The Backlog Rewalk Files: Darksiders II Deathinitive Edition

“My brother, War, stands falsely accused of unleashing Armageddon upon the human race. His fate concerns me. Yours…does not.” – Death

Big brothers fix things, humans. It doesn’t really matter what else there is to a sibling relationship – when you boil it down to its essence, big brothers see their younger siblings in trouble and their first response is “what do I need to do in order to make this better?” So it is for the oldest brother of the Four Horsemen of the Apocalypse, Death – his little brother, War, has gotten himself into some deep shit, and so Death rides forth to try and fix things.

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Of course, sometimes fixing things involves breaking more things.

Darksiders II takes place at an interesting place in the series’ timeline. During the prologue/tutorial of the first Darksiders game, horseman War unwittingly brings about the doom of mankind by responding to a fake-out on the apocalypse and thus allowing armies of angels and demons to wage war across a woefully unprepared Earth. In the aftermath, War is killed in battle and some nebulous amount time passes with him passes with him being held in torturous captivity by the Charred Council before eventually being returned to life and sent to discover who had tricked him into riding before his appointed time. Darksiders II is set during this time of War’s captivity and torture, essentially making it an interquel between the prologue and game proper of Darksiders. Death, upon hearing of his brother’s plight, has a natural big brother’s instinct to fix things for his younger sibling. In this case, Death has decided that “fixing things” means resurrecting the entirety of the human race and basically invoking a cosmic-level “no harm, no foul” defense to the Charred Council.

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Yes, the Horseman Death spends the whole game trying to bring the entire human race back to life. Smell the irony…

The original Darksiders was a hit with fans and critics for taking the exploration and combat mechanics of action and action-adventure games like God of War and The Legend of Zelda, melding them, and building a dark fantasy world from the mind of comic book master Joe Madureira in which the armies of Heaven and Hell are in a kind of temporary cease-fire, maintained by the mysterious Charred Council and their enforcers, the powerful Four Horsemen. Feared and respected by all creatures in existence for their power, but seemingly easily manipulated, Darksiders II expands upon the background and origins of the Horsemen. They are not angel, demon, or human; they are the last of the nephilim, a cosmically overpowered race that conquered and destroyed countless worlds across the cosmos, threatening the very Balance that the Charred Council uneasily maintains between angels and demons. Four of these beings saw the destruction and carnage being wrought by their kind and began to sour on it; these four went to the Charred Council and were granted unbelievable power in exchange for their service to the Council and the Balance. The first task given to these newly-christened Horsemen was the complete and total destruction of their kind – a grim task which they completed. It was Death himself who struck the final blows of that battle, and as well it was only Death who seemed somewhat remorseful of the genocide they had perpetrated against their own kind. Perhaps it is for these reasons that now, millennia later, he cannot stand by and watch either the loss of another entire race in humanity, nor the loss of his brother War, one of the final four surviving nephilim.

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Behold, a pale rider…

For Death, the scars of his soul are reflected in his flesh – rather than destroy the souls of the nephilim, as he was instructed, he preserved them in an amulet that early in the game becomes fused with his very body, leaving a glowing green wound upon his chest and the cacophony of the souls of his brethren in his mind. As he pursues his goal of exonerating his brother War with single minded purpose, forces are at move in the universe that will pull Death in two between saving his brother or saving his own soul. It is a remarkably well told story that is made immensely greater by the fantastic voice acting. Death, in particular, is never, EVER at a loss for a deadpan snark. As a connoisseur of sarcasm myself, Death shot into the upper tier of my favorite game characters of all time. And he isn’t just fun to listen to; he’s a blast to play as well.

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Chill out, pal.

While War controlled with a sense of weight and power, as lumbering brute that devastated enemies with overwhelming power, Death weaves a fast-paced dance macabre in combat that takes everything that was great about the first game, eliminates the negatives, and accentuates the best parts. Instead of the gigantic sword Chaoseater wielded by Way, Death’s default weapon is his twin hand scythes. There are light and heavy attacks, as in the original, and as in the original these can be combined and strung together into various chains that result in combo moves of tremendous strength and fluidity. If you played the original Darksiders, you may have gone the entire game not realizing that War could actually block enemy attacks. Darksiders II seems to have noticed this, and in keeping with his faster-paced combat style, Death cannot block incoming blows – he must dodge them. The dodge mechanic is tremendous with an adequate window and sufficient enemy ques to make the dodging feel like a natural reaction. A successful dodge often opens up enemies to a furious counterattack, and before long you will find yourself right at home weaving in and out of a pack of enemies, slicing them to ribbons and crushing them with heavy attacks from secondary weapons such as a gigantic hammer or polearm.

