The 4 different elementals also determine the magic that Kratos can unleash at any given time, and also affect which kind of orbs that enemies will release once defeated. Each of the elements can be upgraded individually, along with the chains themselves, and their movesets are somewhat unique. Instead of switching weapons, elemental effects such as fire, ice, lightning and spirit can be applied to the Blades of Chaos by tapping the d-pad once the proper artifacts are located. With no weapon equipped, circle serves as a physical attack button that can unleash a guard-breaking 300-style Spartan kick, a punch combo or a ground slam. Instead, he can temporarily pick up an assortment of enemy/world weapons such as a sword, a spear, a hammer or a sling, and use that alongside his blades by using the circle button. The Blades of Chaos are still Kratos? primary weapon, and unlike some of the more recent GoW installments, he can?t swap them out for another weapon entirely. The game relies heavily on this new technique, and ultimately alters the core GoW gameplay, so it?s worth mastering both in and out of combat. The chain grapple is also utilized for a number of other functions, including pulling switches, swinging and puzzle solving. The game physics behind the grapple are really remarkable, and seeing Kratos lead around a leashed enemy through the onscreen chaos is quite impressive, especially when you start whipping and tossing them around like a ragdoll. The biggest change to the gameplay comes in the form of the new chain grapple technique (using R1), which allows Kratos to tether enemies who are weak, airborne or stunned, and drag them around, throw them, or just keep them at a distance while fighting off other enemies. The end result is solid and satisfying, with a plethora of new combat techniques and strategies to master. It?s certainly familiar enough for veterans to pick up and feel comfortable with, and also different enough for those who were asking for Santa Monica to mix it up a bit more. That?s all you really need to know.īeing the sixth game in the series, God of War: Ascension does indeed try to do something different with the gameplay and combat. Just as a refresher - following the death of his wife and daughter (by his own hands), Kratos seeks revenge on Ares, the original god of war, and the Furies which have imprisoned him. The ancient Greek mythology-based setting still works, and there is clearly no shortage of stories, set pieces, creatures and characters to pull from. And you know what, it didn?t really matter. I thought I sort of knew or understood the God of War story well enough, but Ascension, being a direct prequel to the first God of War title, sort of lost me a bit. God of War: Ascension is stunning, really. It?s difficult not to touch on how pretty the game is right out of the gate, so I had to just get that out of the way. The texturing, lighting, special effects, character and enemy models and animation are practically without peer, especially considering how damn smooth the game runs. The image quality is pristine with nary a jagged edge to be found. There is no way that the aging PS3 should be able to effortlessly power the insane visuals and sense of scale that God of War: Ascension provides. Like Naughty Dog, Sony Santa Monica are gods (pun intended) among developers. Now that I?ve spent a dozen hours or so kicking ass as Kratos once again, I suppose I?m glad they didn?t end it at number 3 after all. Both Sony and the PS3 probably did need God of War: Ascension in the same way that Microsoft and the Xbox 360 needed another Halo and Gears of War game. WIth God of War III seemingly wrapping up the saga, who would have figured that the series needed another game? Well, the series itself didn?t, really. Yes, that includes even the excellent PSP releases and HD enhanced versions. Prior to the release of God of War: Ascension on the PS3, I would say that I have played through each of the five previous God of War installments a minimum of 2 times a piece.
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