Lots of religions have room for a giant magical snake.
Remove the heart. Climb on the chest, feet slapping against sinew and
skin. The ruined flesh beneath shudders but holds. The first incision.
One to pierce the surface. The second to part the ribs with a brisk
crack. The heart is in there, but it's well connected. Reach deep. Pull.
Remove the heart. Pull.
Something about this incident gets at, well, the heart
of God of War. It is ridiculous and petulant, a world in which gods are
just giants and giants can be felled and there is still, regardless of
your own beliefs or lack of them, something of a guilty shudder to that.
But it's also sort of realistic, or at least it cleaves to the
most superficial elements of reality: to the human textures of the
shells we all bumble around in, the warm depths. And it's disgusting,
but it's also businesslike: we are kept in our place, and - if you look
closely, as it were, at what we are shown and not shown - we are quietly
shielded from the least palatable aspects of it. God of War is so
committed to getting us close to acts of depravity that at times - when
it's literally tugging at the heart - it steps back just a little and
reveals its secret, shameful conservatism.
Then there's this, of
course: that heart is one grotesque highlight nestled in amongst an
endless run of highlights. Everything is a glissando here, in a game of
one god set against all the others. Kratos will have forgotten the heart
ten minutes from now, even though it bloomed and shimmered when he held
it aloft, like a Pimms jug with a couple of glowsticks in it. And ten
minutes from then? What fresh horrors will he be up to by that point?
None
of these things are criticisms. God of War is so lavish, so sharp-edged
with technological brilliance, so studied in its understanding of
everything a big budget game needs in order to make people feel the
bigness of its budget that these internal contradictions are welcome,
because they give it a bit of life, a bit of warmth. They give it, I
almost want to say, a bit of humanity. Just a bit.
Anyway, God of
War is back. Not quite rebooted but certainly heavily retooled. Kratos
is even more serious now, and even more violent. And he's taken a bit of
a trip, washing up in the Christmas forests of Midgard, Greek gods a
muddy stain behind him, Norse gods forming a gauntlet of freewheeling
hicks and Biro-tatted hoboes up ahead. There's a shift in location,
then, but this most beautiful of series is very capable with the frozen
north, with rocks and moss and trees and snow underfoot. There's a shift
in the cast, but gods are gods in a world like this, which means they
are sleazy, compromised, fallen and corrupt. The Greek world was
connected by chains, this one is threaded into the roots of a tree, and
yet there is an understanding that both realities can coexist. All
beliefs are equally real, equally foolish. The chains and the tree do
not cancel each other out.
So what's the big difference? It's tempting to say that it's the boy -
the son, Atreus - that Kratos now takes on his adventure. God of War
meets The Last of Us? But this isn't entirely true. We'll get to the
boy, but the main shift is one of perspective. In previous God of War
games, you were big but the world was bigger, so Kratos, perversely, was
often quite small, an ant crawling over a Titan the size of a mountain
range. That elastic camera would sacrifice your sense of personal size
in order to give the Greek myths their panoramic due. Here, though,
Kratos is given his weight and stature and it never leaves him. The
camera moves in close and it stays close. We see the world at almost all
times from over his gigantic shoulder.
He is a marvel: muscle
twisting and bunching beneath the tats, weighty flesh casting shadows,
skin stretching and revealing scars, one along the back that I cannot
stop wincing at, one running over the stomach and suggesting, even if it
runs in the wrong direction, a weird hint of cesarean childbirth.
Kratos' beard: you can see every strand of the thing, just as you can
see the glossy irises of the eyes, just as you can read his age, his
agonies, in the bruising beneath the sockets of those eyes. He is the
main character, but he is also the theme and the backstory, all of it on
display at all times, all of it written in the things that happen to
flesh.
The world is another marvel, thankfully, capable of
suitable deity-crushing bigness despite the fact that you're wedged so
close to the surface with none of that sprightly wandering of the old
game's cinematic camera. The detailing, though! Silver birches have
peeling curlicues of bark, rocks have little cracks running through
them, huts are made of planks of wood that do not meet cleanly, that do
not match.