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You wouldn’t think a blank-faced character like this would give you feels…and you’d be wrong.

Darksiders II retains its predecessors gameplay loop of finding new tools and devices to give you additional ability to explore the dungeons and world and find new secrets, but it expands by introducing a randomized loot system not unlike the Diablo titles. Every enemy slain or chest opened can explode into a shower of gold, weapons, and armor, with enhanced elemental or stat boosts.  This loot can range from being near-worthless vendor trash to epic or legendary named armor or weapons. Additionally, rather than buying skill upgrades from Vulgrim this time around, Death has two separate skill trees, Harbinger for melee damage and Necromancer for arcane damage, into which he can invest skill points gained from leveling up and completing some quests. This gives a game like Darksiders II tremendous replayability as you can experiment with different class builds and equipment loadouts. While the loot system suffers eventually from the same feeling of diminishing returns that is present in all such systems, all the elements come together to create a tremendous action-adventure-RPG.

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How many times do we have to teach you this lesson, old man?!

The Deathinitive Edition includes all of the DLC released for Darksiders II, adding several new full dungeons and quests, as well as the Crucible, a 100-wave series of arena battles that take skill and resource management to fully complete. It just adds even more value to an already content-rich game. In all honesty, mortals, if you played the first Darksiders and enjoyed it (and if you didn’t, it’s not the game, there’s something wrong with you) then you will absolutely love Darksiders II. One of the best games of the PS3 era that was perfectly remastered in the Deathinitive Edition and is a must play for anyone that likes fast-paced action and a huge world to explore. It is truly fantastic that the franchise was resurrected by THQ Nordic and I can’t wait to move on to Darksiders III.

Until next time, mortals! – EWE

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The Backlog Rewalk Files: Baldur’s Gate Enhanced Edition

“It shall be even bloodier than you hoped.” – Dorn Il-Khan

Love is a funny thing, humans.  Sometimes it feels so strong at first, only to burn out or fade over time.  But the best and truest love is the love that remains a bond; the love that, even when apart for a time, remains in your heart and can pick right back up where it left off when reunited.  (Editor’s Note: …who even are you?)  Shut up, I’m having a moment here.  I loved Baldur’s Gate.  I had always wanted to play tabletop D&D, but I lacked a very important component: friends with which to play.  So while I read as many rulebooks and companion materials as I could get my hands on and rolled character after character, I never got to take them on adventures and quests…until Baldur’s Gate.  So it was with some trepidation that I approached a fresh run through Beamdog’s Baldur’s Gate Enhanced Edition – could we pick up where we left off years ago?  In a word: yes.

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First things first: I adore what Beamdog did with the visuals.  They were never going to take an isometric PC RPG from the late 90s and make it graphically spectacular.  But as you can see above, they took the approach of function over flashiness, and it absolutely worked.  The Infinity Engine was a landmark interface for the genre, and Beamdog took into account widescreen, HD monitors and incorporated interface elements that would normally have required additional user effort to access right into the main play screen.  They also smoothed out and enhanced the sprites for HD resolutions.  But the classic look and feel of Baldur’s Gate remains unchanged.  This carries through to the sound as well – hearing Imoen tell me “I’ve done had enough of this” as I instructed her to pick a lock made me smile despite the fact that I knew I was going to hear it 1,000 more times.

For those that may be unfamiliar, Baldur’s Gate operates on the now archaic-sounding Dungeons and Dragons 2.5 Edition ruleset (Editor’s Note: For comparison’s sake, you may want to mention that the modern ruleset is 5th Edition.)  What?!  What kind of masochistic non-nerd would still be reading this and not already be aware of that?!  (Editor’s Note: …fair point.)  While at first seeming overly complex and strict when compared to more modern interpretations, once you understand the system there is a tremendous amount of freedom to be had within its confines.  So many multi-class and class kit options are available that are either no longer viable or not nearly as unique and interesting as they were under the older ruleset.  So, what does an Evil Wizard, Esq. do when creating his Forgotten Realms avatar?  Well, obviously…he rolls a half-elf Fighter/Wizard/Thief multi-class.  (Editor’s Note: I…don’t know how “obvious” that is…)  Hey, sometimes I want to stab mortals, sometimes I want to set mortals on fire, sometimes I want to steal all of their things and laugh maniacally into the night…I like options.

