Played as part of the God of War Collection on PS3

ALERT - if interested, please play this game through any [LEGAL] method but the HD Collection as this port contains 1-2 game breaking bugs that occur after obtaining Pandora’s Box wherein the MacGuffin either goes missing or wherein the cutscene of Kratos bringing it out of the dungeon doesn’t load and consequently freezes up the game. I experienced the latter and, as a result, was unable to complete God of War (and I have no intention of buying and replaying it in its entirety at a later date). As a result of this annoyance, I have knocked down .5 star from the final tally.

Despite playing the vast majority of the game, my inability to finish it does mean you should not take this as a serious review, but more-so a set of observations

Long before the 2018 reboot(+), God of War was best known as a pioneer in the hack-and-slash genre: a hyperviolent excursion built around fluid combat, epic visuals, and a loosely mythological story.

As such, when I booted it up, I went in expecting another poorly-aged release from the PS2’s dark-and-edgy era best left forgotten by contemporary audiences. And yet, to my delight, the opposite nearly happened; God of War won’t win any awards for its storytelling, however solid frays and a surprising amount of gameplay variety make the whole greater than the sum of its parts.

As stated earlier, God of War was instrumental in the mainstreaming of slash ‘em ups, and it should thus come as no surprise that its melee fighting, to this day, remains the strongest facet. Kratos only has access to two weapons (the famed Chains of Chaos for long-range hits and, later, the Blade of Artemis for close-quarters dicing), yet both are excellent, equipped with unique animations in addition to their own set of hard/light combos. However, where God of War truly excels is in its enemy gravitation, or the movement between thugs. What I mean is, we’ve all played games where it was a bit of a chore to swap between multiple foes, and a lot of that has to do with the game having trouble recognizing player input vs camera direction. Well, whatever spell Santa Monica worked has done wonders as you’ll never run into that issue here whilst slaughtering monster-upon-monster.

Unfortunately, I can’t say everything is great, starting with the airborne wrangles. Maybe I was just doing something wrong, but I found most attempts to transition from ground-to-aerial combat to be especially cumbersome as Kratos would often not move in-sync with any bodies sent up for dispatching. Next, God of War throws in quick-time events for a number of finishers that not only distract from what is occurring on-screen, but can be unnecessarily vexing by way of short margins for error, either time or input-based (regular creature QTEs may be ignored, but the same leeway is not available for bosses). Third, the integration of spellcasting is sloppy: the powers themselves are pretty sweet, however, they don’t lend themselves organically to whatever dance you’re engaged in, forcing you to awkwardly discharge any in the midst of a combo. Finally, I was not a fan of the stun lock that occurs whenever a bigger enemy knocks you over- I get this was done to discourage, you know, getting hit, but I felt the damage inflicted should’ve been enough of a deterrent.

Like I mentioned before, God of War surprised me with its implementation of other genre fare, namely platforming and puzzle elements. If you’re going into this game wanting a pure action romp you’ll be sorely disappointed as at least one third of the final product involves Kratos having to deftly maneuver his way through a mini-course and/or resolve some long-dormant enigma. The quality of them definitely varies: some can be excellent, others exercises in tedium -- one of the worst parts of the game, for example, occurs in the very beginning wherein you’re tasked with kicking a fragile box across a deck whilst being swarmed with arrows; yet one of the best has you rebuild a wall using specially-carved columns.

Regardless, I ended up enjoying each version to one extent or another due to them breaking-up the combat monotony that flooded every other part of the story. Seriously, as much fun as it is spilling senseless blood, God of War can get really tiring courtesy of the sheer amount of enemies thrown your way, and while a fair chunk of these sparrings are optional(++), it doesn’t stop their cretins from being potential hindrances on your path to victory -- you’ll frequently run into foes on stairways, in front of ladders, scrummaging on climbable walls, etc….and it becomes annoying having to cheese around them just to avoid a pointless fight.

There is a bit of an RPG system here in terms of gathering experience orbs to funnel into your numerous offensive schemes, though, all cards on the table, I found swords to be the only rewarding investment as your mana meter runs out too quickly to make sorcery worth relying on (+++).

Regardless of my qualms, God of War was a thoroughly-addicting affair: for the first time in a while, I found myself wanting to do multiple sessions in a single day, and I recommend playing it solely for those gameplay quirks as the story itself is not very good. On the surface you’ve got a typical Greek tragedy involving a mortal’s manipulation at the hands of the Twelve Olympians, yet even this premise is botched through an easily-avoidable mistake: making Kratos an @sshole. I don’t know who on the development team thought this was a good idea, but it boggles my mind that it ended up being accepted as standard operating procedure. The idea of an anti-heroic or even outright evil protagonist isn’t inherently wrong, but it requires charisma and affability, two things far removed from the Ghost of Sparta. Kratos is definitely a victim of the gods, but not once did I feel sympathy for him on account of his vile backstory and present-day immoral actions. Throughout your quest you’ll either kill innocents and/or let them die, and without a proper justification for such transgressions (or at least a sense of remorse), Kratos is left inherently unlikable; an ugly vessel for the player to indulge in hapless violence.

