The thing is that the developers wanted to stop at God Of War 3. There the story logically ended: Kratos, the main hero, one of the sons of Zeus, eventually killed all the Olympic gods, took out Zeus himself and fell into the abyss. The developers did not reveal the details - what exactly happened to him, but many players believed that he simply died with his world.
It seemed that it can't happen any more. That is why the next part, God Of War: Ascension, which was also released on PS3, was a prequel. But it already had much lower ratings - the game was not very balanced and the action was very low.
So what is this new God Of War on PS4? A sequel to the prequel? Or an ultra prequel?
Surprisingly, it is a continuation of the story, although in terms of gameplay the game bears little resemblance to the old God Of War. We're not going to get into the storyline here - first of all, more and more people are getting worried about spoilers (even if the "spoiler" happened at the very beginning of the game - before the player was allowed to control someone at all), and secondly - the plot didn't seem that important for us.
All we need to know is that Kratos got noticeably older, got a son and travels with him to the top of the mountain. On the way the heroes are waiting for conversations, quarrels, solving riddles, visiting other worlds, and unexpected meetings. In short, it's not the same God Of War we've seen before. Different.
In fact, there's a feeling that PlayStation is deriving some kind of universal formula that should work in absolutely any game. Have you seen modern Hollywood blockbusters? Especially action movies? Ninja Turtles, Spider-Man, Star Wars, Guardians of the Galaxy - the name doesn't matter, only the costumes of the characters and the setting change. The structure is pretty much the same, and even the jokes are the same (and in many cases even inappropriate). This is something that happens with PlayStation games.
Where once on PlayStation 3 we had Uncharted, God Of War, Motorstorm, Killzone, Heavy Rain - and they were all different games (until the release of The Last Of Us), now God Of War is a bit of Uncharted, a bit of the recently released Horizon Zero Dawn and, of course, a lot of The Last Of Us. In short, the game has lost its originality. That doesn't mean it's bad. At any rate, it's definitely better than Horizon Zero Dawn.
On the other hand, there is a positive side to all this monotony. The PlayStation 4 has already created a sort of "successful blockbuster" look that all of the new games conform to, give or take. And if you liked the previous ones (even Horizon), then you can be sure that you will probably like God Of War. It's the same, but about different - isn't that what we're all waiting for when we're expecting a new installment of a favorite game?
GAMEPLAY
All of the previous installments of God Of War have been slashers. So the new game, at least, tried to develop in this direction. Kratos has an axe - you can throw the name and the axe will come back at the press of a button, also the hero can fight with his bare hands, and his son, Atreus, is always running beside him armed with a bow. We can also control the archer shots - they stun the enemies, but otherwise Atreyus acts on his own, helping his father.
In general, the dynamics of fighting is not as high as before, including the fact that the camera was brought almost closely to the back of Kratos, resulting in it occupies about 1/8 of the screen. And the boomerang axe provokes the player to stay away from enemies by attacking them from afar.
Plus, the game has greatly expanded the options for pumping. Previously we were only pumping weapons, well, and finding items to increase health and magic. Now we have a full skill tree - and a separate one for weapons, fist combat, shield, and Atreus' bow.
There are also three types of armor: chest, thigh, and arm. Each piece of armor can be crafted or found on the battlefield, as well as purchased. The items, as in many RPGs, are divided into common, rare, legendary, and some of them allow you to insert stones, a kind of enhancement. However, we did not notice that these stones give any fundamentally new effect (for example, to make an axe become a fire axe.
The two dwarves who act as both smith and merchant constantly teleport behind us to any world, so any encounter with them only causes more of a surprise like, "You again? I was climbing through traps, puzzles and crowds of enemies, and you're standing there quietly." The game, however, tries to explain this in different ways, but it still sounds unconvincing.
The levels themselves are not as linear as before, but there is no open world here. There is simply a set of linear worlds with the need to sometimes return to the already visited and cleared locations (backtracking).
GRAPHICS
Every part of God Of War has always squeezed everything out of the system on which it was released. On the PSP handheld Sony even allowed the developers to speed up the processor from 222 to 333 MHz so that they could give out the picture they wanted. The remaster of God Of War 3 on PS4 was limited to only
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