AKheon wrote:"Not worth it" seems to be a common sentiment in speedrunning and glitching circles. Most runners who tried God of War have stopped already because the game is so heavy on downtime and unskippable cutscene. Meanwhile, at least three renowned glitchers also stopped giving a damn... will I be next, I wonder? >_>
Heard that a lot too. I am curious though, how do you 'glitch'. Are there certain methods you use to find them?
Can't blame people dropping the game because of the cutscenes. Honestly I wouldn't mind doing a more focused run with handicaps but the thought of watching some cutscenes again...no thanks.
GENERAL IMPRESSIONS
The more I play it, the more I sort of see what they were going for...to a point. But the mechanics just are not there it seems, as are the enemies. Few notes on what I'd like to see change:
- Stats and levels only get in the way. I managed to get to the Musslepheim area which is kind of like a mixture of Bloody Palace and VR Missions. You fight hordes, and sometimes there's a key modifier. The downside is that eventually you are just outleveled. At first you are overleveled, later enemies will take a huge beating. I was stuck for a bit on a boss and noticed I had neglected my gear (I was level 2), I upped my gear a bit and returned as level 4 and won without even breaking a sweat. Moves that were once unblockable, were now even parriable. Foes that couldn't be stunned, could. The leveling system is probably among the worst I've ever seen. It just restricts you. Nothing more.
- the game does feature ring outs and 'smart' ways of dealing with enemies, but disables all of them except the 'spam arrow and cleave' approach when foes are higher level. I'd be cool with them being 'harder' but to take away all the smart ways to kill them is just poor design. For instance a higher level foe cannot be launched or ringed out by most conventional means.
- enemies that are more 'elite' (in terms of design, not level) tend to have a weird invisible wall preventing them from ringing out, also their stun meter drains really fast.
- recalling the axe isn't instant, and slows Kratos down a bunch. The idea of throwing your axe somewhere as a trap, attacking and switching back to it are impossible since the transition animation locks you down. You also cannot retrieve it while running (puts you back to walking by default).
- You've got generic 'sword dude', 'axe dude', 'shield dude', 'ranged dude', 'caster' and that's it basically. Add some color coded mooks and you've got it. Really wish there were more interesting enemies to fight, also ones more vested in the lore instead of 'another draugr'. Trend seems to be that if it's a cool mythological creature, it's an ally. Just imagine fighting the Serpant. But nope. He helps you. Enemies by default are just plain uninteresting.
- Enemies have weird patterns and attacks. Generally foes have 1 to 3 attacks max and tend to ignore hitstun (especially elites). This makes attacking feel like hitting them with a broken stick. It's pretty telling when the most generic mooks have the most methods of dealing with them and allow for the most creativity while later foes are either loop-food, mash ■ or just have the boy spam arrows. Sad.
- Locking most attacks behind storyprogression troubles me. Also same with a lot of special attacks. Some attacks also feel like they should be available by default, like the auto-recall attacks.
- camera is way too close on you, making it hard to see things on the ground (lots of enemies and projectiles are small).
- the story and everything really gets in the way of progression. You can't level or even use the boy if he's talking, as it disables him. Some animations are a lot slower thanks to this too, having to wait for him.
- grabs feel pointless. They are either a quick kill, or do nothing spectacular. I miss their utility, like slamming foes into eachother. Some grabs do have that here, but you can't control their direction or the damage is absolutely pointless.
- tying the axe to an aim button isn't good for the gameplay. Would've prefered just a throw-button. Imagine attacking, turning the camera to the right, throw, punching instantly and canceling into a recall that slams the axe down. It's possible now sure, but feels more glitchy than practical and has tons of openings in your defence (since Kratos is standing wide open).
- Most of the boy's attacks are random, which is just weird. I know this a game for casuals, but it would've been fun if you could actually direct him to do grabs etc instead of it just being random.
- I'd have prefered it if most special attacks were nerfed a significant amount, but have cooldowns be removed. Right now they feel more like 'oh yeah, let me use this overpowered nuke'.
- platforming and puzzles are really plain compared to before. GoWIII and GoW:A had a lot of interesting puzzles, and platforming was always interesting, challenging and also dangerous (in terms that there was combat in them). There's a segment here where you climb a wall and some elves attack during it, but it's all in a cutscene. Would've been a cool segment to actually play. Same with fighting off elves while attacking a wall to save the boy, all a cutscene.
It's sad since there are some cool ideas here. The game allowing, and even promoting, ring-outs is fun. Recalling the axe midcombat should be a joy (it's not).
Quick discoveries:
- Leviathan's Fury (run + ▲) is completely i.framed, really powerful, and rings out;
- The L1 + ■ called Bear is absolutely bonkers, fully i.framed, high splash damage, frost and rings out heavies;
- Most Heavy Runes give you 50% damage reduction while using them;
- The axe will actually sort of de-spawn at times. I once put it into the ground, attacked a foe infront (axe in the back). Heard a guy come and wanted to recall the axe to trip him up. Axe came from the front instead of the back and I died;
- apparently the game is really picky about what is a 'wall' and what isn't. So if you go for collisions you'd better pick out a really smooth surface to slam them on.
- you can Discord people like in Nioh. Give them two debuffs and they are wrecked.