No, change is not inherently a good thing.Xsjadoblayde said:Change is good.
No, change is not inherently a good thing.Xsjadoblayde said:Change is good.
About 70% of the screen from what I've seen of it. Which is never a good thing when it comes to any HxS.hanselthecaretaker said:Considering 95% of the combat in the old games wasn?t spectacle, how much is being lost? The series was overdue for a deeper combat engine regardless of camera perspective, and considering TLoU?s hard hitting melee is pretty much a gold standard the similarity isn?t really a bad thing.
Ezekiel said:I still don't see how this really zoomed in camera is a good idea. No one has made a good argument for it. How is constantly having to now lock on and rotate the camera in these chaotic battles better than ahanselthecaretaker said:Considering 95% of the combat in the old games wasn?t spectacle, how much is being lost? The series was overdue for a deeper combat engine regardless of camera perspective, and considering TLoU?s hard hitting melee is pretty much a gold standard the similarity isn?t really a bad thing.Redryhno said:So basically what you're telling me is that it's no longer a spectacle HxS, but a Last of Us analogue?hanselthecaretaker said:I've read combat is more deliberate this time, especially in terms of melee. People have said it has a momentum-like weightiness and feels crunchy, kinda like how The Last of Us is when you're smacking a 2x4 over an infected's face. The combat has moved to the shoulder buttons like Souls, but more tactical in that you will get into trouble more often trying to spam attacks. It sounds like it was designed to mix things up between the ax for both melee and range, melee with fists, and Atreus who can be used on cue to initiate or extend combos.
Sounds like a bigass pass if you ask me.standardclassic third person camera? I corrected myself and said classic because almost all the big third person games use these really zoomed in cameras now. It's absurd. I was frustrated in the last hours of Uncharted: The Lost Legacy that I couldn't change the field of view (while aiming) at all. This game's combat does look nice, but for me it's ruined by this shit camera.
Ezekiel said:I think YOU have to answer that. Why go for a change? How is that change functionally superior? They're not doing it in the best interest of the game, they're doing it because everyone else is doing it, because it looks cinematic to some people, which is stupid. It's a bad choice for chaotic melee combat. Using a normal field of view because it works best isn't stagnation. According to you, we should change everything for the hell of it. Cars are easier to drive with steering wheels, but lets replace them with levers just for the hell of it.
Change isn't inherently good but can be needed. For example, everyone hopped on the Arkham combat bandwagon and I got so tired of it that I'm pretty much done with it even though I do think it's a good system. Or, of course, Ubisoft's open world games, which I find better than Rockstar's games but I was done with that formula after a couple games. Even if you find Arkham combat to be the best melee combat system, every game with it that you play has diminishing returns. Thus, you can't be like this is best for melee combat, this is best for shooters, and then make every game exactly the same as stagnation is the reason why most of last-gen and the beginning of current-gen was arguably the worst period for AAA gaming. We literally went from being tired of WWII shooters to being so tired of MMSs that WWII felt fresh again. Or just look at the history of rogue-likes and you're most likely seeing the same thing with souls-likes if that trend continues.ChupathingyX said:No, change is not inherently a good thing.
The new combat system does fit with God of War's brutal style though. The zoomed-in nature will give the combat more "crunch" to it and make it more visceral. Whereas this new system wouldn't work for a DMC or Bayo game with regards to theme and just the spectacle of combat those games are about. God of War wasn't what I'd call a spectacle fighter, it had an epic-ness to it but the actual combat system itself wasn't spectacle; it had more in common with PS2 Prince of Persia's combat than DMC.Redryhno said:And the originals weren't about hard-hitting melee, they were about flashy combos, zooomed-in executions, one-god-destructo-blenders, and just brutality to the degree that it was stupid if you sat down and thought about it. Kinda like it was considered by the creator as a somewhat dumbed-down DMC mixed with someone that's had a very bad day and a complete lack of a sense of humor or style.
