, some of the non-fighting
sequences are unbearably frustrating. You will find yourself on
a handful of occasions having to repeat the same section of the
game over and over, whilst angrily grinding your teeth. Besides
these sections, there is an extremely generous checkpoint system
so dying during a fight will never put you very far back from where
you were.
When
it comes to shelf life, God of War tries very hard to keep you interested
beyond your first play through. A lot of cool features about making
the game are unlocked after you beat the game, along with an extremely
challenging difficulty level (God Mode). There are also addition
story cinematics that can be unlocked if you complete the game in
God Mode. However, as much as I loved the story and wanted to see
those extra plot elements, I simply couldn't bring myself to play
through the game again; at least not yet. By the end I really felt
like the action was becoming monotonous and frustrating, so while
I wanted to finish to see what happens to Kratos, I also just wanted
the game to be over. Of course, I also plowed through the game for
the sake of writing this review, so I may have just had too much
at once.
God
of War is a great game. Its engaging story, astounding visuals,
rousing soundtrack and non-stop action are more than enough to bring
you in and keep you playing to the end. It has a convincing atmosphere
and a central character that truly comes to life as you play. However,
there isnt' quite enough variety to make this classic and after
the ten to fifteen hours it takes to beat the game, the monotonous
fighting feels overly arduous. But the satisfaction in having completed
this amazingly theatrical adventure is enough to make it worthwhile.
Rent it, beat it, enjoy every painstaking hour that went into creating
it and if you decide it's a must-buy then by all means buy it and
tell your friends just how wrong I am.
Reviewed by Greg Gale for AceGamez (All Rights Reserved).
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