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Thursday, 10 February 2011


the opening playable sequence of God of War is amazingly wowing, perhaps the most impressive controlled combat sequence to ever start a game. Extraordinarily, this sequence, worth experiencing fresh if you haven't heard about it already, is surpassed later in the game.So I beat God of War 3 last week, and the ending left me feeling like a kid who wants the red power ranger, but ends up with all but him on his birthday.  I had really gotten into the story of God of War from the first two games. The remained fairly consistent with the revenge theme.  They had also done a really good job of  stop at portraying Kratos as completely self serving and willing to nothing to kill the gods of Olympus.

Perhaps this is just a by product of Kratos' goal of killing Zeus but at the end of God Of War 3, when all is said and done.  Zeus is dead, Olympus has fallen, and the titans are all wiped out there is very little that remains for Kratos to do.  Everyone he loves is dead and his vengenance is complete.  Yet for some unknown reason, Kratos decides to give hope to the world.
You see, according to the game Kratos needs Pandora to open Pandora's box, to do this he must sacrifice Pandora.  Kratos in the final scenes of the game decides to not sacrifice Pandora.  She ends up killing her self, in order to give Kratos hope, because Hope was what Zeus wanted to keep out of the hands of mortals.  Also apparently, in God Of War when Kratos opens the box he releases evil into the world, which corrupts the gods.  Thus giving birth to Zeus and his fear of Kratos and Pandora's box.  So when Kratos finally gets to the box he releases the power of hope into himself, and when all is said and done, he kills himself to give mortals hope.
This is where my problems begin.  Throughout the entire series, Kratos kills all he comes into contact with.  He doesn't even flinch when it's time to sacrifice some poor soul to achieve his goals.  I understand that his goals are finished and he still has the nightmares from when he killed his family, but it just played out in a way that didn't strike me as Kratos.  It makes sense, but it seems like such a departure from his character that I feel like it was tacked on to merely end the series there.
The problem often times with these endings, is that as a business aspect, you leave very little hope for a true big budget sequel.  Not only that, but with this series you change the characters around to such a place, that they no longer pull in as much allure.  The characters are made deeper and more profound, but you alter what it was that made them who they were.  Kratos became less of a god killer and more of a savior.  It just feels like they wanted to add depth, instead of fleshing out an already deep mythos and rather simple character.
At least that's what you think, but at the end of the credits his body is nowhere to be found.  Possible outcome, is that this is probably not the last time we see Kratos in a major sequel.  Although I really don't know where they could go.  Ancient Greek mythology is a safe route to kill some gods, but touching on another religion, is probably going to cause a bit of a controversy.
Games today, strive for a higher level of awareness, from both the mass audience and the core audience.  They want more depth in story.  Yet to do this they have to add to characters, and sometimes it can work really well.  Other times it leaves the audience feeling like their favorite characters have gone through an uncharacteristic direction.  I always appreciate more depth in my games, but I think they need to tread carefully and make sure depth is a natural step.


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