11/27/2022 0 Comments How long is god of warI didn’t fight all the way to the end of God of War because I really liked the repetitive combat, or the decent puzzles: I made it to the end because I wanted to see Kratos decapitate Gorgons, and kill a god, and literally climb his way out of hell. God of War has always been about doing satisfyingly brutal things in progressively more and more epic situations. The series’ fame has very little to do with its combat, which often devolves into a question of how fast and frequently you can pull off the square-square-triangle combo, and even less to do with its puzzles, which exist more to break up the combat than to be compelling in their own right. If anything, God of War III proves how important story has been to the franchise as a whole. It almost feels as if the designers, knowing GoWIII would be Kratos’ last hurrah, wanted to cram in as much groovy mythology stuff as possible regardless of the effect it’d have on the central revenge storyline. Complications arose in both games, but those complications never felt as arbitrary or pace-killing as they are in God of War III. In the second, you’ve gotta find the sisters of fate and kill Zeus. In the first game, you’ve gotta find Pandora’s Box and kill Ares. The first two God of War games had simple, focused stories. At a certain point, I no longer felt the kill-crazy hunger to find and destroy Zeus that had pushed me stabbing and screaming through the underworld, that underscored all my actions with a visceral narrative purpose.Īt some point, my goal became more complicated than “find and kill Zeus” - suddenly I’m trying to get some weird stone so that I can get a weapon that can get me to the flame of Olympus which I’m meant to snuff out or I’m not meant to snuff it out I’m meant to open Pandora’s Box but that means I need to find Pandora which means I need to go to Daedalus’ labyrinth but to get to the labyrinth I have to make my way through an Echochrome-esque garden and suddenly, I’m not thinking about revenge anymore. Not only does the game never again reach the unspeakable epic-ness of its opening scenes, but the momentum built up by that first chapter all but dissipates about halfway through the campaign. God of War III is at least eight hours long. Get out of hell, find Zeus, kill some gods on your way to his throne room, and gank him before you completely lose the intensity of those opening scenes.Įxcept, I’ve just described a four or five hour game. Even after Kratos gets knocked back down to the underworld, that goal is still fresh in your mind: climb back up through Olympus, and kill Zeus. The problem with God of War III is that, ridiculously epic animations aside, the game opens up with a clear promise: you, Kratos, are mere inches away from killing Zeus. By this rationale, World of Warcraft is the greatest artistic achievement in the history of the universe. I get uncomfortable when people equate “value” with “length.” Some will undoubtedly argue that since God of War III provides more content than any of the other games in the series, it is a quantifiably better game. Why, in other words, is God of War III so needlessly long? Why was the game still going when its story promised me an intense buildup to a satisfyingly bloody vengeance? Why was I still getting into the exact same fights with the exact same enemies, capped off with the exact same QTE finishers? About five hours later, however, I was less enthused. I loved controlling Kratos again, loved figuring out the new combos, loved hurtling through ridiculously epic set pieces and doing unforgivably brutal things to people. I’ve never personally complained that a game was too long, so long as I liked its basic gameplay.ĭuring my first few hours with God of War III, I loved it. Sure, game designer Randy Smith argued as much in his recent GDC rant, but you never hear us regular gamer-types arguing that we got too much for our money. It’s rare that anyone complains about a game being too long. Thought our discussion of God of War III ended with our official review? Think again: our “Counterpoint” series allows editors to share drastically different opinions on games we’ve already reviewed.
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