
Kratos also carries four different items into battle (the boots of Hermes, the head of Helios, etc.), which you use by holding. Weapons also have special attacks that you use by, um, holding the L1 button.

Every weapon has its own magical attack, which you use by holding R2 and pressing the circle button. All the game really needed were these and one (1) chain-blade variant. These are awesome and I used them quite a bit.
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Rounding out the weapon selection are the massive boxing gloves of doom from the PSP game. But they weren't varied enough for me to actually use the other two. Three of them are variations on the chain-blades he's always packed. There's not too much combat, but there is way too much to do in combat. So we're left with platforming and combat, and since most people playing this game don't really seem to like 3-D platforming much either, we're left with combat. I'm not surprised that this is clearly what the audience wants (there's a reason it's called the lowest common denominator), but I am a little sad. Guess which feature turned out to have the most staying power? God of War III has, by my count, three puzzles: There are three moments in the game during which I had to stop, examine the environment and think carefully about how I was going to put things into place. I remember getting pumped about God of War based purely on the press materials, which pitched it as a cross between the action of classic arcade-style games and the difficult puzzles of point-and-click adventures. The designers created a whole mess of disparate environments, then superglued them together in random order. Aphrodite's bedroom has a door in it that literally leads straight to Hell. You jump around the chambers of Olympus haphazardly. Remember the trip through and out of Hades in the first game, and how it felt like an epic hero's journey with a destination? God of War III has no destination. Now, Olympus is the home of the gods, so of course they've built a whole Wonka factory up there, each room filled with something completely different. God of War III takes place entirely on Olympus. Kratos had one secret, and we already know it, and that's that.Īnd since Kratos isn't really going anywhere spiritually, he doesn't go much of anywhere physically, either. God of War managed to get one on there, but God of War III has nothing left up its sleeve.

But layering a story onto that type of gameplay is almost exactly like trying to staple a plot onto Asteroids.

In large part, that clarity of purpose is what makes the game fun. In that way, God of War is the true heir to the classic arcade game, and there's something to be said for knowing where you come from.
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He's a tiny ball of muscles and hate who does not know how to use his inside voice and who has no way of interacting with any object, moving or stationary, that does not involve killing it. Kratos cannot support a nuanced plot by this point.

God of War III offers vague hints throughout the game that some kind of story might develop, and toward the end things do get a bit more complex, but by that time, we've spent seven hours or so indiscriminately killing people and it all just seems silly. Pac-Man had some semblance of a romantic subplot. Actually, that's not entirely fair: At least Ms. He tears through them in the same way that Pac-Man eats dots. Oh, on the way there he also kills several of the lesser gods in the Greek pantheon.
