Test: God of War: Ascension

in #gaming3 years ago

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Like many fans of the God of War series, I admit that I did not expect an episode as striking as the first three for this Ascension. It may be that, too, who participated in the excellent moment I spent to discover the events that preceded the first title of the series. Because Ascension is far, far from being the "God of War too much" that many could expect ...


After killing all sorts of creatures, killing Ares, confronting Zeus, the Colossus of Rhodes, or the Titan Cronos, what could he possibly remain to tell about the deeds of Kratos? Simply what happened before he began his bloody conquest of Olympus, the day after death, by his own hand, his wife, and daughter. Everything begins in a prison dug in the body of Aegon, one of the hecatonchires with a hundred hands, while Kratos, who tried to break his blood pact with Ares, is chastised and chained by the Erinyes (the Furies in the Roman pantheon).


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Kratos as Nique Furies


Thus, the bald beetle, 10 years before leaving to conquer the Olympus and its throne of God of the War by massacring Ares, was not in the best of its form. Ascension, as its name indicates, tells the story of his fight against Mega, Tisiphone, and Alecto, the three Erinyes who, in charge of capturing and torturing the traitors who do not respect their pacts with the Gods, took possession of his body and his mind. Cut into about thirty chapters alternating flashbacks what happened before he was imprisoned by the Furies, and what follows after his release at the beginning of the campaign, God of War Ascension offers a rhythm better mastered than the earlier, while maintaining the pillars of the series that are of course brutal fights, and macro-puzzles inaugurating some new mechanics.


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Salads, potatoes, stubs *


Kratos is only a mortal, his fight against the Erinyes will force him to start playing will not be fooled by the illusions created by the three sisters, who exploit naturally the love of bald for his family recently assassinated by his hands, but by the fault of Ares. We will discover in passing a (very small) less sociopathic side of the brute Spartan not to displease. Aided in his quest by the mysterious Orkos, he will have to gather several elements to finally break the blood pact that binds him to Ares ... but the Erinyes will of course not let him do so easily. From the village of Kirra, to Delphi, then to the docks of Delos where the Lantern of Apollo hides,


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Gameplays chained, raging fights


If on the surface, nothing seems to have really changed in the mechanics of the game, in reality, the fight has been the subject of several revisions. The problems in making the secondary weapons as interesting to play as the blades of chaos in the earlier ones may have found, with this episode, their best solution. Indeed, if they still exist, they are of the order of the gadget; Spear, Slingshot, Shield, Mass, Sword, can be recovered from the battlefield or from the hands of opponents who use them and may prove useful, but they will not be part of Kratos' improvable arsenal. The latter is indeed centered on the blades of chaos themselves, on the one hand, which can be borrowed from four different magical elements to recover over the course of the adventure (Fire, Ice, Lightning, and Souls), and on the artifacts, whose function in combat sticks to the support. Controlling the mass of opponents by trapping one in a timeless bubble, dazzling enemies close to dazzling lightning, or invoking a double of Kratos who will occupy them, are useful but not directly offensive abilities. Most of the work, it is, therefore, the blades of chaos that will, the combos available depending partly on the element that will be chosen to use (the digital cross used to instantly switch from one to the other). other). This basic arsenal works admirably well, and as each element must be upgraded to the last level to hope to trigger its overpowering associated magic, we are quite happy to find as many red orbs as possible to enjoy all that. But that's not all.


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Come here!


While the round button, assigned to melee attack, will now trigger a kick to disarm opponents, or the use of one of their weapons if it was picked up earlier, this is the button R1 which will replace the projections. From now on, Kratos can, thanks to him, hang one of his blades of the chaos on an insufficiently protected opponent, and while keeping it hooked by his chain, to choose to beat on the others, to play his dodges (always on the right stick ), or to project the unfortunate chained on his accomplices. More dynamic, and even more brutal and bloody than before, the fight always uses the famous traditional QTE on some of the most massive adversaries, but also enriches with kinds of "dynamic QTE": while being close to an enemy on the verge of being fattened, instead of pressing keys on the screen to finish it, it will be through them to repeatedly plant the enemy with Square or Triangle, while remaining vigilant to dodge with the right stick his attempts to free himself from the grip of Kratos. Efficient and spectacular, this new system midway between traditional QTE and ordinary combat offers sequences of finish which we have a hard time getting tired of. Finally, the system of Rage will motivate the most relentless to play correctly the parry (L1) and the dodge never to be touched, to increase this gauge and to be able to trigger by pressing the two sticks four "rages" different, after the element "equipped" on the blades of chaos at the chosen moment. We will also find here and there the possibility of loading the enemies by using one of them as a ram to overthrow them, or that of controlling a cyclops with daggers so that he jostles and massacres the smallest one's enemies. By adding the secondary abilities of the enemy weapons and artifacts, we get a complete panoply of strategies,


