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.
@mrahaju, People should also post a comment whenever they are putting a placeholder date. The 31st would definitely look odd for a release date but other dates will not so it is important to let people know.
@PhilHarrision, Making it 1st of months is not a good idea. Lots of months don't have the first day of the calendar month aligned with NPD month. Example : 1 April 09 fall into March NPD, while 5 April fall into April NPD. 1 May 09 fall into April NPD< while 3 May fall into May NPD.
It is better to use 10th day as filler date, since it always fall into the same NPD month. So March 10, 2010 is a better date compared to March 31 or March 1.
Added release date of Mar 31 2010 for this because it's slated for Mar 2010. I think we should do this for titles when we know the month but not the actual day, we can always update them later and this will allow less games to slip through the cracks so they don't end up not getting listed.
@Joe80, I would like to invite you to short this game. The more the merrier. If my prediction are anywhere close to actual, you can get 20% (minimum) - 60% (maximum) profit from this stock if you invest now.
If I didn't have so much investing in Diablo 3 and Halo Wars, I would have shorted more this stock (I have 3 Million + worth of short in this one).
@shrapnelmagnet, Good point about GoW 3 not being as strong in JA. I hadn't thought of that. The wisdom of crowds. I'm still unsure of GoW 3 sales so I hold no position in it currently.
2
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.