{"id":2811,"date":"2010-12-11T06:52:10","date_gmt":"2010-12-11T06:52:10","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2811"},"modified":"2012-03-16T05:57:45","modified_gmt":"2012-03-16T05:57:45","slug":"god-of-war-iii-%e2%80%93-ending-analysis","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/12\/god-of-war-iii-%e2%80%93-ending-analysis\/","title":{"rendered":"God of War III \u2013 Ending Analysis"},"content":{"rendered":"

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Remember those NES games whose endgame boss totally abandoned everything you’d spent learning for the past several weeks, maybe even months, only to replace it with some cheap, unexpected gimmick boss battle with mechanics you’d never used before? Those games were great weren’t they? I totally remember looking upon those games fondly.<\/p>\n

Sarcasm aside, it’s sad to think that such a design philosophy which counteracts the inherent properties of games could still exist today, but alas it does and God of War III<\/em> is a spectacular example. Spectacular because it doesn’t just include one gimmicky battle with foreign mechanics, but several.<\/p>\n

Let’s review:<\/p>\n

God of War 2.5D<\/h3>\n

Battle begins at 5:50<\/em><\/p>\n