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Sir fix-a-lot


Without revealing too much, these three artifacts will certainly be used in combat, but above all to solve the riddles of the game. By being able to deconstruct or reconstruct certain objects and sections of scenery, by splitting, or benefiting from the eyes of the truth of the Oracle of Delphi, Kratos will of course measure himself again to the traditional macro-puzzles of the series. Always successful and tasty, these moments passed to cogitate pose little big difficulties for observers a little smart, but always show in another way that God of War is not a game of brutes, while putting in worth the grandiloquence so particular and tasty of his artistic direction all borrowed from excess. Because even if for the time, Bayonettahave went through there, this immoderation so well embodied by the series remains still impeccably controlled by Sony Santa Monica. Admittedly, the few sliding sequences at the controls of a Kratos who will have to be careful not to get caught up in the scenery or to fall in a ravine, where to jump at the right moment to hang on with his chains and win a ride. end to another of the scenery, are much less spectacular than the rest, but I would not trade them for anything in the world against the scenes of ascension with the wings of Icarus of the 3rd.


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The more we are brutes, the more we laugh?


For the first time, a multiplayer is also appearing with this new episode. First element playing in his favor: multi-action titles that are not shooters are not legion, so it is a necessarily different experience than God of War Ascensionoffers. The game modes are divided as follows: Favor of the Gods (each for his skin between 4 to 8 players, or teams in 2v2, 3v3 or 4v4), Proof of the Gods (2), and Capture of Flag (in 4v4). Test of the Gods is a kind of simple Horde mode, in which both players (or only one if we choose to face them solo) will have to survive and kill as many waves of enemies as possible in a limited time. Every enemy killed extending the clock. Traps and mini-bosses make these play arenas co-op. The catch of flag is a type of parts also quite classic, pleasantly revisited by the gameplay of God of War. Very clearly, it remains the favorite mode of Team Gods that stands out as being the most fun. It's about gaining ... favor, either by opening chests, conquering altars, or, of course, killing opponents. Better to adopt in this mode a more strategic than brutal approach. Capture and keep up control of the altars, of course, but also benefit from the specificities of each arena. By following a to-do list, you can give your team an easier victory by waking and controlling a Gorgon, playing with the layout of the maze rooms of Daedalus, killing the huge Polyphemus, and so on. With their teleported, their different levels, their traps to activate and other configuration changes during the game, the arenas testify to a neat level design. They are chosen according to the number of players in the game to accommodate a rhythm as dynamic as possible; but the parts to 8 become, always, the most interesting, and we really regret that there are no more different arenas.


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Massacres with friends


It is pleasantly surprised that I come out of my multiplayer games. Not only the brutality of the fights, with the typical fatalities of the series that are properly enjoyable when placed against humans, exalts the clashes, but the system of progression of the character is as rich as deep. Three categories of weapons to choose from (spear, hammer of war and sword), with inside different "models" to unlock and to advance, some depending on one of the four possible allegiances (Poseidon, Hades, Zeus and Ares ), three pieces of armor that work the same (Helmet, Breastplate and Leggings), plus three special abilities (magic, object, and relic) make up the bulk of the arsenal. Of course, each allegiance increases level separately. For now, Hades, who plays mainly on stealth and health robbery, seems to have the favor of the first players (so the press and developers), but no doubt that the other three have also something to seduce, in different registers. For having made the costs, the capabilities of Ares or Poseidon also have the sponsor. Be that as it may, between the end-of-game medals for different achievements, the "Works" to complete, the four allegiances to develop, and the equipment and magic to unlock and improve, there are wide, what do I say? , very much of what to do. but there is no doubt that the other three have something to seduce, in different registers. For having made the costs, the capabilities of Ares or Poseidon also have the sponsor. Be that as it may, between the end-of-game medals for different achievements, the "Works" to complete, the four allegiances to develop, and the equipment and magic to unlock and improve, there are wide, what do I say? , very much of what to do. but there is no doubt that the other three have something to seduce, in different registers. For having made the costs, the capabilities of Ares or Poseidon also have the sponsor. Be that as it may, between the end-of-game medals for different achievements, the "Works" to complete, the four allegiances to develop, and the equipment and magic to unlock and improve, there are wide, what do I say? , very much of what to do.

