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.
Very interesting post, Zen! It's rare to find somebody actually talking about the game mechanics of GoW. That said, I do disagree with it quite a bit. The combat guys were running the show in GoW2, and it shows, with the most refined combat in the entire series.
The parry's a good point, but it actually does take awhile in GoW1 before you get(level 3 Blades), and the parry still serves a purpose. Some attack strings in GoW2 are unblockable unless you parry them. Some medium-sized enemies are stunned with parries and leave them open for retaliation, which doesn't happen with a normal block. More over, I LOVE the Golden Fleece. The projectile parrying is one of my favorite additions, and I love parrying a Medusa Gaze and throwing it back at everyone.
The blocking is a legit complaint
As for Rage mechanics, you say "op", I say "useful". The Rage of the Gods took so damn long to build up in GoW1, you practically forgot about most of the time. You might use it 3, maybe 4 times on an average playthrough. And you can't shut it off either. Once it goes, it goes until it's gone, which really kills a lot of it's potential utility. If either of these mechanics were "tacked on", it was RotG.
As for enemy management, I like the challenge. Enemies with fast attacks are usually very susceptible to the stun status of Chronos' Rage(that's the only thing you need to cross that river with the rotating circles before the Stone Minotaur) or OS grabs. The enemies are always limited in number, whether it be the fire harpies in the Raising the Phoenix statue push section, or the Translator protection. And let's not pretend GoW1 doesn't have these moments either, not just the cage push, but even earlier with the infinitely spawning harpies that require you to block their path with the statues. And nothing in GoW2(on Hard and below anyway) annoys me as much as the endlessly tedious battle in the spike wheel room with all the harpies. Or the slog of encounters and spike walls that littered the Hades section...
GoW2 alternate weapons certainly aren't "garbage" and "impractical". Certainly not any more than the Artermis Blade was in GoW1. The Barbarian Hammer is straight up stronger than the Blades, and can be a highly effective strategy for tougher opponents. In fact, I'd argue you should stop upgrading the blades at level 3, and focus your orbs on the BH on Titan. And the stunlocking goodness of T1 and PS on the SoD are straight up godlike.
The art design for the areas, well, that's just the most subjective thing there is, isn't it? It reminds me of the people who prefer Half-Life 1 to Half-Life 2, and vice versa. HL1 is mainly in one environment, giving you a sense of place and progression that HL2's many episodic locales can't match. HL2, on the other hand, has such a wide variety of wonderful environments, that it's fans feel kinda stir crazy being in the same ol' office complex most of the game. Clearly, you're a HL1 guy. Me, an HL2 guy. Love the art design, love the variety of beautiful locales, gives me that epic adventure feeling. You feel your way, I feel mine. As for the character designs, I was actually always partial to Hades, this obese mountain of a man with the spikes and various patches showing the lava underneath. And you don't like Poseidon, all Atlantean cool blue tattoos and surfer dude hair? Pfft
The story is poorer. Although the story in the first wasn't anything to write home about either, if I'm being honest.
As for CoO, I haven't played it in years. All I remember is that it was short, ugly except for a few distinct areas like Elysium, easy(even on Hard...it's Very Hard is the easiest in the series, too), with LOTS and LOTS of gated encounters in small, constrained arenas, with worse enemies, worse level design, MUCH worse/less bosses, worse spells (Efreet sucks, LoD is the worst ranged magic in the series, no Medusa/Eurayle like stun spell)...pretty much across the board inferior. I don't think it's very good at all, quite frankly, especially in comparison to it's console brethren.
Moreover, I love so much about GoW2, big and small. The swinging across the Badlands, hell just the swinging in general. How you can mash X and move faster up ladders or across walls and ceilings. The sound of a Golden Fleece parry. The yelp of a dog as you straight up punt it into another enemy(and it's actually a viable strategy, it does a lot of damage and it stuns even mid-boss tier characters). The 2d battle with the Spartan Warrior. The door-slamming QTE finisher on Theseus. The music that kicks in when you're escaping from the Atlas chapter. The projectile parrying tennis matches between you and the Sister of Fate. The final Endurance Run. The slick as hell finisher animation on the little axe-wielding riders. The "so damn mad it's parody level" annnnngry walk Kratos in the beginning of the Kraken fight, replacing your attacks with annnnngry yells to the heaven(I GROW TIRED OF THE LIES OF THE GODS!).
Damn, I love that game. But, that was an interesting post, Zen. It's rare that anyone talks about the mechanics of GoW besides simple buzz words.
GoW2 > GoW1 >> GoW3 > or = GoS >> CoO