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nen-suer said:
@Kantor

I think the story is the best part in GOW not the combat :P

@OctaBech

GOW IS a hack n slash game (but not like the others)

That really depends on what one put into hack n slash, Jaffe's initial idea was that Kratos just would make brutal random attacks when mashing the same button, that Barlock added optional depth to the system doesn't in my eyes change that GoW set out to become a pulp adventure game.

Kantor said:
OctaBech said:
Kantor said:
OctaBech said:
Kantor said:
OctaBech said:
Kantor said:
riecsou said:
GOW III will be release in the same month than FF XIII. So sales should be interesting.

Why? One is a JRPG, one is a hack and slash.

Don't call GoW hack n slash, it's more like an adventure(not Sam n Max but Indiana Jones(films)) game.

Just because the franchise does fighting very well it's not the core of the games.

Yes, it is.

The majority of the game is spent fighting. There's a little bit of platforming thrown in. It's too...one dimensional (in movement space, not gameplay) to be considered an Adventure, I think.

It's like DMC, or Ninja Gaiden. But, of course, made with very different values, being a Western game.

No, God of War is about the setpieces and traversal, that the combat turned out to be great is luck.

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).

I have certainly played the two PS2 games, multiple times. They are among my all-time favourites.

But without the combat, they would be nothing. Even with the level progression, puzzles and setpieces. The game could still be decent without those things. With unsatisfying combat, it would be nothing.

I too love the intuitive combat system(my button inputs actually make sense when pulling off combos :o), but the combat is more than the combat itself.

The set-pieces really add depth to the combat by including mini puzzles during the fights like using stone-blocks as shield against enemy arrows, the added sense of urgency from levers which need to be pulled during battles and traps where one need to get out of the combat in time.

To me it's important that one doesn't fall into the same trap as Yahtzee from Zero Punctuation and complain about GoW/Uncharted being the same old same, because the games does a lot of innovation in set-pieces while at the same time managing to maintain the control system.