>dabbled in GoW1
Up until what point do you recall? If unclear, feel free to detail that when you get on the matter.
>finally have the chance
On PS2? Because that's for the best (Zim just got fucked by the PS3 version in a way I didn't expect). You'll have access to Wulf's cheat code, which is a nice boon for a NG+ that even I have never had the pleasure of experiencing. Most haven't since those cunts in charge did NOT use website my combo revealed to give us the codes for GoW1/GoWII. Total asshat move (instead we got the fake HD code for GoWII). Would have been BALLER to get that prize. Zim's current run makes use of that (rather than hacks). I'd suggested he use Dairy Bastard (costume) on H if he wanted to emulate having Artemis before you normally get it (before a regular VH run takes over for footage at the normal acquirement point).
>remember some platforming
You're going to remember it quite a lot more clearly before that run is done, friend. They didn't save their A-game for the 'challenges' (post-game extra). If I had my way, there would have been an American Gladiator course (not just Ninja Warrior) making use of the various types, but taken to 11. Really test your mettle. As is, just watch out for the vertical spiked pillars. You'll know 'em when you see 'em. They're infamous. Do they deserve it? When you're new, sure. They're not a problem at all with familiarity (doesn't even take skill to handle *not my strong suit, so you can believe me when I say this*).
>red orbs are currency
Yes, they are EXP. GoS uses them as currency, too. We never get anything that spends them for combat (sadly). Was waiting on that, but the day never came (hit count got it first and only). Couldn't even sacrifice HP for an attack. Might have been interesting if you could pay the cast cost in MP with HP for soul stuff (each entry has something that would apply). Would piss off casuals to get hurt this way, but fuck them. Learn to manage your bars, nerd. They're technically referred to as "Power Orbs", but nobody actually calls them that.
>Green is HP
>Blue is MP
For GoW1, yes. Later you'll have gold orbs (rage), but not in GoW1. Not all entries have a super state. Sometimes that state is not all it should be, either...
>can X send you into a pit
Yes. Will it push you in? Probably not. You can catch yourself on ledges. If you're struck clean in the air? You drop like a rock (forward momentum is lost).
>kill innocent NPCs
Only GoW1 has proper NPCs that I can really remember. They cannot be harmed. You refer to 'enemies' (that can't fight back and just want to run away). Civilians are counted among the bestiary. They exist to get milked for health (sometimes able to pull aggro, take a hit for you, fight back, etc. *depends on the entry*).
>something that causes petrification
Know anything from Greek myth famous for turning people to stone? The first thing and most famous case is probably what they would go for (before more obscure stuff). I'll tell you this. They botched a rarer instance (didn't even give that ability to the poor bastard). Sort of lackluster mini-boss showing for the unique of the first entry, but the sequel made a proper boss (the last got screwed super hard with a multiplayer ONLY stage hazard treatment).
>fight things while traversing
GoW1 in particular likes mixing combat with other activities, yes. Not so much swimming (that never became a thing, sadly).
>what each input does
They'll teach you. Tutorials generally force themselves upon you (can be annoying). Only so much can be done to disable such things.
>stick to N for a first go
For the best. More about learning enemy layout (won't change), casually practicing what you can or cannot do in terms of interrupt, block, etc., seeing the orb drop types, getting a feel for their moves and so on and so forth where combat is concerned (otherwise you're just exploring to learn chest locations *planning around this*, getting upgrades/extensions *testing to see what you will want to invest in for the serious run*, doing platforming/puzzles *the hardest part of the first go*, etc.). VH is where you can start to get some pushback and focus on the gameplay's real charm (enemies with some teeth *even before you pile on with self-imposed restrictions*).
>lots of dipshits say to use Plume of Prometheus
Indeed. PoP is a meme (existing mostly with non-players disparaging GoW rather than just casuals speaking out of turn). In GoW1, that is not the most efficient way to go at all. With decent Power % and/or higher modifiers, you will probably be relying on the Blades (when not dumping MP like crazy), it's true. However, you would be a fool to use a mid-range, medium speed crowd control tool as your dps tool. I can go over damage values when you get started. Help you with having a notion of what you can do before you get serious with vanilla VH. Maybe wait until you're starting that up. Your call. Really, that only had some water early in GoWII when you didn't have other weapons as base values were adjusted (among other things) such that the attack in question (Plume *t0*) is effectively twice as strong as it as was in the previous entry when used properly (still takes some thought about setting up "deep" hits for the double). It is a shit tier strat in GoW:A. If your ass ain't using a vastly superior version of the move with another tool then you're a fucking idiot. Move is UNSAFE in that entry (while the competition is just better in all ways).