By ugly, I’m of course speaking in metaphorical terms as, visually, God of War is a stunning title. Although I only played an HD port, such a remaster demonstrates the vast power gap that existed between the PS2 and PS3 eras via its sharpened polygons, looming vistas, limited loading screens, and fully-realized models. Gone are those awkward triangles/blocks you’d often see on sixth generation appendages/material respectively, rendering the innumerable sites you visit, from Athens to the Underworld, gorgeous hollows. In particular, I was especially impressed by the sharp shadow mapping for weaponry, as well as the incorporation of reflective surfaces on marble floors: two aspects that were reportedly hard to program back-in-the-day.

Cutscenes are hit-or-miss in quality; similar to Darksiders, any pre-rendered cinematics remain pristine; however, the original in-game ones do look overly grainy owing to the inability of the devs to boost them (meaning the standard gameplay honestly appears better). Besides that, though, it’s hard to find faults in God of War considering the hardware the OG version was built-on. You can tell Sony put a ton of money into this exclusive on the basis of the sheer amount of mileage Santa Monica stretched from its Kinetica Engine: the suffocating winds of a desert, lumberings of the titan Kronos, spawning of multiple enemies/large devices on a single screen (with little lag!)- all remain points of awe for what is ultimately a 2005 release.

If I had to harp on one negative, it’d be the minimal amount of finishers. Enemies are beautifully designed, yet generally only have 1-2 methods of pre-scripted execution, the second only opening itself up mid-flight (a tactic that, per the aforestated complaints, is hard to achieve), meaning you’re going to be seeing the same scene per a monster type again and again and again. More particular effects from strikes would’ve also been welcome as you primarily get the same generic blood splatter whenever an enemy (or Kratos for that matter) is gored.

Speaking of the leading chump, he’s brought to life by Terrence C. Carson, a man who does a mixed job (and who would go on to be screwed by Santa Monica during their reboot++++). When Kratos is vocalizing softer speech or subtle anger, Carson excels; when he’s being a loud pr!ck, Carson can’t help sounding like a stereotypical angry black man over vengeful hellenist.

The rest of the voice acting is surprisingly good; a game like God of War could’ve easily fallen prey to hackneyed portrayals of thespian actors, but Santa Monica evidently wanted to go the serious route here and they largely succeeded courtesy of some solid castings for all the bit parts. Tragically, where they dropped the ball is with Ares, and it’ll come as a great shock when you learn the person behind the titular antagonist: the great Steve Blum. I don’t know what Blum was going for here, but his choice of accent/inflections is half-growly/half-stereotypical angry white man, making the God of Courage sound like a garbled Wolverine. It brings me no pleasure to state this given my love of Blum, but let’s just say you’ll be glad he only speaks in the final part of the game.

Luckily, the music has no such pitfalls, with the seven(!) credited composers filtering Greek-styled melodies (lutes, lyres, drums) through an adrenaline junkie motif endemic to action titles of this nature. It’s not an OST you’ll be listening to post-game, but it does befit Kratos’s adventure as a whole.

SFX is hard to discern in a title like God of War due to its indulgence in loud dins that mask the micro sonority. For instance, a lot of the spells and puzzle-based machinery are vividly aural, as beseems their deific origins; however, I honestly couldn’t tell you whether there were any audible differences programmed into your weapons on enemy impact.

For what it’s worth, nothing was distracting and I had a good time, which is a great way to summarize God of War as a whole. This is a really fun game that’s aged uncommonly well, both visually and playably. It’s a shame I experienced that game-breaking bug as I would’ve loved to have completed Kratos’s peregrination towards revenge (and experienced the infamous Spiked Columns!).

Don’t mistake me- there are times when you will get frustrated and want to bite your controller to bits! But with an astute checkpoint system and sense of progression, they weren’t enough to bring down the product as a whole (particularly on easy mode!).


NOTES

-Speaking of easy mode, there is no way to change the difficulty. When you die enough times, a prompt appears allowing you to switch to said easy mode; however, you cannot change back. A bizarre decision, as was the one where upgrade orbs are slowly siphoned into their respective port instead of all-at-once (like most normal video games).

-No subtitles

-Whoever decided to map opening doors to mashing the right back bumper on the DualShock 3 deserves a swift kick in the groin. For the uninitiated, the DualShock 3 had notoriously awful bumpers, which made one puzzle, in particular, infuriating (you’ll know it when you see it).

-The absence of armor for Kratos is pretty disappointing, especially given his Spartan background and the consistent emphasis on him being a mere mortal (though even that wouldn’t have mattered considering Greek Gods could be hurt by manmade weapons, at least in the Iliad). While the physics for the loin cloth are on-point, I do feel his model is an example of hypocritical male objectification that wouldn’t have been tolerated had it been a female MC instead.

+To clarify, it was a soft reboot, meaning the events of the previous games are canon.

++Yes, I know killing anyone yields the aforementioned upgrade points but, unless you’re playing on the higher difficulties (which I do not recommend), you really don’t have to go out of your way to farm them.

+++Yes, I know you can upgrade it through collecting feathers. However, not only will most gamers not find them all, but the majority of spells still drain a significant chunk of mana, leaving a few outright unusable even with a decently-filled bar.

++++Kratos was recast with Christopher Judge, which was fine given the mocap cinematography Santa Monica wanted to go with. However, to not grant Carson a cameo, let alone inform him he was being recast, is completely disrespectful.

Reviewed on Mar 02, 2024


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