![]() These instant-death situations are tough pills to swallow when it comes to the QTEs, but tossing in another gameplay aspect that forces multiple restarts due to bad timing becomes even more taxing for anyone's patience.Ī piece of equipment allows you to target an object and adjust its place in time, so you can either decay or rebuild structures for various puzzles. In a series of sequences, you're stuck sliding downhill and need to maneuver Kratos around pits and damaging obstacles. Other additions to the series are less appreciated. The only time I felt compelled to change tactics and use different abilities was when I played through the maddening difficulty spike represented by the Trial of Archimedes late in the game. For the most part, you can stick with a single magical effect for the entirety of the campaign with little risk. This addition is a neat concept and provides an additional use for magic, but it's never fleshed out enough to feel necessary. This can make your standard attacks quicker or more powerful, and once you max out the Rage Meter, you gain abilities that are unique to each magic property. While Kratos can call on limited powerful magic attacks, the Blades of Chaos also take on the property of equipped magic. The biggest change is the introduction of magic fused with the blades. ![]() Kratos wields the familiar Blades of Chaos, and most of the move list for that weapon remains intact from the prior God of War titles. The combat in Ascension is also largely unchanged, and it's just as fun to play. The visual acuity hasn't dropped off from the previous game, but I noticed some minor visual flaws, like character models clipping through the environment more than in previous entries. The sense of scale in the locales is massive, and while the scope of this story is dialed back from his exploits on Mount Olympus in God of War III, there are quite a few jaw-dropping sequences. I'm not a big fan of QTEs, but they're more forgiving here. There are some light platforming elements, Quick Time Events for various encounters and cut scenes, and a number of environmental puzzles. Not much has changed, so a lot of mechanics are going to be instantly familiar to anyone who follows the franchise. I'm not completely sold on the plot, but I had a lot of fun with the campaign, and I enjoyed the interesting additions and changes to the series' signature mechanics. The single-player portion is still a big part of the experience for God of War fans, and thankfully, the developers haven't forgotten that. While I appreciate the diversity offered by the cast and setting, the overall story did little to add any significant insight into Kratos as a character or give additional weight to his actions in later games. ![]() The previous prequels on the PSP explored the history of Kratos in a fashion that was more interesting than the plot in Ascension. This can make it a little tough to keep track of who's doing what, considering the confusing names of some Greek mythological figures, but you'll get the basics quickly enough. I enjoyed this aspect of the story and appreciated seeing less-familiar characters. While other entries in the series have relied on well-known mythological characters like Zeus and Hercules for the boss roster, Ascension delves a little deeper into the mythology.
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