Since when? I might be agreeing with you if I hadn't had a stream on in the background about a week ago that I looked over to every once in a while(nostalgia and all that, even though I was always more on the DMC side of the coin), but a third of the screen during any combat sequence is filled with flashing lights from your weapons and magic. The only time it ever zoomed in was during executions and specific scripts(during which you were probably breaking some poor plebs kneecaps before feeding him his own ears).Phoenixmgs said:The new combat system does fit with God of War's brutal style though. The zoomed-in nature will give the combat more "crunch" to it and make it more visceral. Whereas this new system wouldn't work for a DMC or Bayo game with regards to theme and just the spectacle of combat those games are about. God of War wasn't what I'd call a spectacle fighter, it had an epic-ness to it but the actual combat system itself wasn't spectacle; it had more in common with PS2 Prince of Persia's combat than DMC.Redryhno said:And the originals weren't about hard-hitting melee, they were about flashy combos, zooomed-in executions, one-god-destructo-blenders, and just brutality to the degree that it was stupid if you sat down and thought about it. Kinda like it was considered by the creator as a somewhat dumbed-down DMC mixed with someone that's had a very bad day and a complete lack of a sense of humor or style.
I wasn't trying to say previous GOWs had zoomed-in cameras, I'm fully aware they were fixed cameras pretty far zoomed-out most of the time (I played the main 3). I was saying the zoomed-in nature can actually fit with the brutal combat style of GOW, the combat might actually end up feeling more brutal than previous games. Whereas other games like DMC, a zoomed-in camera totally wouldn't fit really any element of the series. Every great game really comes down to having everything designed around supporting that core, this new camera style does work and support the core of God of War IMO even though it's quite a departure from previous games. I don't get how this new game can't still very much be on par with David Jaffe's original vision for God of War, which as quoted from Jaffe himself is "brutal, nasty, violent, anti-social, pissed-off, angry, fuck you" (and that is literally in GamingBrit's video).Redryhno said:Since when? I might be agreeing with you if I hadn't had a stream on in the background about a week ago that I looked over to every once in a while(nostalgia and all that, even though I was always more on the DMC side of the coin), but a third of the screen during any combat sequence is filled with flashing lights from your weapons and magic. The only time it ever zoomed in was during executions and specific scripts(during which you were probably breaking some poor plebs kneecaps before feeding him his own ears).Phoenixmgs said:The new combat system does fit with God of War's brutal style though. The zoomed-in nature will give the combat more "crunch" to it and make it more visceral. Whereas this new system wouldn't work for a DMC or Bayo game with regards to theme and just the spectacle of combat those games are about. God of War wasn't what I'd call a spectacle fighter, it had an epic-ness to it but the actual combat system itself wasn't spectacle; it had more in common with PS2 Prince of Persia's combat than DMC.
I've no doubt it'll be an alright game, but as far as branding goes, I feel it'll fall short. Though I'm not sure anyone would've given a hoot if the branding wasn't there.
Well, they gotta find SOME way to keep the pleb-boxes from chugging.Ezekiel said:I like this picture.
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I really don't know, from what I've seen on the hardest difficulty, the game wasn't really balanced all that well with it in mind, at least early on. Parrying locks you into a slo-mo that you have to attack to get out of, while enemies that weren't parried aren't, you sorta have to use magic and abilities to survive simply because there is no viable mini-stun or interrupt otherwise, and I feel like I'm fighting with the camera more than the original Dark Souls port, with Kratos taking up a good 40% of the screen adding to the general feel that the game isn't difficult because of the enemies, but because of the lack of visibility and how many are just sponges.Casual Shinji said:So I've been playing it for a good couple of hours and god... DAMN!!!
I'm still high on the experience, but I can't say I've felt this giddy, excited, and amazed at a game in a long while. It kinda feels like Santa Monica just casually strolled up on stage and did a mic-drop infront of Naughty Dog. 'Thought you were the king of the linear, story-driven, action blockbuster? Well check this shit out.' There's a fight early on in the game that made my nuts EXPLODE.
It's hard to discribe what the game is like, because dispite how it might seem derivative of other games it feels very much like it's own thing. The combat especially feels incredibly unique, and almost like a rhythym game (on the difficulty that I'm playing on anyway). And the gameworld is ludicrous in how it twists and turns into numerous side paths. There were areas where I figured a side path would lead to a chest and/or some enemies, only to be presented with a legitimate sidequest.
So that's it for now. I don't know how the rest of the game is going to fare, but these first 4 to 5 hours is getting a colossal thumbs up from me.
