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GOWTLOZ said: 

3. God of War is no fighting game, where did I say that? I said God of War 3's combat is nearly as deep as Devil May Cry 3's combat because of the endless combos and juggles you can do showing the high skill ceiling of the game. Watch it:

https://www.youtube.com/watch?v=DjTG5LpaG3o&t=97s

https://www.youtube.com/watch?v=0BoHu8FTyxk&t=197s

Its so amazing one of the devs was surprised to see that such combos could be done in the game. That's real depth.

I'm not super invested in this debate as a whole, but I do feel the need to chime in on this. Having played both titles fairly extensively back in the day, GoW3's combat has nowhere near as much depth as DMC3. It's important to note that there's a significant difference between simply having a truckload of moves that you can look cool with and having a significant degree of depth to your combat system, and while GoW3 (and the entire first GoW trilogy) has the former, it pales in comparison to DMC3 on the latter.

Combos in GoW3 that basically infinitely stunlock most enemies are incredibly easy to perform even on Chaos, and while you can go out of your way to look impressive by switching weapons on the fly and throwing in different attacks, there's no real gameplay incentive to do so; you won't be doing more damage and the game doesn't really have any other method to encourage moveset exploration beyond that. As long as you're familiar enough with enemy attack patterns to know when to drop your current combo and get out of the way of an incoming attack, you have the knowledge you need to beat the game, even on Chaos.

DMC3, on the other hand, has a much greater degree of depth because it has, at the risk of sound pretentious, let's call them "high level techniques," that are almost essential for the player to familiarize themselves with if they want to make it through the higher difficulties (Very Hard/DMD) without having to spam healing items. If you're not, at the very least, familiar with using different styles, jump canceling, and DTEs, you're going to have an extremely difficult time getting past even the first third of the game. There are advanced strategies that the player essentially needs to learn if they want to survive higher difficulties. On top of that, the game's inclusion of a style meter, influenced by the variety of attacks a player uses, not only provides a constant incentive to use different weapons, but also factors into how much in game currency you earn at the end of a level, adding an additional incentive on top of that.

Last edited by MTZehvor - on 27 April 2018