Wednesday, September 23, 2009

Game Walkthrough Analyses: I


In his analysis of the Playstation 3 hit, God of War II, Jimmy focused on how the developers used the element of scale to effectively create an original, thrilling gameplay environment. Using perfectly picked examples of epic boss battles, and clips showcasing the game's seamlessly blended fighting and platforming, he demonstrated integrating extreme scale differences into GoW brought to life the mythology-based storyline and more than made up for the unusually short game length.

Kratos, the game's hero, uses the blades chained to his wrists not only for hacking and slashing, but to navigate his environment as he swings from one platform to another and scales walls like a mountain climber with an ice pick. This feature is particularly useful with the game's massive baddies, since Kratos must first attack his foes from lower ground before actually climbing up Atlas' monstrous hand to place the finishing move or slashing at the midsection of a Colossus before climbing up his arm.

This evokes the same scaling aspect that made the Prince of Persia, or Legend of Zelda games such a pleasure to play- while the environments in GoW II seem more linear than the expansive Ocarina of Time map, or the elaborate, dynamic, interlinked rooms in Warrior Within, all of these games successfully immerse the player in organic, sprawling settings, easily viewable by cinematic camera angles. The God-sized GoW enemies specifically remind me of some of the boss battles in OoT and Twilight Princess (ex. giant Ganondorf, the lava dragon Volvagia, and the titanic Morpheel) as well as the trolls in WW, and the Hellish gladiator creature or the final battle with the evil, super-sized vizier the Prince faces in The Two Thrones.

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