I haven't played the hardest diffculty, only the second to hardest. And I'm not an expert on the intricacies of fighting mechanics, but things never felt unfair to me in terms of camera or enemy speed. And no, Kratos does not take up 40% of the screen during combat, unless you're talking about when you back yourself up into a wall, which happens in every game. At best he takes up 10%.Redryhno said:I really don't know, from what I've seen on the hardest difficulty, the game wasn't really balanced all that well with it in mind, at least early on. Parrying locks you into a slo-mo that you have to attack to get out of, while enemies that weren't parried aren't, you sorta have to use magic and abilities to survive simply because there is no viable mini-stun or interrupt otherwise, and I feel like I'm fighting with the camera more than the original Dark Souls port, with Kratos taking up a good 40% of the screen adding to the general feel that the game isn't difficult because of the enemies, but because of the lack of visibility and how many are just sponges.
It's actually really cool how they made Kratos' fighting style reflect his personality again, like in the first games. In those games he fights like a tornado of chains and blades, chewing up anything that comes within reach, because he himself is an unhinged, mindless, crazed killer. In this new GoW he's completely disciplined, and the combat as a result requires discipline and a cool head, instead of mindless button mashing.hanselthecaretaker said:I second Shinji's impressions, and it seems like Redryhno is being a big heavy on the cynicism imo. I'm also doing my initial playthrough on the second to hardest, and the combat definitely feels more nuanced, weighty and deliberate vs the flashiness of old. It makes you engaged with every encounter as being a threat vs just being able to sleepwalk or button mash through most of them like before. Also for anyone thinking the new perspective would just have enemies lining up in front to be slaughtered, that's simply not the case here. Total awareness is vital in encounters with even a handful of enemies because they will attack from all angles, and projectiles can be especially hectic. There's been a few times already where I've had to use Atreus to stun the immediate threat while I focus on ranged attacks for those on a ledge. Changing tactics is highly beneficial because some enemies are sponges or immune to different attacks. Like the ice dudes laugh at your ax but you can pummel them quite handily and combo to build up their stun meter for a quicker finish. Tripping light dudes up with an ad throw at their legs and recalling it when they get up hasn't gotten old yet, and launching can lead to some elaborate combo chains between the ax swings, throws, fists, and Atreus all before I've even gotten any new abilities.
While I liked the previous God of War combat, I'll admit it was a fairly simplistic system, that never quite reached the complexity or viscerally compelling spectacle of similar games like DMC and Bayonetta, God of War's best spectacle and experience came from its boss fights.stroopwafel said:It's a pretty great game. I was never the biggest fan of the previous titles due to the monotonous combat which indeed was just mashing the same button over and over. It got old fast thought the dramatic over-the-top setpieces always kept me inclined to keep playing. The new game however has some terrific combat: dodging, blocking, slashing, throwing. Every encounter is awesome and this game has some of the most impressive visual and audio feedback. Speaking of visuals, this must be one of the prettiest games I've ever played. I even really like the brat, not half as annoying as Ellie from The Last of Us and it fleshes out Kratos as a character more and gives him more stuff to say without looking like he's talking to himself. I am also completely blown away by the art direction in the game so much so that I immediately ordered the art book which is incredibly thick. So much creativity went into making this game. This is the one time I fully agree with the consensus that this is an exceptional game.
The game is alright, I'd recommend it when it gets to the 50% off bin, but there's just so much shit in it. Runes, equipment, damn collectibles that have no reason to be there other than the industry's somewhat recent infatuation with them that are just shoved in, many parts of the combat and the lack of patterns in boss fights and the complete lack of anything resembling the executions that made the series iconic, best I've seen so far is just chopping into a troll's jaw before he just fades away into pixels(literally, bodies turn into big damn pixels in the middle of a fight and just shrink, I guess they're supposed to be ashes, but they could've done a better job). Everything else just gets hidden behind scripted arena geometry and conveniently placed big-ass weapons that Kratos just climbs back over after presumably breaking some poor bastard's face in.Ezekiel said:I knew it. I just read the same complaint on the other forum I frequent.Redryhno said:and I feel like I'm fighting with the camera more than the original Dark Souls port, with Kratos taking up a good 40% of the screen adding to the general feel that the game isn't difficult because of the enemies, but because of the lack of visibility and how many are just sponges.
This is why I don't pay reviews much attention.Been playing this - enjoying it enough. Challenging difficulty, played about 5 hrs.
It's pretty much an Uncharted/TLoU clone. I like the setting. I wonder if Scandinavians are allowed to complain about Americans culturally appropriating from them?
