“God of War” combined the fast-paced hack and slash combat system of “Devil May Cry” with intense action-adventure platforming segments reminiscent of “Prince of Persia”.
The combat system is nothing technical: it mostly requires intense button mashing and quick-time events as we make our way through hordes of enemies. It was nothing new but brought the genre to a whole new level of intensity.
While the battles manage to be still highly enjoyable even two generations later, the old-school platforming segment did not age too well. The exploration of tombs and temples takes up a large portion of the game, with frustrating booby traps and silly deaths caused by the stiff controls. Pandora’s Temple considerably brought the pacing down, but is an ambitious example of level design indeed.
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It's pretty good on Normal tho. As long as you understand that the combat is not the main attraction point — the adventure in general is good. I basically ran through it in two short bursts and had to force myself to stop in the middle.
Ironic that THIS game's Kratos was the least "angry" and bloodthirsty as fans knew him. The story of this game is super underrated and it probably did the best job out of all of the Greek games in making Kratos a sympathetic character and portrayed him as a "monster" who was anguished, broken, guilt-ridden who clung onto the hope of being free from his past by killing Ares.
Better than Ragnarok.