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.
These major shifts
don’t signal the end of God of War as we know it, rather they allow the series’
DNA to express itself in new ways. There are many reasons why the structural
transformations are a good thing, but it’s what’s become of Kratos, the hulking
death machine, that leaves a lasting impression. A furious, bloodthirsty icon
has transformed into a sensitive father figure. Part of him retains the old
violent tendencies that made him a star long ago. However, with his young son
Atreus to protect and guide, we also see Kratos take a deep breath and bury his
savage instincts in order to set a positive example.
Watching Kratos take
care in nurturing his child’s sensibilities does feel a bit jarring at the
start, but thanks to the natural writing, fitting voice actors, and flawless
animation, it’s easy to get sucked into the duo’s journey and buy into their
mutual growth. Though he is a teacher, Kratos carries a mountain of grief and self
pity that only the innocence of his son can help him overcome. And Atreus
experiences his own ups and downs that might have set him down a very different
path if not for Kratos’ guiding hand.
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.
With the boy fighting by your
side, firing arrows or choking unsuspecting enemies, you will team up against
corrupted cave trolls, face towering beasts, and fight hundreds of intelligent
supernatural warriors during your travels. Kratos prefers to use an axe these
days, which functions very differently than the chained Blades of Chaos he’s
known for. This comes with the very satisfying and cool ability to magically
summon your weapon to your hand (like Thor and his hammer), a move that never
gets old.
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.
It’s rare that you can
actually spam combos without putting yourself at risk, and this emphasis on
mindfulness solidifies God of War’s graduation from the traditional
hack-and-slash doldrums. The realities of fighting with an axe also makes
skirting away from harm an exacting process. But when variables align and you
get to lay into an enemy, Kratos’ dexterous axe handling allow him to hit hard,
and give you the opportunity to flex his might with a bit of style.
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.
God of War’s combat is
already great at the start, but it gets better as it steadily introduces one
new layer after another. You can absolutely stumble into incredibly punishing
enemies that are made easier with adept timing and mastery of every available
skill, but you can also succeed at any level so long as you’ve mastered the art
of parrying and dodging incoming attacks.
Atreus can’t be
configured to the same extent that Kratos can, but there are still a lot of
ways to tailor his capabilities to your liking. The arrows he fires can be
laced with different types of magic, with multiple elemental and functionality
upgrades, and he eventually gains the ability to summon spectral animals that
can harm and distract enemies, or collect items. Thanks to the smart button
layout, it’s actually very easy to both attack and defend as Kratos while also
commanding Atreus. God of War gives you plenty to do in any given moment and
makes you feel like an experienced warrior in the process.
The armor that Kratos
and Atreus wear can influence a range of character stats, elemental affinities,
and may include slots for enchantments that grant further bonuses. Armor can be
purchased or crafted using the few resources scattered about the world, and can
be upgraded by the game’s two blacksmiths: two dwarven brothers constantly at
odds with each other. There’s Brok, the foul-mouthed blue dwarf, and Sindri, a
far more gentle yet tragically germophobic fellow–a gag that is usually funny,
though occasionally pushed a bit too hard.
As enjoyable as those
two can be, it’s Mimir that ultimately steals the show. The horned, one-eyed
sage accompanies you and Atreus for the majority of the game, serving as your
guide to Midgard, and an inside source into the ins and outs of Norse politics.
Mimir and the blacksmiths have strong individual personalities, as with every
other character you meet during the course of the game. We’re keeping other
identities vague in general to avoid spoilers, but regardless of who you bump
into, God of War’s cast is strong, convincing, and oddly enchanting. But the
real accomplishment is how, even though there are just a handful of characters
to interact with, their big personalities color your adventure with tantalizing
anecdotes that draw you into the world and imbue the land with a tangible sense
of history.
If there’s any piece
of the overarching mission that feels like a letdown, it’s the final battle
against the primary antagonist. He’s great from a narrative standpoint,
unraveling in a manner that changes your perspective, but it’s the fight itself
that leaves you wanting. There are plenty of big boss battles and tests of
skill throughout the course of the game, yet this fight doesn’t reach the same
heights, and feels like it was played a little safe. It could be an effect of
configuring Kratos and Atreus just so, or it may just be too easy to begin
with. Thankfully, that’s not all the game has up its sleeve.
Two optional areas in
particular seem designed with the endgame in mind. The first, Muspelheim,
offers a series of battles in arenas surrounded by lava flows and scorched
earth. Some trials are merely fights against strong enemies, while others
require you to defeat waves in quick succession–if even one enemy remains
alive, it only takes a few seconds for others to resurrect automatically. The
other realm, Niflheim, is randomly generated every time you visit, but it’s
always filled with poisonous gas. The goal there is to survive for as long as
possible while racking up kills and collecting treasure, and escape before the
poison takes hold. Both locations offer tense and rewarding pursuits that are
only accessible if you play at your best.
And odds are that
you’ll be so hooked by the story’s pacing and procession of events that there
will be plenty of other side activities left in Midgard after the credits roll.
God of War isn’t set in a massive open world, but it is stuffed with secrets
and quests. Where most games with long and diverse quest opportunities tend to
run a bit stale by the end, God of War has the opposite effect. It’s far longer
than it needs to be, though you hope you never run out of things to do.
In many ways God of War is
what the series has always been. It’s a spectacular action game with epic set
pieces, big-budget production values, and hard-hitting combat that grows more
feverish and impressive as you progress. What may surprise you is how mature
its storytelling has become. Like Kratos, God of War recalls the past while
acknowledging the need to improve. Everything new it does is for the better,
and everything it holds onto benefits as a result. Kratos is no longer a
predictable brute. God of War is no longer an old-fashioned action series. With
this reboot, it confidently walks a new path that will hopefully lead to more
exciting adventures to come.
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