Ever wanted to kill a god? God of War certainly isn't the first game to open up this kind of possibility, but it is perhaps the most stylish to do so upon its release. Following in the footsteps of the Devil May Cry style of hack and slash goodness, God of War adds to the formula with a mythological flair and magic abilities, while retaining the combo-heavy pounding action of games before it. It's gory, satisfying,
and demonstrates a monolithic sense of scale. But it's not all perfect.
The basic gameplay is based around slinging around the blades of chaos Kratos has permanently branded to his forearms. The blades rest on a long chain, meaning you get some pretty serious reach out of them, and the possibilities for flashy combos really elevates above if you were to hold just a regular old sword. Combining light attacks, heavy attacks, and grabs, which usually result in various levels of dismemberment, there are a few different ways to dispatch enemies. Certain enemy types will also counter you in certain ways. If you keep spamming light attack, for instance, you're going to get punished for it. Button mashing can get you through a good portion of the game, but there's going to come a point where it doesn't cut it anymore. Also, there's quick time events. Lots of them. Do with that information what you will.
Combat with the Blades of Chaos is supplemented by four different magic attacks that you get throughout the game, as well as a single secondary weapon with some different strategies. You can inflict an AoE lightning attack, paralyze enemies, create army's of dead souls, or pull a Zeus and chuck lightning. A lot of the time, the magic feels a little bit like a trump card that you're allowed to pull out every now and then, and less like a regular piece of combat. Your magic bar drains pretty quickly, depending on what you're doing, and sometimes the spells have a certain 'too good to use' aura about them.
Combat is broken up with fairly basic, albeit fun to solve puzzles. There was never a point where I felt stuck, and the 'eureka' moments are more of a 'oh, yeah' kind of thing. Basic 'push this block to X' or 'find this object and put it in Y' kind of stuff. The platforming in the game is also pretty fun most of the time, but some of the environmental hazards can go from genuinely fun to horrific really quickly. One specific example of a lowlight includes climbing a spike covered tower that's constantly rotating, and if you happen to get within the spike's hitbox, you fall all the way to the bottom again, forced to start from the beginning. There are a few moments like this, and they can make you want to scream.
The combat itself can have some overall unappealing moments, as well. As a general rule, the game is fun. But some specific enemies are hellish to deal with, and not always in a way that feels fair. Whether you get repeatedly stunlocked, or your dodge is just out of the way of their attack every time, some encounters leave a bad taste in your mouth. Some people may refer to this as an example of a moment that makes you not want to replay a game. I don't think any moments get quite that bad, but by the end of the game, I did have a bit of a feeling of relief. The worst was over.
Visually, the game looks quite good. The sense of scale is great, with huge beings battling in the distance and character models appearing as small specks next to some of the more grandiose set pieces. This is accompanied by a suitably epic music score that knows when to reach a climax and when to mellow out. Some of the quieter pieces are particularly beautiful, often featuring a single voice singing a somber melody. The character models definitely aren't anything to scoff at, and the environments are well done. Admittedly though, they can feel a little samey. The meat of the game takes place in the same temple for a good 2/3rds of the action, and while it does try to change it up, you'll feel like a lot of where you are is...Well, ancient greek interiors.
The story is actually remarkably compelling for a hack and slash action game, too. Kratos as a protagonist is at many times one that is not portrayed heroically at all, only to suddenly have an arc where he gains a bit of sympathetic nature. It's not black and white. The story is told in a fairly nonlinear fashion, with regular flashbacks drawing out the past. These cutscenes are never too long, and they don't overstay their welcome. It's not the most complex story ever, but it's gripping enough to hold your attention and inspire curiosity in what happens next.
Overall, God of War was incredibly well received upon first release, and continues to be a solid game to this day. Hang ups in platforming and combat keep it from being a flawless experience, and the gameplay can at times feel samey, but it's still worth playing. Not in just a 'it's historical' kind of way, but in a 'it's still fun' way. At the end of the day, isn't that all a video game really needs to be? Just genuine fun.