Using your fists, an ice axe, powers, and other weapons, you’re a whirlwind of fury who’s as effective at range as you are up close. Switching up tactics in combat feels smooth and there’s real intention in every swing. Santa Monica Studio managed to bring back the potency of the original games’ fighting system and make it work with the tighter camera and more thoughtful story. The kid has a precise role in both story and combat, and his growth – as a child with a complex relationship with his father, which has an actual impact on gameplay – is dealt with in a manner that’s so different from your usual companion characters.ĭespite the game’s tonal shift, though, the series’ signature violence isn’t gone entirely. Atreus is not a simple narrative sparring partner or some helpless NPC you’re forced to escort along the entire game. More than ever, Kratos feels like an extension of the player as you explore this magical and deadly landscape and stare up in awe at giant turtles and serpents that coil around the world. His son is essentially a bridge between the old and the new worlds. Kratos can’t read this land’s runes and he doesn’t know the deities who rule over the Norse landscape – Atreus is as much a teacher to him and he is to the boy. One of the things that makes God of War unique is its ability to let you feel like you truly are in a brand new, unexplored land. Innovations such as the one-shot camera, the new action-RPG take that completely changed how the traditionally linear hack ‘n’ slash series worked, the introduction of a kid in a typically gory environment, and even a boat to use for exploration purposes – these were all controversial choices, but the game landed to critical and commercial acclaim. This is how this soft reboot was born, resetting Kratos’ story both in terms of themes and gameplay, bringing him to a new and distant land miles away from Ancient Greece, and with a son, Atreus, to take care of.
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