All of the extraordinary flights of fancy of the gods
and their realms builds upon this sense of reality, of messy wilderness.
This means when the game takes you somewhere extraordinary it does not
purely feel like a set-dressing change, but it also does not feel
entirely natural. The gods' worlds are impositions, garish
indulgences, and they look like it - because the gods are children, and
they are forced, perhaps through the weight of expectations, to remain
children. An interesting choice, really, to come in close. These games
have always been graphical showcases, and they show, this time, that the
things we like to look at have changed. God of War is as spectacular as
all the other God of Wars, and there are still those dizzying shifts in
scale that define the series' imagination, but the designers have also
developed an eye for the smaller things and found a way to make it all
work together.
It
feels a bit like Tomb Raider in this regard - another reboot that
sought to bring the camera in closer and rediscover the natural world
and make things a little less pulpy as it did so. Crucial to this aim in
God of War is Kratos' son. Atreus, who sets off with Kratos at the
start of the game on a mournful, treacherous mission that his father
does not think he is ready for.
The less said of the plot the
better - it is simultaneously filled with spoilers and light on any real
sense of forward momentum, offering complications and frustrations
rather than genuine developments that might enrich proceedings - but the
character of Atreus is well-realised for the most part. Sure, he is a
surprisingly Californian son for a Greek god seeking refuge in the
frozen north - at one point he stalks away from an argument with a
petulant, "Whatever..." - but this is a series that has always been
playful in combining modern sensibilities with its ancient cast, in
understanding that the ancients saw their gods as contemporary beings.
He is dark-eyed, scarred and watchful, Atreus, but beneath the heavy
burden of backstory and the hacked-about Hoxton haircut, he has a lot of
genuine child to him. I think someone involved in God of War may even
have had a kid of their own for a while. Riding on a timber lift, he
will bounce up and down on the springy planks filled with aimless
energy. He is nervous around his remote father one minute and teasing
the next. He pushes things and you fear for him. This glimmer of actual
life inside him makes up for so much of the game's trajectory, which
spends too long, in amongst the predictably gradual thawing between
father and son, on that annoying idea that the best a child can be is a
perfected version of the parent - or that, at the very least, they must
in some ways be defined by their relationship to the parent's flaws.
Thankfully,
as a game character, Atreus behaves very well too, keeping himself
alive and warping, I suspect, in and out when I'm not looking to avoid
snagging himself on geometry. Out of combat he is a hint system, a plot
reminder and a means of making the subtext of a moment clear even to
people who like to check their messages during cutscenes. In combat, he
is a ranged weapon with his bow and arrow and has some nice magical
trinkets hidden away in the upgrade menu. God, it was a happy day when I
realised I could slot a rune or whatever it was into a socket in him
and make him summon a spectral herd of wild boar at trying moments.
That's my boy, off into battle, awaiting my cry of, "Ghost-pigs! Hit
them with the ghost-pigs!"
As
runes and sockets suggests, God of War has become very excited about
items and levels and other RPG trappings. Fights grant XP, which allow
you to unlock new skills for your various weapons, but enemies also drop
Hacksilver and resources that you can submit to a pair of blacksmiths
to buy and upgrade armour and other handy bits of kit. Everything has a
socket which allows you to trick things out further, and Kratos' stats
are divided into categories like strength, defence, vitality and luck.
This stuff links together in a friendly muddle and means that you always
have a reason to dip into a menu and give your axe a new pommel, say,
which might boost this or that, or to slot an enchantment into armour. I
tended to let my XP build up - a sure sign that there isn't anything
truly earth-shattering lurking amongst all the literal earth-shattering
going on with the skills to spend it on - but it's still nice to locate a
perk that allows me to summon a boulder and chuck it, or unlock a nice
launcher move. It looks the part, in other words, but the depths are
never deep enough to lose your way in. God of War has loot and items and
crafting, but it's not Diablo, just as it has a bit of gentle
gear-gating but it's not Metroid.