>999
999,999. GoW has bonus (EXP) descriptors for certain actions. One of those is sufficient hit count rewarding with a flat bonus (ignoring EXP % *doesn't mean a thing for GoW1 without costumes that adjust it*). Means more early on (and if you're not working bugs to get tons of orbs). Anyway, certain breakpoints have higher and higher bonus. That stops pretty early on (in GoW1, the numbers run off the screen at 10K, but you can go beyond it *don't think I saw anything at 100K*). GoWII is where this was first tested. Why?
A gent reported a milestone at 100K. I needed to see if he spoke the truth. He did. So I set-up a way to test further without having to bore myself to tears, recorded it and noted the various benchmarks along the way only to uncover a secret website early after release as a result. A site for announcing CoO that was not up yet, so I went to the director's blog to bother him about it. They repeated this stunt for GoWIII (regarding GoS). Not sure why they didn't come up with other ways to give out these web addresses. GoW1 just had secret phone numbers (one for VH and another for doing a certain thing). Guess they got lazy (not enough imagination).
NOTE: "Showcase" is a strong way to put it. I was dicking around. Hit count is not impressive. Combos are really not a focus of the combat system. If you learn the intricacies (especially bugs/exploits) well enough, sure. A show could be put on (really forcing it). This ain't DMC. We don't play with our food here. Efficiency is the name of the game. That and brutality. Working hazards in particular is a big difference between the two titles. Quick Kills is probably most focused upon in GoW1 (as evidenced most strongly by the potency of throws *grabs be strong, yo...most of the time*).
>any reason
Shit taste? Nu-Males prefer Pop Culture take on Norse (fad pagan religion at the time) to Greek/Roman? Casuals wanted it to be even less of a game (glorified movie)? Soyboys wanted to raise their wife's son as they got older? Hard to say. But really, it is just pretentious (obvious TLoU clone forcing a bastardization of the MC with retcons to make him something he is not in an attempt to appeal to Hollywood types *as if going for game awards, which it succeeded in doing of course*). Journos do so adore when you betray fans (defended the shit out of something GoW:A pulled and were all over running defense for Nu-GoW). DmC was a pretty extreme example of this.
>wanting to relate at all
See? As close as I can get to their faggy mindset is appreciating (not necessarily preferring) my character match my actions. The game has me playing a monster doing terrible things. What a coincidence. That's how I behave with him. There is no disconnect. GTA4? They want me to be some retard who cares about his cousin, was scarred by war, just wants a fresh start, etc. How did that manifest? I kill homeless under a bridge, stand on the elderly until they die to see if cops get mad (they don't), punch people to start beef (so they'll get officers mad when I make them accidentally strike the boys in blue *just for me to get a vigilante reward for open murder*), make PD kill themselves via long fall (exploiting AI), haunt a single park for 40 hours, try to depopulate dating sites and crime databases (sadly the game doesn't quite allow what I wanted), barricade myself in hospitals/police departments for slaughters (beating people to death with dildos), eviscerate strippers in the club (often via stabbing and burning), etc. I'm not here for your dumb story. I definitely don't intend to play like the character's personality suggests he would act. There is a big gap between what I do in the sandbox and what suits him. Not so much with Kratos. We're in perfect harmony. Nu-GoW side-steps this by just keeping civvies out of it. Weak.
>air block
It works basically on the level of the parry (higher tier than a block). The rare case that guard breaks even that won't mean as much as you will cancel the animation on-landing. A true unblockable will not give a shit about air block. Sadly, not even upgrades can give Artemis access (let alone get rid of delayed blocking, gain a parry, acquire an air parry *never a thing by the way*, benefit from just frame blocks, etc.). Lots of grabs don't work properly when you're in the air (some will just do a set amount of damage, instead). You won't know until you try sort of thing.
>does it have i-frames
Yes. The frames are worse for the back roll. Avoid using that. Kratos is NOT rewarded for retreat (something considered out of character for him) in this way enforced by the game. If he was in Souls, he would not use backstep (or at least his would be shitty *lacking poise, no i-frames, etc.*). Turn and run? Sure. Just not going backwards (or landing on his back *considered a big no-no rule for depicting him, so it is funny when it happens while knowing this*). It'll get you out of harm's way just as easily as putting you INTO harm's way (covers a lot of ground, you see). GoWIII is the only time you can look forward to different evades (depending on the weapon being used).
>blocking works on these
Correct. Don't even need to parry to make it work. I don't think there is a single grab that can be parried, but not blocked. No dedicated anti-air comes to mind. The game doesn't tend to design around what vets do, just casuals (who are expected to stay grounded). Even Souls is like that (made for those that always stay locked-on, so learning to go without it lets you really style on bosses). Some grabs have activation damage. Some only have fail state damage (DoT during a mini-game and/or for failing the QTE). It varies as you'll see. We tend to have i-frames from other things during this (which is good as it sucks when you don't *getting held still so other hits land is awful on VH as grabs won't scale, but the other stuff does*).
