God Of War Detailed Analysis
God Of War was a game that fell like a bomb in 2005. It was a job that brought the PlayStation 2 into an era and focused on it. The success that came with this game brought the second game. When the second game came out (2007), it had been 4 months since the PlayStation 3 had been released, but God Of War II was created for the PlayStation 2.
Not only did the PlayStation 3 not sell well due to its high price, but it made more sense commercially to debut on one of the best-selling consoles in history, with 7 years of history in the previous generation. The technology had passed to the new generation, but it was still the PlayStation 2 era for game lovers.
God Of War III was released for PS3 in 2010. Sony should have given more momentum to a console with improved sales with a branded game. The console was the focus of many players, especially with Uncharted 2 (2009) and Killzone 2 (2009).
God Of War III, on the other hand, would raise the bar even higher by using all the power of the console. I can easily say the following about the period I played for the first time in 2010; I don’t think I’ve experienced such a moment for the second time in the years I’ve played games. That graphical leap from God Of War II to God Of War III was truly astonishing. The game was in front of me with a fantastic intro and the most epic, coolest opening scene I’ve ever seen. The first half hour of the game was all made to gas the player. Experiencing the battle between the Gods of Olympus and the Titans with cinematic camera angles was an indescribable feeling.
Many gamers are familiar with these cinematic camera angles from the Uncharted series, but there, the camera is mostly in your control. But in God Of War, the camera stages the game for you from completely predetermined angles, and when this is used well, it gives you a cinematic experience in which you play.
This trilogy was accompanied by side games. The last game was God Of War Ascension. It wasn’t a bad game, but in 2013, it seemed like it was officially made to squeeze the juice of the game 3 years ago, and the real misfortune of the game was that everything that looked great in 2010 was repeating itself with the same dynamics in 2013, and even the cinematics were of poor quality and fake. The main thing that hit the company, which wanted to exploit the brand with this game, hit the hard rock was the release of two games that year, such as Grand Theft Auto V and The Last of Us, one linear and the other representing the pinnacle of open world games.
The story, which was already completed with God Of War III, did not give a new story in the new game. We were just taking a closer look at the main character’s background. Maybe we fans played this game for the sake of old games, but it never had a deep place in our minds. Because Grand Auto V and The Last of Us made God Of War invisible that year. In fact, many games were invisible that year, but both the timing error and unnecessary prolongation of a big brand seriously aged the series. The Santa Monica studio needed a fresh start.
The first hours of the game progress linearly and the first episode starts with hunting in the forest.
After completing a full tour in the forest, we return home and at this point, I must say, the game moves into a sequence where tension and action are at the highest level after that calm opening.
A stranger knocks on the door of the house and forces Kratos into a fight. This viking, who looks like a drunkard and mma fighter, continues the threats despite Kratos’ warnings. The man, who was stuck to the ground with the punch of Kratos, responds to Kratos with a doubling, and the eyes of us who play the game with Kratos, who flew meters into the air, are wide open. We understand that; we do not have an ordinary and frail viking before us. Both sides gradually increase the dose of violence, trying to understand the limits of this man who survived every hard blow Kratos inflicted. This might be the coolest and most epic boss fight I’ve ever seen in gaming history.
Kratos being forced so hard on a stranger in a foreign land and Kratos using his Spartan anger as a last resort and attacking the enemy with all his godly powers… This man who heals himself and says that he does not feel pain even after all these blows, says that he was sent by Odin and there are moments that make the player feel helpless. it keeps it alive. In a game with God as the main character, it’s a great job to be able to give the player a “what do we do now” tension. Don’t get me wrong, although this boss fight is very difficult in fiction, it is a perfectly normal boss fight to play. There have been boss fights that were much more sweaty before, but I have never experienced such cool ones. Thanos in Avengers: Endgame; Consider that scene where Iron Man takes on Captain America and Thor. They are very similar to each other in terms of the feeling it gives.
KOMBAT and WEAPONS
Our main weapon in the game is an ax. Instead of the fast combos we did with the old chainswords, we take down enemies with a slower but more satisfying hit feel. The most striking feature of our ax is that it returns to our hand when we throw it like Thor’s Mjolnir. Of course, it stays where it is until you call it, and this feature has been a great detail. Sometimes it’s fun to leave my ax at the other end of the map and summon it from afar. For me, it’s a game that can eliminate most opponents even because it gives you the chance to experience such a fantasy. Also, in the game, we are not defenseless when we don’t have an ax, we have mighty fists and it has as much tacticality in combat as an ax. The ax reduces the enemy’s health, while punches and kicks stun the enemy, giving them a chance to hit the finisher.
Sometimes when you’re surrounded by crowds, you can throw the ax at the enemy and freeze him, and you can knock another enemy away with the Spartan Kick. This way, you open up space for yourself. This is just an example. The tactics you can display in fights are very diverse, and your combos become more diverse as you evolve.
Many enemies in the game have an element. Our weapon, the Leviathan ax, has the element of ice. This increases its effectiveness against creatures from fire. Some creatures with the ice element are half or not affected by the ax at all. The most resilient of these are the ice creatures called Hell Walker. We usually use our fists for such enemies. We also make the finishing hit by stunning.
There are not many types of enemies in the game, but not less. In general, we are fighting with enemy types that are different variations of each other. Although some of them are very different in appearance, their attack styles are exactly the same. Still, it’s not annoying. Because although there are not many different enemy groups, in some fights, several different enemy groups come against you. Naturally, tactics that work well when you apply them to a single group don’t work well here. Some enemy groups break your stance during the fight, making you vulnerable to attacks. Under normal circumstances, a slow draugr won’t catch you easily, but a giant flying eye called nightmare throws energy balls at you from afar, sometimes it can be poison, sometimes fire, sometimes ice. Thus, this attack, coming from an angle that you cannot see while attacking, causes your movement to be interrupted, creating a great opening for heavy-blooded but powerful enemies. In general, the tactics displayed by these and similar fast creatures in crowded fights are in this way.
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