If in terms of pure gameplay, the beginnings are very difficult because it is still a nice mess on the screen when the players hit them en mass, we finally improve his character and understand the sequences of base, when to use parry, fast or strong attacks, and the game helps by tinting the opponents of different colors: red indicates the arrival of an unblockable attack, blue and white a temporary vulnerability or invincibility, respectively . Dodge can save a deadly chain but opens a short vulnerability to the grappling hook. In short, we end up seeing more clearly sooner or later, and even if magic, armor, weapons, and other unlockable powers clearly favor higher-level characters (this is normal), it's not uncommon to see a Level 2 or Level 3 character gearing another level 15 or 16 that will not be as adroit in his timings and his combos, which will simply not recovered from mana to be able to use his magic, or even that will be propelled in the emptiness by a skilful sequence. Finally, the progression is relatively fast, since one can easily reach the level 15 in one of the allegiances in 3-4 hours of play. In short, from this point of view also, it is rather successful, however, I repeat, it probably lacks a bit of content (especially arenas and modes) to really excite in the length and very enough parts. goading another level 15 or 16 who will not be as adroit in his timings and combos, who simply will not have recovered mana to use his magic, or even that will be propelled into the void by a skillful sequence. Finally, the progression is relatively fast, since one can easily reach the level 15 in one of the allegiances in 3-4 hours of play. In short, from this point of view also, it is rather successful, on the other hand, I repeat, it probably lacks a bit of content (especially arenas and modes) to really excite in the length and vary enough parts. goading another level 15 or 16 who will not be as adroit in his timings and combos, who simply will not have recovered mana to use his magic, or even that will be propelled into the void by a skillful sequence. Finally, the progression is relatively fast, since one can easily reach the level 15 in one of the allegiances in 3-4 hours of play. In short, from this point of view also, it is rather successful, on the other hand, I repeat, it probably lacks a bit of content (especially arenas and modes) to really excite in the length and very enough parts. or even that will be propelled into the void by a skillful sequence. Finally, the progression is relatively fast, since one can easily reach the level 15 in one of the allegiances in 3-4 hours of play. In short, from this point of view also, it is rather successful, however, I repeat, it probably lacks a bit of content (especially arenas and modes) to really excite in the length and very enough parts. or even that will be propelled into the void by a skillful sequence. Finally, the progression is relatively fast, since one can easily reach the level 15 in one of the allegiances in 3-4 hours of play. In short, from this point of view also, it is rather successful, however, I repeat, it probably lacks a bit of content (especially arenas and modes) to really excite in the length and very enough parts.


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With a surprising multiplayer of fun and wealth, fishing only by its lack of cards and maybe game modes, and a well-paced solo campaign, with some interesting finds but especially excellent revisions of the fight, this God of War Ascension is far from disappointing: on the contrary. The fans will plunge with pleasure in the company of Kratos in this epoch universe, and finally, measure their brutality to that of others. A success.


Better than God of War 3, globally almost as spectacular, and blessed with admirable revisions to the fighting, God of War Ascension surprises with a story that is always so pleasant to discover despite already many episodes. The Greek-Roman mythology largely revised by the grandiloquent vision of the Sony Santa Monica studio still works as well, and Kratos writes with this episode an important page of history that led him to climb Olympus to go spanking the Gods. So, certainly, it "remains" of the God of War, but the possibility now to taste it in multiplayer is also a successful addition, which may have deserved a little more content in terms of arenas and modes of play, but works surprisingly well, especially in teams


WE LIKE | WE DO NOT LIKE

------------ | -------------

  • A better rhythm solo campaign than the 3| * A little too easy in normal, until a peak of curious difficulty towards the end

  • Always varied and wild| * Spectacular, but without equaling the beginning of God III

  • The principle of for powers to choose between the blades of chaos| * Successful multiplayer arenas, but too few

  • Light revisions but well seen from the fight|

  • New "active QTE"|

  • New artifacts well found|

  • A successful multiplayer mode|








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THANKS FOR READING, ALSO CHECK OUT MY PREVIOUS TEST ON Test: Bravely Default



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