What it is is God of War,
thankfully, and the recipe is surprisingly unchanged despite the son and
his echoes of The Last of Us and despite the new mournfulness and the
tragedy beard and the close-up camera. Moment to moment this is light,
visually appealing puzzling, often with an enormously satisfying pay-off
as ancient machinery turns, or as forgotten doors open, or as an entire
island spins on its axis like the mechanism of an old watch. It's a bit
of that, yes, and a bit of no-fuss traversal as Atreus hops on your
back and you gamble up an artfully rendered cliff-face emerging into the
rosy light of another perfect dawn. And then it's a bit of exploration,
through a world that is perhaps a little more open than before and has
side-quests - and a lot of backtracking - sprinkled in, but remains, at
heart, a series of extremely pretty corridors connecting hubs and battle
arenas.
aa
All of this and then combat, and combat remains the biggy.
It
is still such a joy, too, such a sometimes-tactical,
technical-as-you-want-it-to-be, shamefully violent, blood-rushing
pleasure. Kratos appears to have traded his chains for an axe, but the
range of the chains is still available since the axe can be chucked at
people and then summoned again with an outstretched hand, and it can
also be swung with great force and purpose, cleaving distant archers in
two, knocking tanks sideways, or sending ripples of ice through the
ground. You can parry and dodge with precision, or you can knock down
the difficulty to the point where neither is required. Enemies, ranging
from teleporting witches to the spindly, Peperami-in-armour forces of
the Northern undead Draugr all come with their attack quirks and all
succumb eventually, often exploding in bright gouts of Lucozade, while
the chugging economy of being an angry god thunders through the game,
violence allowing your rage to grow, and rage being cashed in for
moments of absolute frenzy in which violence suddenly rebuilds your
health bar.
Is the axe as much fun as the chains? Not entirely if
I'm being honest, and there are signs the developers realise this since
the axe is joined, in the second half, by further weapons which should
not be spoiled. And as the action increases and the XP starts to get
pumped into different abilities, a true synthesis emerges between Kratos
and Atreus. In another developer's hands this would have felt like a
prolonged escort mission, bringing the kid along, but there is none of
that in God of War. On the standard settings, at least, Atreus looks
after himself and you both look after each other. The escorting is saved
for quiet moments of exposition.
The regular fights - elemental
baddies, baddies with shields, baddies who hover and spit fire - are so
much fun that the bosses almost take a backseat. They're still
spectacular, of course, but the stage-management of them, with which
they pull you between arena-brawling and moments of lofty on-rails
theatrics, make them feel a little less alive than the basic scrapping.
In a game about the indulgences of the gods, these are the indulgences
of the real higher powers: the designers. Even here, though, the sheer
drama of being a god who hates other gods steps in to keep things fresh.
You fight a winged beast by racing up over its scaly back and into its
mouth where much dentistry awaits; you knock a man through a mountain
and then he knocks you through another. It's astonishing stuff to look
at and playing on a PS4 Pro the frame-rate never faltered (although the
audio occasionally hitched and there was the odd pause for loading).
Such
are the intricate pleasures of brawling your way through Midgard and
beyond, it can sometimes be hard to notice all the game's wilder
ambitions. Despite the plotting, I didn't really reflect much on God of
War's relationship with the other big relationship games out there:
Kratos and Atreus just sort of get on with it. Despite the backtracking,
I didn't really think much about the fact that the whole adventure was
knotted up in an audacious, improbably calm single shot with no cutaways
or flashbacks. There's padding and asset reuse, but look at the
richness of the assets and the world they are delivering. And at the end
of it there's still so much left to mop up, still so much that remains
unseen. God of War does a lot with holy light and crumbling temples, but
one of its best moments involves waves of enemies and two bonfires that
must not be extinguished. It is capable of making fun from very
straightforward things.
Yes. Like Kratos, the god of fury who must
learn not to fear his son, this is a strange beast, really. The latest
technology and astonishing craft and artistry are employed to deliver a
game of extremely simple pleasures - a wash of new pseudo-ideas that
cannot hide the fact that the basics remain unfixed because they were
not broken. God of War dresses things up, in other words, but it is
ultimately the same deal it always was. As is the way with myths, I
guess. As is the way with gods.
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