The God of War series
has, until now, stuck very close to the standards set in the original 2005
game. More than a decade (and many games) later, it makes sense that Sony would
want to mix things up for the aged hack-and-slash series. Like so many popular
franchises that have reinvented themselves in recent years, the new God of War
dips into the well of open-world RPG tropes. It also shifts its focus to Norse
mythology, casting off the iconic Greek gods and legends that provided the
basis for every previous game.
Atreus was raised in
isolation from the dangers of the wild world around him, and rightfully fails
to grasp his place in it when confronted with the realities of a land protected
by and under siege from gods. It’s the death of his mother prior to the start
of the game that thrusts Atreus and Kratos outward; her dying wish was to have
her ashes spread atop the highest peak in the land. As if wild predators and
ghastly fiends weren’t obstacles enough, representatives from the pantheon of
Norse mythology arise in an attempt to disrupt their mission, establishing the
amplified stakes and the clash of impressive forces that you expect from God of
War.
And like its
predecessors, God of War is a technical and artistic showcase. It is without a
doubt one of the best-looking console games ever released, with every
breathtaking environment and mythical character exhibiting impressive attention
to detail and beautifying flourishes aplenty. The vision behind all of this is
evident in Kratos’ meticulously grizzled physique and weathered equipment, in
the atmospheric effects that transform believably rustic environments into the
stuff of dreams, and in the overall design and structure of the world itself.
The majority of the
journey is set in the realm of Midgard. At its heart lies a wide lake that you
can explore by canoe, with a coastline dotted by optional puzzles, formidable
opponents, and entrances to the map’s primary regions. Your mission will carry
you through to most of these places, and along the way you’ll likely take note
of inaccessible pathways and glimpses of sealed treasures. There’s always ample
room to explore off the main path and good reasons to give into curiosity
regardless, but these teases in particular spur you to re-examine previously
visited areas as your capabilities expand.
And really, neither
does combat in general. The new over-the-shoulder camera brings you directly
into the fray, and consequently limits your view. You can’t see enemies from
all angles at once and must be on guard at all times. By default the game
provides proximity icons to alert you of incoming attacks, but it’s worth
tinkering with the UI for a more immersive experience as you get the hang of
how fights flow.
The basic set of
close-range combos and weapon behaviors can be expanded by pouring experience
points into a skill tree and by activating magical rune abilities that bind to
your two attack inputs. There are a lot of options to consider and tactics to learn, including skill trees for fighting empty-handed. There’s a wonderful
rhythm to be found when switching from axe to fists, and then into Kratos’
satisfyingly brutal execution moves, all the while ducking and rolling out of
harm’s way.
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