Doom_Bringer
Banned
Looks cool, but I think many people will say that it's a PoP2 ripoff.
http://media.ps2.ign.com/media/661/661321/vids_1.html
http://media.ps2.ign.com/media/661/661321/vids_1.html
olimario said:A lot of it looks ripped right out of PoP and PoP2.
I can't wait to try this, though.
"It's like Devil May Cry evolved." Our own Ed Lewis' statement may sound a little bold and blasphemous to the average Dante fan, but it's pretty damned accurate. Basically, God of War is a combination of Sands of Time's magic, the uniquely monstrous and grisly backdrop of a twisted mythological Greece, and the fundamental style and juggling combat of Devil May Cry. It takes these three basics, combines them, and then shoots the whole thing through the roof. Because of this, God of War has us more excited than any other third-person action title on the horizon, which is an even bolder, more blasphemous statement.
Stylistically, God of War is a game of fast, smooth animation, clean lines, and epic scale. The crisp but cluttered environments are lively and interactive. Everything we were shown demonstrated the great pains artists are taking to deliver something that's familiarly Clash of the Titans, but still horrifically new.
Imagine pouring rain and the high seas. Imagine burning Greek sailing ships overrun with undead soldiers. Imagine them under simultaneous attack by the Hydra, whose heads are each the size of three school busses. Imagine a massive temple dedicated to Pandora -- a temple so twisted and bizarre that cylindrical courtyards open to vast caverns, bladed deathtraps, and even ceremonial burial chambers. The size and intricate detailing of the levels is utterly astonishing, but more interesting is the way they funnel gamers from one distinct gameplay type to another without do much as a stutter.
Mashing said:NOT ENOUGH HYPE!!
What's not to like? Well, the mapping of the action/interact function to R2 can feel a bit unnatural at times. It might have been easier to hit X or an analog click to open doors and throw switches. The collision detection for interactive elements such as those seemed a bit inconsistent as well; sometimes you'd have to be in just the right place to activate a trigger point, while other times it was more forgiving--even during different attempts at the same spot.
Speaking of throwing switches, the puzzle at the beginning of the "Poseidon's Sacrifice" level is a bit awkward. You start atop a high ledge, where the objective given is to find a lever to put into a nearby slot. Once you jump down, you find this lever rather easily, but there's no way to get back up to the ledge where you can use it. And to make matters worse, the only way to proceed seems to be a trap door on the far wall, activated by yet another lever. Throw the switch and it springs forward with flames and spikes. The text prompt says "to proceed, you must make the ultimate sacrifice." So charge ahead and risk death? Try that and the booby-trapped door can kill you outright, bringing up the Game Over screen. At that point, it was time to quit out and start up the other demo level.
Teddman said:Speaking of throwing switches, the puzzle at the beginning of the "Poseidon's Sacrifice" level is a bit awkward. You start atop a high ledge, where the objective given is to find a lever to put into a nearby slot. Once you jump down, you find this lever rather easily, but there's no way to get back up to the ledge where you can use it. And to make matters worse, the only way to proceed seems to be a trap door on the far wall, activated by yet another lever. Throw the switch and it springs forward with flames and spikes. The text prompt says "to proceed, you must make the ultimate sacrifice." So charge ahead and risk death? Try that and the booby-trapped door can kill you outright, bringing up the Game Over screen. At that point, it was time to quit out and start up the other demo level.
Goreomedy said:GD, I too was blown away by the E3 presentation.
Slick animation, a move set that makes Dante look decrepit, and puzzles that promise logic and unbridled creativity over trite "hunt the switch" standbys. This game belongs to an exclusive club of special titles on the horizon(Wanda and Jungle Beat I'd rank up there as well).
It's admirable that Sony is introducing a new and ambitious project in the later years of their system. I hope the lack of "buzz" doesn't mean it was a gamble that won't see a return.
We gave it fifth overall, and best of PS2.GDJustin said:Edit: Thanks to me not shutting up about the game E3 week I'm fairly certain GD gave it one of our runners up for best of show... I think the only site to recognize it in such a way.
BenT said:We gave it fifth overall, and best of PS2.
If you like we can share the credit for our impressive predictive capabilities.