Ok, I just finished GOW: A on hard mode just a few moments ago and I really REALLY want to share my points with this game:
- First off, the reception of this game was more than dissuading enough to put me or any one off. Ironically, it is the "Trial of Archimedes" that really piqued my interest more than anything and I immediately bought the game on a whim. I really hoped that the reception was just over-reacting [what with all the low scores and everything?]. It really cannot be that BAD, boy was I so wrong.
- I would like to say that this game beats GOWIII in spectacle and visual quality - the LAST boss fight is a testament to this and you won't convince me otherwise. This is the ONLY complement this game will ever get from me. EVER.
- The combat system is new which completely writes this off as just another "god of war" game. Sadly, such presupposition leads to an extremely poor balance of gameplay. Honestly, I really have no issues with this new take but it does a piss poor job of trying to orient old and new GOW players alike. While this combat system REWARDS strategy over button-mashing, it severely lacks polish and only very few scenarios does one see the benefits of the change.
- Many-a-time I feel like I was fighting the game design rather than the enemies it also encompasses some of the CHEAPEST shots I've ever encountered in an action game... IT. IS. RIDICULOUS. Every hour that passed by only made me worried for the dreaded "trial" that would come. Boss fights are unusually easy with your typical attack pattern but with some frame-rate issues. I was hoping a more refinement engine and a 3 year dev time could offset such problems but sadly this is not the case. I fear they've spent most of their effort on the first hour followed by the last boss, everything else in between is just combat "filler" - and it shows.
- To further emphasize my disdain for the combat system, you can tell the block & PARRY are mere afterthoughts as it is nearly impossible to utilize them in a consistent manner. This did not complement the new combat mechanic as it completely destroys and flow and rhythm of your combat. (Does SSM playtest this shit?) The one mechanic that could literally be the saving grace of this atrocious combat system and they fuck it up. Your recuperation absolute DOGSHIT , the enemies are unusually aggressive with a massive amount of damage resistance add to this fact that some of them have life-threatening combos to where YOU CANNOT RECOVER from. AND WHAT'S WORSE IS THAT 2 OR 3 OTHER ENEMIES CAN UTILIZE SAID COMBO OVERLAYED ON TOP OF THE PREVIOUS ONE CAUSING YOU TO LOSE SUBSTANTIAL HEALTH IN A FEW SECONDS. OH, AND THIS APPLIES TO AUTO-TARGET ELEMENTAL ATTACKS AS WELL. WHAT THE FLYING FUCK? It makes me so ANGRY just thinking about it.
- The parry system is worthy of an absolute facepalm in itself. There is no tutorial for this shit other than looking through a menu and never tells you when it can be utilized. IT IS ALSO THE MOST SELF-DESTRUCTIVE SKILL - I ADVISE YOU - DO NOT USE THIS FUCKING SHIT!!! This is how the parry works: you press L1 + X, you will notice a barrier in front of you signaling the activation if successful, you will immediately disorient an enemy. This doesn't seem so bad, only that if you miss.... you activate your "kick me" sign that what follows would make you so ashamed of yourself after a massive amount of asshurt that will be delivered soon after. To make matters worse, this particular skill ONLY works to the one directly attacking you - any one included in this massive gangbang scenario will be severely unaffected in which case move back one square and activate the asshurt remark.
- By the way. You. cannot. use. this. skill. while. the. enemy. attacks.
That's right, the only way you can successfully use this is when you PREDICT when the enemy attacks with pinpoint accuracy. It is extremely difficult to pull off with just ONE enemy and you can see how asinine the rules apply when 2 or MORE enemies come into the foray. So while you may predict the 2nd enemy or even the 3rd strike - as long as first enemy continues his attack, activation is IMPOSSIBLE.
- Upgrading your weapons only introduces new skills. It does NOT make them stronger (at least from what I've played). The bug enemies take just as much damage from the beginning of the game regardless of if your BoC is maxed out or not. The only sustainable way of delivering powerful blows is when you build up your rage meter to deliver devastating moves. Because it is more tactical based, this type of feature will only work with "button-mashing" scenarios. This particular combat type? Forget it. One hit and that's all it takes to disable 90% of your strongest attacks.
- Crowd control? Almost non existent. You need to MAX out your elemental blades to even activate their specific magic attack and even then all it does is keep you from getting hurt (By the time you do this you are already near the end of the game /facepalm). As mentioned, your recuperating time is so bad that if an enemy placed a well made attack AFTER the magic finishes up you suffer the same penalty as that of the said parry description. No blocking or dodging. The tethering thing only works in a very wide area and is the closest thing to an anti-riot instrument. Sadly, this only works in wide area scenarios and if the event that such area does exist, you get tether-immune enemies for the lolz. Well done SSM *slow claps*.
- Dodging is like jack-in-the-box. Sometimes you get hit, sometimes you don't. The fact the dodge has insane delay before initiated really gets me in these games, for this particular one for instance it's designed to work against you. Even if you did dodge "successfully" many enemies have a very wide attack range that by the time you do roll out of "the way" you only open your self up to the very same vulnerability you get from the parry scenario.
