God of War is still a God of War game, but it isn’t like the others.
Kratos is back, but he’s an older, more reserved expat, and the game (and gameplay) evolved along with him. It’s not that you’ll be playing something completely novel — Kratos is still angry (spoiler?) and tends to murder everything — but there are some pretty big changes in style and gameplay. Here are the biggest ones you’ll see in God of War.
The biggest difference is the setting. You’re no longer in ancient Greece. Kratos is in exile, living in a generically Scandinavian country. That means a whole new mythology of monsters to tear apart and meddling gods to deal with. But it’s not just different for different’s sake. The new setting is vibrant and alive. And it’s full of interesting things to find.
Instead of the more linear hack-n’-slash of the previous entries in the series, God of War now emphasizes and rewards exploration. You’re free to travel and explore (basically) anywhere at any time — and there’s a lot of world to explore. What’s more, the game’s single-take seamless approach to visual storytelling means that each of the areas you explore flows from the last. There are no load screens to eject you from the narrative. Sure, some areas are gated — either physically or by tough enemies — but your exploration never goes unrewarded.
Even in the most straightforward point-A-to-point-B areas, there are branching paths to explore. Every time you take one of the wrong turns, you’ll be rewarded with things like chests or useful items.
Within the larger world and the regions you explore, the level design is a lot more complex, too. Running around and exploring involves a lot of verticality, puzzles that open new pathways, and shortcuts that take you to unexpected places.
An open world means side quests, too. Instead of single-mindedly seeking out gods to punch in the face, Kratos now has the option to help out the denizens of his new homeland. These favors are optional, and you can take them on whenever you want. They’ll earn you extra experience, gear and cash. And that’s all important because …
You’ve generally possessed the capacity to tweak Kratos’ capacities to a degree — like which combo to open next — however God of War permits a whole lot more. You have control over Kratos’ details now.
Kratos’ protective layer, charms and weapon mods all bear their own particular details and modifiers, so you can redo him to your favored style of play. On the off chance that you like the Rambo approach, you can prepare outfit that builds his crude quality. Or on the other hand you can play protectively and center around those details. Your prepared apparatus drives everything.
Story movement and another creating repairman open new rigging. The plunder you get turns out to be new rigging with (ideally) better details. What’s more, that, thusly, gives you a chance to go up against new zones and new adversaries.
The greater part of that implies that there’s significantly more to oversee. It’s not just about swinging sharp edges genuine great any longer. Kratos is in excess of a thoughtless executing machine, and God of War’s mechanics mirror that.
Kratos’ advancement and the new, extended plan theory stretch out to the battle too. Battling in God of War is less about cutting down hordes of foes on your approach to fight a manager, and more about strategic, watchful ways to deal with littler, harder gatherings of adversaries.
The greatest change to battle is your weapon. Gone are the famous Blades of Chaos. Kratos now uses a (mysterious) hatchet. That moves a great deal of the activity very close. Be that as it may, Kratos can likewise toss his hatchet, which includes another extended battle component (and headshots) to the amusement.
Additionally gone are the snappy time occasions from the past recreations. Presently, when you at long last beat a school transport estimated beast into accommodation, you don’t need to stress over trying to hit the correct succession of catches to complete it off. Rather, you watch your adversary’s paralyze check, hit one catch, at that point simply kick back and let the mercilessness unfurl.
Kratos will always be Kratos. He’s a grumpy old Spartan who’s led a rough life. He’s not going to become jovial just from a change of scenery, but neither is he the exact same murder-man we have grown to, if not love, at least tolerate.
Kratos made another life for himself in Scandinavia. He has another home, another weapon and another family. Nothing is immaculate (and things just deteriorate), yet he’s unmistakably changed. In God of War, we get the opportunity to see Kratos battle with heavenly powers, as well as inner, passionate powers also.
Furthermore, that inward battle is exemplified.
The final huge departure in the new God of War is Kratos’ constant companion. His son, Atreus, is always by his side. But that doesn’t mean that the game is one long escort mission (shudder).
Atreus (or, “the boy”) is a dynamic member in the experience. He has his own particular battling capacities and identity. In battle, he’s a steady help, never an obstruction — you don’t need to micromanage him or truly give careful consideration to him by any stretch of the imagination. While he’s ever-present, he nearly blurs away from plain sight. He’s there when you require him, and you’ll never wind up sitting tight for him or pondering where he’s trapped.
Atreus’ essence makes Kratos extraordinary. Kratos now has somebody to converse with (well, somebody who for the most part talks at him) and somebody there to help him. Their dynamic turns each scene where you’re simply strolling or climbing or riding for quite a long time into an open door for character advancement.
What’s more, that may be God of War’s greatest change yet: Kratos isn’t endeavoring to end up a divine being to punch different divine beings in their aggregate appearances — he’s attempting to improve as a man.