Attacks with block push (making you go flying back) are rare. Likewise those with block stun (recover longer). Same for guard breaks (either you can block it or you cannot *most often how it is*). Well, outside GoW:A. Even there, I feel like VH would benefit from something it was never going to get (alternate balancing with adjusted hit properties, attack tiers, etc.). As unlikely as new enemy layouts (notion toyed with for GoW:A). To them, only New Game N really matters. The one-and-done kids are most strongly favored (barely any effort for NG+ let alone beyond that *Souls has a bit of this as only DaS2 put effort into NG+ adjustments of substance though one can argue some of these things should have just been in the first cycle to begin with or 'plus' version of gear are a heresy leading to garbage bloat*).
>built-in codes
Yes. GoW1/GoWII have them. And only those entries. And only on PS2. The GFAQs Cheat page (or Wulf's YT channel) goes over this matter.
>Gameshark
I'm sure that would work (along with proper hacking on a jailbroken system).
>word for it
There are just bits on H that are 'spikes' you don't need for a first time through. Save that fun for VH when you've conquered other considerations. No need to really drag your feet getting slapped at each turn in frustrating fashion (just a yard full of rakes). Could demotivate.
>tight platforming
This won't be tight. Can even be janky. Typical of 3D in genres that are NOT platforming focused. I doubt Shinobi plays all that much like this (NG might have more in common though even that is pretty distantly related, I'd think).
>sent into a pit
I wouldn't expect non-projectiles to do this outside CotG10 (Extras *not in the main game*).
>Nu-GAYmes ain't doing it for ya
I hear that. The lull in the action is a great time to play catch-up, certainly. Precious little on my radar right now (Wukong and Elden Ring are about it).
>worth trying
Absolutely. Just be aware CoO is the simplest and easiest entry. Even still, the secondary weapon is comical (not just for being a glorified ovenmitt, but being the first time a sidearm was onpar in terms of move options *let alone having good specials, decent normals, being obviously favored over the default, grossly OP to the point of gamebreaking, etc.*). GoS has a less extreme dose of the same while improving as a more authentic GoW entry (despite being handheld). I'm a sucker for grabs, so the new option was sorely missed once lost (in a new game). A few other charms existed. Definitely some questionable things, too. You'll see for yourself.
>new moves
Hell no. The philosophy I noted with them doing things in development with focus laser focused on what will be seen/experienced by the bulk of the mainstream they are targeting? It is a miracle we get shit like OH redirect, alt.OH, etc. That's just the combat guys with free time going above and beyond. Bonus time spent on new animations only seen on higher settings would never get a red light. Ever. Not in GoW proper (much less Nu-GoW). The budget is huge, but super tight just the same (a lot goes into presentation you're meant to see in a single go *not so much trying to bait you into replaying as would be expected for HnS since those are short Action types that get playtime value via tilt with unlockables and such*).
>adjusted AI
Not at all. If the enemy can or cannot do a thing in one setting, it cannot do it in another. They are the same. No new tricks get put in, sadly. This ain't Vanquish (to my great regret).
>greater attack frequency
All this refers to.
>static stat or
EXP does not touch Power %. EXP goes towards modifiers attached to the level of gear (or just a higher version of a thing as is sometimes more accurate *SoD's PS comes to mind in GoWII*). That and new moves/perks. GoW1 does have a way to adjust Power %, but that is the limited use mechanic (RotG). Not everything builds that up. Normals tends to. Specials for the BoC do not. Blocking and even parrying won't (nor even just evasion), sadly. GoW:A spoke like it would have this, but instead went full retard with how it handled that system (more on that another time).
As you would expect, getting HURT builds the meter (Kratos gets mad), too. Being grabbed and even doing grabs can build it, but usually it is successful completion of mini-games that will yield notable returns (much more than a single slap of melee). Can even game the system by failing QTEs before they fully finish (not all attacks hurt or do much DMG, so it becomes something to exploit *even a case with EXP to this tune*). But yes, the state in question doubles Power % while active (among other things). Not the case in other entries (offering different things depending on which you're talking about). Costumes can also adjust this stat.
NOTE: I don't believe getting beat up builds rage in GoWIII. It takes from meter in GoW:A...
