'God of War: Chains of Olympus' Review (PSP) |
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| Submitted by thankeeka on April 8, 2008 - 5:59am. | Exclusive Game Review | ||
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THE STORY SO FAR God of War: Chains of Olympus (God of War: CO from here on) is a prequel to the first two God of War games, meaning that you don’t need any prior knowledge of the franchise to pick the game up and get into the action, as the game doesn’t rely on previous knowledge as much as God of War 2 did, say, the first God of War game. In God of War: CO you find yourself starting the game out like normal, facing off against humans in a city being attacked, which is basically nothing more than an extended tutorial for the most part. Though your mission begins like any other quest given to you by Ares, things suddenly become more serious as Althena asks you for help, hoping that you can restore the sun that has fallen to the ground. Throughout your time in God of War: CO you’ll adventure high and low, slowly seeking out the truth behind what happened, and hopefully at the end of the day you’ll be able to return the son to the sky and the world shall go on like it always does. Much like the previous God of War games, God of War: CO is still very much story-driven, as there are plenty of in-game narrative moments, whether they be the CG cutscenes, in-game cutscenes, or spoken voiceover that details some of the stuff that is going on and the thoughts that are happening in Kratos’ head. Like the other God of War games, though the action is great, the story is what ultimately keeps us the most involved and matters the most to us, and in God of War: CO there is still a really high quality story, though not quite as epic as the previous games. GAMEPLAY
Another problem with the controls comes during the QTE events that require thumbstick movements and swirls, such as a few death kills and moments that need you to do things like twirl your thumbstick around to bring down a statue, for instance. The problem is that the thumbstick is just too set into the PSP, not letting you get a good leverage like you can on the PS2 where the thumbsticks stick up out of the controller and let you get an easier swivel. The biggest problem, for the record, came during a moment where I needed to swivel my thumbstick around and around in circles several times over, but because of the lack of an arc it wasn’t easy to do, and what usually takes a few seconds normally suddenly took minutes. Also, the kills that require a swivel are often so hard to do at the right time that’s it’s often better just to plain kill them with normal attacks. One thing that’s always been nice about God of War’s combat is that it actually requires some thought, as you can’t simply go in slashing left and right and expect any results, as enemies will block and more often than not their attacks are way more powerful, so that if you find yourself mindlessly mashing buttons to attack, you’ll usually find something like a giant axe upside your head and doing some tremendous damage. The combat is actually where all the difficulty comes from, because though there are some light platformer and puzzle elements, the real challenge is definitely surviving the game one battle to next while you try to juggle your health and magic meters. Like past games you’ll slowly gather a variety of spells and weapons you can use, which aren’t always needed, but you’ll find yourself using them enough to slowly craft Kratos into your own fighting machine. As you gather red orbs throughout the game by killing enemies and opening chests, you’ll be able to spend those points to upgrade your weapons and spells, not only giving you more combo and attack opportunities, but increasing power as well. So, if you find yourself only using one weapon and one spell most of the time, you’ll probably spend all your points upgrading those to their max, but if you like to spread the love around, you can improve everything bit by bit; the ability to shape Kratos’ fighting style to your play style really has always been a huge plus for the series. The game also features its usual share of bosses, though nothing quite as outlandish or mighty as past bosses in the game series. The boss battles – though few – are still pretty fun, but nowhere near as challenging as they once were, and don’t require too much thought as their patterns are pretty obvious and from the moment the battle starts you usually have a good idea of what you need to do to win.
GRAPHICS AUDIO IN CONCLUSION login or register to post comments
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