God of War II – A Review
August 12th, 2010
Three months ago, and with grand foresight, I vowed to consume as much media (games, movies, comics, books) as I possibly could before I’d leave almost all of it behind as I go to live abroad in China. Some of this media I managed to write about before I left, some of it I’ve subsequently caught up on over the past three months, and then there’s all that note-taking sitting in OpenOffice documents in my writing folder. God of War II belongs to the latter.
God of War II is a direct narrative and gameplay continuation of God of War, which means that, similarly to the Half-life episodes, God of War II streamlines the culmination of mechanics built up by the conclusion of God of War and re-uses them as a base for the beginning of God of War II. By virtue of being welcoming to new players though, Kratos is robbed of these abilities by his father-cum-uber-nemesis Zeus at the game’s onset, acting as a narrative justification to re-teach the ropes and warm players into the experience*.
For continuing players this amounts to a heap redux which God of War II‘s largely peripheral additions to the combat system fail to quell. (Newer players will similarly find the combat stretches beyond its means, but perhaps not as immediately as returning players). A smattering of aggressive new moves mapped to the L1 button when used in conjunction with the face buttons, a spiffied up Rage of the Titans (rage mode) and some new spells do fend off the familiar, but fail to sustain player interest through what is a significantly extended play experience.
That’s not to discount the peripheral additions though, since, as irrelevant as they are to the most established part of the experience (the combat), they do in fact play a part in pushing the game forward. Kratos has a couple of new weapons at his disposal, including a hammer, sword and bow. Aside from the arrow which can be rapidly shot between intermissions of slashing to maintain combos, none of these diversions are given enough spotlight to deliver attention away from the effectiveness of the Blades of Chaos. Smart players will realise that the best way to play God of War II is to ignore these distractions and rely on the tried and trusted attack patterns from God of War while adding a bit of oomph, now and then, with the new L1 attacks or the spells.
It’s a shame that there isn’t enough added variance to the combat as God of War II is an excellent example of good organisation of gameplay elements. God of War II shifts from combat, to puzzling, to platforming, to narrative, to boss battle with an exacting sense of understanding of how much can be bitten off of each of these systems. Furthermore, new mechanics, landscapes and enemy types are interspersed at the most suitable points in the game. You are always presented with something new and interesting just as your enthusiasm for your current occupation begins to wane. Sony Santa Monica clearly nailed this element with a hefty amount player testing, which is why it’s disappointing then that the depleted combat systems works only to subvert the games otherwise great pacing.
It would be remiss of me to forget God of War II‘s stronger emphasis on puzzles, platforming and set pieces, all of which have been well supported by the new time freezing, flying (Icarus’ wings), chain swinging and Medusa’s head mechanics. The set pieces, particularly the flying sequences, are always exciting and well connected to the context of the game (for example, obtaining Icarus’ wings). The boss battles are equally impressive in the way they draw on more elaborate forms of tactics and spatial awareness which isn’t encountered in the moment-to-moment combat.
But ultimately, none of this can save Kratos from that niggling itch that the combat is not fresh and exciting enough to sustain the experience. The end result, which is overbearingly evident by the end of the game, are the large slumps of uninteresting gameplay which undermine the entire production. By failing to directly address the heart of the experience (the combat) in a meaningful way, I don’t think that God of War II is deserving of its title as the “magnum opus” of the PS2. In saying that though, the combat still holds a level of succulence which cannot be denied and despite the lack of revision, God of War II is still a premier action game, particularly in light of the excellent pacing of the experience.
*This last point is surprising given that God of War III simply dumps immediate tutorial on the player.
Play Impressions (8/4/08)
April 8th, 2008

Its been some time since I’ve shared my thoughts on what I have been playing lately. Frankly it hasn’t been very much at all. As usual I’ve been working on the old stuff that I am happily clearing out, not much retroness in the past month and there aren’t any new releases that particularly interest me. Except for House of the Dead Return which is still overpriced down here in Australia. Fortunately I had the opportunity to finish House of the Dead 4 at an arcade lock-in a few days ago, that should tie me over in the meantime.
I might also play through Kirby’s Adventure on the NES again sometime soon. I’m thinking of doing a video feature highlighting it’s sublime visual and aural prowess. How does that sound?
Capcom Vs SNK 2: Mark of the Millennium 2001
Continuing on with my quest to substitute my previously abandoned love for 2D fighters, Capcom Vs SNK 2 has been the latest gaming snack between study breaks for my brother and I. After settling into this Street Fighter/KOF hybrid it becomes clear that there is a lot to appreciate about this title. Capcom have successfully merged fighting styles from both franchises together with complete respect to the original titles. Characters can evade attack, dash, long jump much like in the KOF games yet there is still a feeling of tactical precision and real time chess like elements which the Street Fighter series birthed. On top of this the game plays in 3 Vs 3 matches with unfortunately no on the fly character switching.
Along with this unique blend of play comes the aptly named groves which are similar to ‘isms’ from Street Fighter Alpha 3. Each groove includes (and excludes) various play mechanics as well as a different way to perform special moves. Some specials require button holds to charge up the special meter, others increase with the damage dealt.
The hybrid of game styles, grooves, varied characters, 3 Vs 3 play all add on the layers of depth. There are so many options at hand here that you really can tailor the game to match your individual play style.
Fight wise I just love the feel of this game, keeping with the hybrid nature this game feels faster, flexible and more acrobatic than Street Fighter and more up to speed with the KOF series. Its just so much fun to play, the game feels versatile yet true to it’s roots.
The mix of 2D sprites and 3D backdrops is also interesting and adds to the flavour of the game. A few of the backdrops don’t feel close or far away enough to the sprites which can feel a little distracting at times. Some character sprites (Morgan’s) are of a painfully lower resolution which is extremely off putting and frankly ugly.
These blemishes as well as a few tacky presentation issues do little to hinder the overall enjoyment that I have had and undoubtedly will continue to have with this title for a long time.
Fire Emblem: Sacred Stones
Some gamers prefer Intelligent Systems other portable strategy title; Advance Wars. I myself? I’m a Fire Emblem fan. Both series’ have stood toe to toe in Japan for the past 20 years, originating on the Famicon (NES).
Much like any new iteration from either series, Sacred Stones doesn’t reinvent the wheel. Theres no real reason for it to though as this is only the second FE iteration to hit Western shores. What it does do though is add a set of new over world mechanics which vary the gameplay considerably. Instead of continually playing a set of battles tied together with the same face sprite orientated cut scenes, Sacred Stones allows you to navigate around a world map in between battles. Enemy groups appear on the map and you can choose to gain experience by back tracking to do battle with them. It works similarly to Final Fantasy Tactics except enemy groups stay fixed in the one spot.
Even though the over world map is a fairly simple mechanic it adds a lot of breathing space. You can now buy new gear, organize your party and items before you begin a chapter. It also removes the static, dated feel of the linear, battle by battle game structure. In this version you can battle creatures as well as humans and there are a handful of new classes to upgrade up to.
So while the core gameplay remains largely unchanged the new features go a long way to fix the previous problems between levels. The strategy is still, of course incredibly addictive. For example, in one instance I was playing this one chapter on and off for about a week, probably totally 10+ attempts. Sure I was replaying the same level, each time slightly varying my attack plan but still this was highly addictive as the series has proven to be.
Theres not much new here but that isn’t what we should be asking for. As a huge fan of this series I am glad to be re-treading old ground over new soil.
Images From Hardcore Gaming101

