>hit like a truck
That can be true, but I'm more talking about dying to a single grab even when doing the mini-game as fast as possible (meant to limit damage taken). MAX HP at full taken in one move is extreme. Obviously an oversight. Grabs are meant to be 'high' damage attacks on N that are only seen as super threatening on E. On H and VH they aren't a huge deal relative to melee. Projectiles are just a less extreme version of this (for the most part). GoS let them scale while having that high base damage, which produced an undesirable result (they don't test beyond N save when combat devs have free time, so it is a glitch in the sense it is an oversight).
A cyclops should not hit harder than Death. GoWIII had an egregious case not too disimilar. A particular boss had a grab that could foul tip you for direct damage...as an unblockable. The grab did nothing on activation and is easily reversed. Getting 'just the tip' would seriously fuck you up. Think it one-shots you with the full MIN bar for VH. The hurtbox extends more than it should, which also doesn't help (the grab portion, thankfully, is the only bit of this that negates i-frames *something not normally the case in GoW*).
>tank more hits
Depends on what means to harm them you're using. Hazards, grabs, spells (usually), etc. don't care about Power % at all. Some things (like collisions *sending foes into each other*) scale with THEIR power (not yours). Sometimes with nothing. But in GoW1, you are dropped to 50% (rather than 75%). Good thing this entry has so many ways around that (hugely OP tools to that effect, too) and the base (even MAX multiplier for the default weapon) DMG is so high. Ends up not meaning too much unless you're that dork mashing square. One enemy exists to shit on that fool in particular (a few others aren't super sweet on them, but this one clearly lives to ruin their life).
>need to grind
Limited options exist to do this, but it can be done. As for whether you NEED to, obviously not (generally your base kit does just fine *and on N you will rarely feel things are a sponge just soaking hits to waste your time even then*). Still, could you want to so as to have a certain option by a certain point? Sure. The one that stands out to me the most is in GoWII. An early boss is a gatekeeper (bounces casuals harshly) both literally and figuratively. Having the projectile spell at MAX allows for an option with advanced tactics that can cut what would take five or more rounds of summoned enemy waves to probably just two. Otherwise, getting enough to upgrade things by a point you would want to have them strong enough for an option isn't especially hard if you focus on them. You don't really need to pull stunts with bugs, exploits, getting all the chests, working for bonus descriptors, etc. That's just gravy to have things a little sooner. Smoother sailing.
>their effects
Aside from cosmetics, most often they just adjust stats. In GoW1, they are the only way to affect orbs. One of these has Infinite MP as a perk. None of the GoWII cases have a perk, but there is a better spread of stat archetypes (glass cannon, nerf tank, challenge attire, fun attire, ORBS, etc.). Cheats in the form of collectibles for NG+ became a thing by this point, so perks sort of got shelved into this new facet. CoO...think one has infinite MP again. GoS had a case that can only be used in the Arena (unkillable, new character with insanely OP output yet very limited moveset *bit of a waste*). Otherwise there were pros/cons. Not all worked as advertised, but that can be discussed more down the road. GoW:A had nothing at all (NOTHING AT ALL). Well, it had a single reskin and attires from the multiplayer on a non-Kratos rig. That didn't adjust stats. Or anything else. Purely cosmetic. Collectible cheats were still a thing, but two of them don't do anything. Pretty laughable stuff.
NOTE: GoW1 doesn't allow them on VH. The rest do. In NG+. NG+ never quite fully does what it should. A bug exists in GoWIII to get a truer taste of what should have been. You'll want to sample that at least once (as with the cheats for GoW1/GoWII).
>NG+ handling
In GoW1, it is the same as NG except you can use Costumes. GoWII lets you carryover upgrades, but extensions (bars) are auto-MAX'd for some reason. Costumes can be used along with 'cheats'. You start with all weapons and spells, but no relics. Handling varies in a given entry, but you will find that they hesitate to let you have things that would allow sequence breaking at all (if you have it, you won't likely be able to progress without acting like you don't have it yet *earning it once more*). This excuse is meant to cover GoWIII's ugly NG+ (that a glitch makes much more fun). Pity it forces MAX upgrades (though extensions are whatever you had them at). Know what makes more EXP % and such useless? THAT. Again, only GoS has a place to spend EXP not for upgrading. There isn't a time where you can convert orbs for others, an attack or whatever else, so...
>stay away
Save it for last for sure. I'll put it this way. It ended the GoW community. It gave a faulty reasoning for betraying GoW proper (for Nu-GoW), too. Many vets quit playing the series over it (even I went on a five year hiatus before returning to finish my work *where I learned to enjoy some things, but still had grievances you will come to understand in time*). Is it terrible as a game? No. Does it have serious issues that weigh it down? Yes. Is it the worst GoW entry? Probably. Not as boring as CoO on repeat plays, but definitely the most frustrating entry (only somewhat approached by GoS on VH). Deeply questionable thanks to Jason (who took over as gameplay director by Nu-GoW).