E3 09: Hands-On God of War III


It takes approximately four seconds of playing God of War III to know that little has changed from God of War II. The graphics have been given a good once over, enemies have a few new tricks up their sleeves, and there are some new, fantastic elements, but the God of War formula remains nearly unchanged. Kratos still swings in circles, flailing chains, and murdering all that wander into his path.
And to answer your question: no, that isn't a bad thing.
It's like riding a bike. Right away, using the DualShock 3 to control Kratos should come as a natural instinct to anyone who has played the prequels. In the demo, it all felt very familiar, and the new weapon fit in well with those found in past games. In the other titles, the God of War has found himself in possession of many powerful weapons, and the addition of the Cestus fit in perfectly. It's the closest we'll get to having Kratos simply punch enemies in the face, and it's great to be able to feel the character's power in a new way. Other mechanics, such as Kratos being overwhelmed and piled upon, also fit in well, adding tiny improvements and finishing touches.
The demo I played was the same as the one shown at the Sony Press Conference, and featured Kratos slashing apart enemies while a Fire Titan flailed in the background. As expected, early worries that the game's graphics wouldn't be impressive have turned out wholly without basis. Character models are detailed, blood splatters the ground realistically, and the visuals are some of the best on the system. It's bloody, gory, and very much like the God of War experience on the PlayStation 2.
God of War III is the third game in an extremely popular series - now isn't the time to rewrite the gameplay. Anyone complaining too much about things staying the same obviously enjoyed the God of War series for the wrong reasons, because Kratos's revenge driven rampages were never all that innovative in the first place. They were polished, wonderful gameplay experiences, and God of War III looks to continue that legacy.
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