I'll take the bait and ask how GOWII's combat was in any way "fucked up" compared to GOW1 or CoO. And the art design? What's the problem there?
I do like the Gauntlet of Zeus a lot.
I would really, really like to read that detailed post of yours explaining how CoO's combat was better than GoW2.
Because this opinion is straight up bizarro world to me
God of War IIs combat was a mash of poorly executed changes on the formula that God of War I established. First of all they removed the parry timing leading to a heavy attack, and that's fine! But it's not fine when they deliberately left in the slowdown animation leaving you with nothing until well into the game when you get the golden fleece hours into the game. Originally you were suppose to get the fleece much sooner, but it got shuffled around, and the gameplay up to that point was stilted and awkward because of this useless slowdown that served no purpose but to kill the flow of combat. Once you got the fleece, it still wasn't as fun as the parry from the original.
The block mechanic: People complained in the original that you couldn't block fast enough at times, so instead of merely reducing the delay between button press and block, they made the block instant and spam-able. This allowed you to abuse it against harder enemies and it was just a sloppy solution all around. that broke the intended combat against harder enemy types.
Rage of the Titans: I don't think I need to go into why this was poorly implemented. It was tacked on an completely op.
Enemies: enemies in God of War II were frequently just annoying in terms of design and placement. II really tried to ramp up enemies doing very fast light attack interrupts and it was poorer for it. You were semi frequently put into a situation where you were trying to do something like push a block or turn a lever while waves of enemies would spawn at you, it was just annoying and worse than pushing that cage in the original, because those enemies were limited in number and had more lenient tells for their attacks. The highlight would be the poorly designed sequences were you had to protect the scroll readers, on higher difficulties. A decent amount of the new enemies were just annoying or unfair to fight unless you exploited the combat system (like the armored guys with the ball and chain).
Alternate weapons, there's no argument that the alternate weapon (sword) was under developed in God of War I, but all of the alternate weapons in II were garbage and just not practical to use versus the blades at all. They were a waste of orbs.
Art design. II has the worst art design in the series bar none. It's inconsistent and while you're on an island moving ever closer to the center, the areas clash so much that you're hard pressed to ever feel that sense of progression. It was also responsible for the sub par designs of the rest of the Olympians (none of them ever measured up to Ares from the original). They had to design all of the gods at once to shoe horn them in for a cutscene, and it showed, haunting even God of War III.
I also dislike GoWII because Kratos was much more of a meat-head, it invalidated the ending of God of War I and generally just pigeon holed God of War III, leading you up to fighting a boss whom you had already decisively beaten in II. Not to mention how it completely ignored all of the logical plot threads it set up itself through introducing time travel. Krtatos not once even thinking to save his family for instance. It was just an extremely sloppy and poorly thought out sequel to a highly self contained and well thought out original.
CoO had at least on par encounter design, better level design, better combat, and better sub-weapons and spells, massively more consistent art design and proper sense of progression through its environments. It was just all around a better game.