The combat suffers because of the camera choice. It's extremely frustrating to see gaming press downplaying the importance of situational awareness during combat, while at the same time saying things like "the entire game is one take" - as if some arbitrary cinematic measure should have relevance in our completely different medium.
It is not as pretty as advertised, with the world fogged out beyond 30 metres and the occasional "setup" to show bigger landscapes. They really have just built levels and connected them with corridors, so I find anyone calling it an Open World a real stretch. Horizon Zero Dawn was a much bigger and better open world.
Shame on you, posting a polygon link without warning people first. Now I've gotta go take a shower.hanselthecaretaker said:*edit* Praise Valhalla. [https://www.polygon.com/2018/4/20/17261422/god-of-war-photo-mode]
Not answering the second question, but to the first, you kind of know the important stuff, the PSP games mostly just give context to some of Kratos actions while working for Aries and some extra about his family and past, none of it really relevant to 4. God of War 2 and 3 is where the big stuff happens, but very little carries over, the end of 2 gives you the fate of one character and three is the end of Kratos Greek adventures, Kratos ending up in Norse mythology, his son, and his second wife are all self-contained to 4. There's some call backs, but nothing that would really cause you to not understand the story, you might want to at least find out what happens at the end of 3 as that kind of contextualizes why Kratos isn't in Greece anymore, though the answer isn't exactly a twist.tippy2k2 said:So I wanted to get God of War as I'm hearing wonderful things but I have a few questions that I'm guessing people here can answer as it sounds like many have actually played it...
If I never played a God of War game, will that matter? I played most of the first game (never finished it) so I know most of Kratos' backstory with his family and what happened to them and why his skin is pasty white (or at least what was revealed in the first game). I have been under the assumption that I could but I don't want to try to Google around for that as I am a huge "Spoiler" hater. Speaking of. Is there anything from the previous three or four games (if you count that PSP game) that I should know to get max enjoyment?
So some asshat just threw out the spoiler that it turns out that Krato's son in the game is actually Loki. I am curious how much of that hurts the story. I am assuming a hell of a lot as it sounds like much of the game is the "bonding" or whatever between Kratos and kid (which because of this spoiler, renders all of that shit meaningless for me) but I was hoping maybe that happens soon or soon enough to only hurt the story a bit.
Could someone shed some light on how much that is going to affect the game for me? As stated above, I am a "spoilers ruin the story" kind of person but I'm really hoping that maybe it happens soon enough in the game that there is still a ton of enjoyment to be had or I am really really really hoping that it actually is not the case and doesn't happen that way and I got a "fake spoiler" so if that is the case, please don't go too much into detail about it and just say like..."it doesn't matter as much as you think it does you crazy person tippy2k2 you..."
That "review" doesn't seem much better though either; just on the other end of the spectrum. He makes it sound like every game that has combat should be a top-down/isometric with a bird's eye viewpoint. That is essentially trying to de-legitimize a great deal of game genres, including something like the much lauded Souls series, since 99% of the time the camera aligns itself behind you facing forward as well. No, this actually seems to be mostly a continued knee-jerk reaction to a major change in an IP that was already running on fumes from nearly every design perspective. I can understand personal preference, but for whatever reason the continued need for some to harp on about problems that have been greatly proven to be minimal to non-existent only makes it seem like a personal grudge more than a legitimate attempt at critiquing.Ezekiel said:I knew it. I just read the same complaint on the other forum I frequent.Redryhno said:and I feel like I'm fighting with the camera more than the original Dark Souls port, with Kratos taking up a good 40% of the screen adding to the general feel that the game isn't difficult because of the enemies, but because of the lack of visibility and how many are just sponges.
This is why I don't pay reviews much attention.Been playing this - enjoying it enough. Challenging difficulty, played about 5 hrs.
It's pretty much an Uncharted/TLoU clone. I like the setting. I wonder if Scandinavians are allowed to complain about Americans culturally appropriating from them?
The combat suffers because of the camera choice. It's extremely frustrating to see gaming press downplaying the importance of situational awareness during combat, while at the same time saying things like "the entire game is one take" - as if some arbitrary cinematic measure should have relevance in our completely different medium.
It is not as pretty as advertised, with the world fogged out beyond 30 metres and the occasional "setup" to show bigger landscapes. They really have just built levels and connected them with corridors, so I find anyone calling it an Open World a real stretch. Horizon Zero Dawn was a much bigger and better open world.