Best game ever, i had the most fun with the storyline, it's like playing a movie!
You know how Kratos' battle against the gods of Olympus is known for its massive, insane action sequences spread throughout? Well, some genius (or likely several geniuses) at Sony's Santa Monica Studio had the brilliant idea of making a whole game just out of those incredible moments. It was rare that I went 15 minutes without my jaw dropping at the immense size, stunning beauty or sheer creativity of the set piece I was now scaling or destroying. Oh, God of War III's basic combat is very similar to the first games, you'll find no argument here. You're still spinning around like a murder carousel with two swords on chains, mowing down hordes of mythological creatures. It looks better than it ever has before (or indeed, better than most any other game on the market), but the basic idea is essentially unchanged. That said, the concept has aged really well -- a rarity in this industry -- especially accounting for all those other games that have tried to ape God of War's combat flow with varying degrees of success.
It's where and how that combat is used that really makes God of War III special. Even though it's the same as always "Square-button for light attacks, Triangle for heavy" inputs, you can't even feign disinterest when you're using those combinations of attacks to rip a skyscraper-sized Titan's fingernail off to keep it from squishing you.
Speaking of: Oh crap, the Titans! Fighting gods is okay, but it's not a huge step forward for the genre. But when Gaia and her Titans turn on you in the game's opening minutes, and you have to switch to murdering these ambulatory mountains throughout, it becomes like ... a "David and Goliath" situation (except, thankfully, David in this case is a chain-sword toting, living action figure). That's a really clichéd way to express the scale of battle in God of War III, but it's better than the series of disbelieving grunts I managed to eke out while I was playing.
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You know how Kratos' battle against the gods of Olympus is known for its massive, insane action sequences spread throughout? Well, some genius (or likely several geniuses) at Sony's Santa Monica Studio had the brilliant idea of making a whole game just out of those incredible moments. It was rare that I went 15 minutes without my jaw dropping at the immense size, stunning beauty or sheer creativity of the set piece I was now scaling or destroying.
Oh, God of War III's basic combat is very similar to the first games, you'll find no argument here. You're still spinning around like a murder carousel with two swords on chains, mowing down hordes of mythological creatures. It looks better than it ever has before (or indeed, better than most any other game on the market), but the basic idea is essentially unchanged. That said, the concept has aged really well -- a rarity in this industry -- especially accounting for all those other games that have tried to ape God of War's combat flow with varying degrees of success.
It's where and how that combat is used that really makes God of War III special. Even though it's the same as always "Square-button for light attacks, Triangle for heavy" inputs, you can't even feign disinterest when you're using those combinations of attacks to rip a skyscraper-sized Titan's fingernail off to keep it from squishing you.
Speaking of: Oh crap, the Titans! Fighting gods is okay, but it's not a huge step forward for the genre. But when Gaia and her Titans turn on you in the game's opening minutes, and you have to switch to murdering these ambulatory mountains throughout, it becomes like ... a "David and Goliath" situation (except, thankfully, David in this case is a chain-sword toting, living action figure). That's a really clichéd way to express the scale of battle in God of War III, but it's better than the series of disbelieving grunts I managed to eke out while I was playing.