‘God of War’ hero has grown up
Video games have grown up with their audience. The people who write code, create art and compose music have gotten older and wiser. They’ve evolved just like the technology they use to forge their multimillion-dollar spectacles.
That changing perspective is reflected in Kratos, the protagonist at the center of the “God of War” series. The Spartan was introduced as a power fantasy for players. He was a larger-than-life character who tore apart his adversaries, slept with mortals and gods alike and murdered nearly the entire Greek pantheon as revenge for numerous betrayals.
The new chapter in the “God of War” saga finds Kratos at a different stage of his life. He has started over quietly in Midgard, a land of the Norse gods. His wife, Faye, has just died and he and his son, Atreus, are tasked with fulfilling her dying wish — to scatter her ashes in the highest peak in the Nordic realm.
The quest is a far cry from the blunt revenge tale that beat players down with unrelenting violence. The new “God of War” is restrained and thoughtful. Its themes are more nuanced, as Kratos has to be a father for once, and he has the sobering responsibility of raising a boy who doesn’t make the same mistakes that he did.
Parenting is a topic that games don’t generally address, but “God of War” tackles the subject with a deliberate and careful approach that’s mirrored in the gameplay. Santa Monica
Studio rethought everything about the franchise in what’s essentially a reboot. The quick-twitch button-mashing combat of the original is replaced with a fighting system that has more in common with “Dark Souls.”
With a new weapon called the Leviathan Axe, players chop down enemies with R1 and R2 buttons and perform shorter combos. Because the camera hugs Kratos closely, players need more situational awareness so they know the dangers of surrounding enemies. If draugrs or dark elves attack, players can dodge or parry by quickly raising Kratos’ shield. The final piece of basic combat is Atreus. Players can hit the square button to make him fire arrows that stun and damage foes.
Using these moves in concert takes some adjustment, but it shouldn’t be too difficult. The harder part may be learning the intricacies of runic moves, talismans and the upgrade system of weapons and armor. These elements create more depth as players configure Kratos and Atreus
to a style of play that they prefer. For example, they can rely on runic attacks or focus on armor sets and upgrades that let players build up meter for Kratos’ most powerful ability — his Spartan rage.
This creates a good game, but what makes “God of War” great is how the relationship between Kratos and Atreus affects combat. At the beginning the two seem distant and the boy is almost like a ranged weapon, but as the bond between them grows closer, Atreus moves become more daring and he turns into someone essential in combat. That familial connection coming through in gameplay is what nudges this game to another level.
The other refreshing part of “God of War” is the level and puzzle design. Director Cory Barlog creates more of an open world that Kratos and Atreus mostly explore by boat. The temple of Tyr in the Lake of Nine is the centerpiece. It acts as the hub that allows players to access different realms. The whole setup is reminiscent of another reboot that Barlog worked on
— “Tomb Raider.”
Breaking up the combat and exploration are puzzles that Kratos and Atreus run into. The brilliance of the Leviathan Axe is that Kratos can throw it and have it return like a boomerang. This allows players to interact with parts of the world and create puzzles where players need to open passage by tossing the weapon at a door or keep a contraption in place by freezing its gear. With Atreus, his bow has a similar function but it’s used to activate crystals and make world tree sap explode. Most of the puzzles aren’t complicated but require players to be able to read and observe an environment.
With a game this story driven, it’s easy to have tunnel vision and focus too much on finishing the main story. Unlike previous entries, this “God of War” lets players freely roam the map and rewards them with side quests and secrets that help them earn materials for more powerful gear. The game shouldn’t be rushed, but players should savor every moment of the adventure.
This new vision, this transformation of the franchise, is the change that “God of War” needed. By letting Kratos evolve from a man obsessed with godhood to one worrying about parenthood, the new game humanizes him. That mortal element, not his otherworldly powers, has always been the most compelling part of the Ghost of Sparta, and one that older players can relate to.