- Specialized sklils is your only saving grace for this game but it is not without it's fair share of the problems. For one, these do NOT work the way you want it to. The game already has it's unfair share of aggressive enemy attacks and these tools are the ONLY ones that could deliver a breather. These "skills" are activated by holding the L2 followed by any of the face buttons (with exception of the X). The problem is that these have very SHORT range to utilize and it opens you up for vulnerability if it doesn't execute well enough. And to think these is the ONLY tools that can can even the odds of the "Trial" and it's still frustrating to pull off.
- Finally, I've arrived that the legendary "trial". I was supposedly ready, I've seen all that was bad in this game. 1 and a half-hour later, I NOW see why so many have difficulties in this mode. Simply apply EVERY COMBAT DESCRIPTION from this list and that is what you have to deal with in the first round. If by some miracle you did pass this one, the rest is defined on how many more magic attacks you have reserved.
Here's my review:
Even in my angered state, I can still see that this game is a victim of having too many good ideas that does not compliment together. Yes, the new combat system's issue isn't that it's BAD, it's just poorly delivered. The set-pieces all have potential but they are never executed well enough to wow the player. Sometimes it's too short, or the constant barrage of nonsensical QTE's and overused GOW tropes as visual compensation to the player. The levels are uninsipired and lacks personality. It is as if SSM took the "didn't-get-to-use-these-assets-from-previous-games" and jumbled them all in this game. The result is a mish mash of levels attached together for the player to run and kill around.
Puzzles are not too bad by any stretch of the imagination but the poor level design only makes it a chore rather than a self-rewarding progression. Many of which has something to do with repairing/decaying certain devices and platforms. Boss battles are unmemorable, with only the OPENING and ENDING that is worth mentioning. But even then, they fall victim to camera design and ends up ruining the spectacle.
Camera issues work against the player with so many ways it's almost disorienting. Even playing on a 42" OLED screen, I keep losing sight on Kratos always only noticing a declining health bar because I was looking at the wrong side of the screen. Even at times when the camera does "behave", the coloring and levels make it difficult only serve to make Kratos blend into it which can cause massive frustrations when dealing with multiple enemy encounters.
Frame-rate jars in strange scenarios, some in cutscenes when nothing significant is happening, others at boss-fights or engine-stress levels. This work against the player since the combat does require low-latency input to help deal with the enemies, the fact that the block and dodge STILL requires a delay before activating only serves to destroy the rhythm and flow of a perfectly planned combo.
If one reads this review, one can surmise that many of these issues is something one can observe in "early" console releases. SSM released GOWIII that is significantly more polish than most built up engine sequels. To see them fall from grace like this is disheartening. It is sad that 3 years of development time on top of an already built engine deliver such lackluster results. Uncharted 1 to 2 was the exact opposite, everything from graphics, gameplay, set-pieces and polish clearly show when the foundation tech is already built in place with well designed multiplayer ON TOP OF THAT. It's no surprise one have very similar expectations to GOW: A. One wonders what went wrong as time, budget and SKILL was on SSM side.
The problem with this game is that they tried to "outdo" GOWIII with scale and presentation, leaving the rest to dust. With a prequel, this is already difficult to achieve as the themes simply would not allow such a scenario to exist. One can only imagine if GOW: A and GOWIII switched roles with GOWIII signifying as the "swansong" of the PS3's action title. This would explain why the story and gameplay suffers, the tried to force something new and at the same time trying to use the same mechanics for old. Enemies are clearly a copy/paste job from the previous game with most of the effort reserved for wide-spectacle events for QTE's. This is something many fans could easily predict or allude to based on GOW3 alone.
SSM had one chance to throw a curve ball and actually go "conservative" for once. Had there been more focus on achieving 60fps and a more refined combat system even a the cost of "cinematic" QTE's and titan sized boss fights, I wouldn't have minded that. AT ALL. It makes absolute sense that a pre-GOW Kratos will not outdo his exploits in the original trilogy. Afraid that they decided to play safe and failed to design their game around that part.
Even if I did decide to like it as it is, there is NO REASON why the game's engine is performing the way it does. I expected more from a refined engine other than graphics and spectacle, with many bugs and SOUND issues destroys any immersion I've had for this game.
To wrap things up, if this was a spring roll, it would be one the nastiest and tasteless ones out there. It is if they believe mixing good ingredients regardless if they complement each other or not would make for a very well tasting snack. It doesn't, and so does this game. And all the grandeur is lost. If this is the what the franchise is headed to than there is NO hope for this game. It is a victim of it's own success and this game tried so hard to sustain it. Unless the next GOW entails a brand new story with an even stronger/angrier Kratos, I simply lack the motivation to buy another one. I really tried to like this game, but all it did is made me the player more furious than Kratos at his peak. Personally, I believe the franchise is already burnt out and only a reboot could save it as this point.