Kantor said:
Setpieces? You mean quick time events? There are a fair few of those, and God of War actually manages to implement them well, unlike every other game ever. As for traversal, not really. Kill enemies, walk to next room, kill enemies, climb wall, kill boss, kill enemies, puzzle, walk to next room, kill enemies, repeat. The God of War games are very linear. GoW2 is clearer in my mind, and I can remember everything up to arrival on the Island of Creation being about traversal (except Rhodes), but the focus during the rest of the game was definitely on the combat. On second thought, I suppose it is more of a Hack and Slash/Adventure hybrid. Perhaps that's why I prefer it to other hack and slash, like Ninja Gaiden which is literally kill enemies, walk to next room, fancy platforming segment, enemies, boss, repeat. |
No not quick time events but set-pieces as in well thought out traps, epic puzzles, quick cliffhanger moments and other situations where one barely but always makes it through on one's first try(and without slowing the pace) giving the pulp action(Indiana Jones) roller coaster experience.
DMC and NG focus on the combat and have sloppy puzzles thrown into the mix, GoW focus on the set-pieces and due to luck has a solid combat system thrown into its mix(unless you want to disagree with its two directors that is).
So saying that GoW is "Kill enemies, walk to next room, kill enemies, climb wall, kill boss, kill enemies, puzzle, walk to next room, kill enemies, repeat." is awfully narrow minded and only shows that one either suffer from memory loss or that one hasn't played the PS2 games, where the combat is there to accent Kratos' character(many of the enemies are made weak to make the player feel godly strong, they aren't meant to present a challenge at all).







