
This past week I played through God of War for the Playstation 2. I had wanted to get it for a while now, except I’d always end up prioritizing other games instead. I’d been told by several people that the game is great, there was a lot of buzz surrounding the release of the sequel this past week, and recently it was placed as the “#1 PS2 Game of All Time” in IGN’s list. So, I broke down and finally bought it on eBay for $12.
At first I was enjoying the game, but I didn’t quite understand what all the fuss was about. As the game went on, I liked it more and more, until the second to last level finally sold me completely on the game. I’m not going to say what the level was, because I don’t want to spoil an unexpected twist for anyone who hasn’t played the game.
The combat was repetitive at first, but it becomes insanely fun as you level up your abilities, making you super powerful and badass. It’s easy to fight, but joining moves together in combo chains feels really rewarding. Your main weapon and all the abilities you have at your disposal as the game progresses are fun to use.
What really stands out for me is the game’s story and its level design. While the story is simple, it’s layered well, told in a surprisingly complex way for a game of this type. The backstory of the main character, Kratos, is revealed gradually, bringing depth to his motivations. The script isn’t awful, which goes a long way, and a stand-out performance from the narrator (Linda Hunt) brings a lot to the tone and quality of the game. The story is epic, but the scope is refreshingly narrow — nearly half of the game takes place in one location.
The game’s level design is excellent. While most of the puzzles involve moving boxes and hitting switches, a fair amount involve changing the structure of levels to create new paths, which is something I like a lot. The environment isn’t something you simply occupy and traverse, but is something you must manipulate to succeed. Traps and obstacles are varied enough to not feel repeated ad nauseam; some traps are even only used a single time within the game. Environments are richly detailed and well thought out. There is a fair bit of backtracking within specific levels, but it felt justified and never long enough to simply be an excuse to lengthen the game.
In all, I think my $12 were well spent. I wouldn’t call the game “#1 PS2 game of all time,” but it certainly is excellent, and I eagerly look forward to playing the sequel. Also, I can’t wait to see what kind of game David Jaffe makes next, since he’s announced he’s no longer interested in making game on this scale.






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