Now we come to my favorite part of the Enhanced Edition by Beamdog…added content.  When Beamdog developed the new release, they didn’t just port the original game and it’s Tales of the Sword Coast expansion.  They wove into the game new party members and quests, incorporated characters from the sequel into the first game to add backstory, and finally, created and released Siege of Dragonspear, a totally new expansion that bridges the story gap between Baldur’s Gate and Baldur’s Gate II.  The new content is a masterwork – in particular the characters that were not originally present.  The original Baldur’s Gate assumed that you were going to lose party members – either to death or just utility loss – and replace them, so while it’s party members were often endearing in some ways, they were not particularly fleshed out.  Beamdog has taken the more modern approach of giving characters meaningful backstories and motivations, personal quests you can assist them with, and even possible romances with your character.  And these are not cookie cutter characters – they span the alignment gamut, with some being teeth-achingly sweet and others deliciously sadistic.  It’s tough to pick a favorite, but my party has included the half-orc blackguard Dorn Il-Khan, who gleefully gives the quote at the top of the page when asked to…do anything, really.  Even just walk to a certain point or open a door.  It’s amazing.

My time with Baldur’s Gate was taking a long overdue vacation with your best friend.  You both have been busy with work and life, but you still text and call each other.  When you finally are able to spend some time together, you still laugh at all the same things, you still finish each other’s sentences, and even when you disagree on something, it feels more of affection than argument.  My worries about the Enhanced Edition not living up to my nostalgic memories of the original were unwarranted – as soon as I got back into the game, just like spending time with an old friend, I was home again. – EWE

The Backlog Rewalk Files: Darksiders Warmastered Edition

“Imitation is the sincerest form of flattery.” – Charles Caleb Colton

The Four Horsemen. Just the name alone is enough to conjure so many images to mind – four larger than life forces of nature, carving a bloody path of destruction leading inevitably to the apocalyptic end times.

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Also these guys.

The very idea of four supernatural harbingers of the end of days has always, naturally, fascinated me. So the opportunity to play as one of the legendary Horsemen in a post-apocalyptic world designed by famed comic book artist Joe Madureira and inspired by the classic Legend of Zelda series sounds almost too good to be true, doesn’t it? Enter the puntastically named Darksiders: Warmastered Edition.

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War never chang- wait, sorry, wrong game.

 

A graphically enhanced edition of the original Darksiders PS3 game released for modern consoles and PC, the game places you in the hulking, brooding form of War, one of the Four Horsemen of the Apocalypse. In the universe of Darksiders, an ceasefire has been reached in the endless wars between Heaven and Hell, with the balanced maintained and enforced by the mysterious and creepy Charred Council, a weird collection of talking skull-rocks that won’t allow the heavenly hosts and hellish hordes have at one another until such time as the world of humans is ready to participate in the final conflict. In order to maintain the Balance, the Council employs the aid of the Horsemen, four mysterious siblings of unbelievable power.

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“Always” is a REALLY long time…

A catastrophic series of events leads to a massive upsetting of the precious Balance, and War is left to take the fall for it. Slapped with a sentient shadow that acts as both a restraining bolt and warden, War sets out across the ruined Earth to discover who is truly to blame for the upsetting of the Balance and cut that person to ribbons with his BFS Chaosbringer. But all is not as it seems on the remains of world, and War will need to explore puzzling ruins, acquire useful tools and artifacts, and make deals with several devils – and angels – before he can solve the mystery and get his revenge.

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Dude. You can’t tell me that every last breath mint on Earth has been lost.

The visuals in Darksiders are, in a word, stunning. Madureira’s character designs are spectacularly realized – War is a hulking brute of a warrior, with oversized boots and gauntlets that somehow don’t seem out-of-place at all. Surrounding him are fiery demons, packs of angels wielding both swords and laser cannons, and giant, tumorous monstrosities that look like nothing more than eldritch abominations. Colors are vibrantly contrasting, popping off the screen and giving you the impression that you are in control of a graphic novel published by Dark Horse.

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…I don’t suppose we could talk this out, could we?

The gameplay can best be described as a glowing, polished love letter to the 3D Legend of Zelda games. War’s journey will take him from one dungeon to another, each one serving to introduce newer and more complex gameplay mechanics and often including new tools or equipment to assist War in solving environmental puzzles in order to advance. This gameplay loop builds upon itself in an immensely satisfying fashion, with puzzles and challenges incorporating and expanding upon the tools and solutions discovered in previous places.

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Well that glowing just CAN’T be good.

Boss fights are often puzzles in and of themselves, with each one serving as a culmination of the tools, tricks, and traps found in their environments to defeat. For all the power that War possesses, it is his – and your – ability to analyze and adapt to his situation that serves him best throughout the entirety of his adventure. That isn’t to say that every card up War’s sleeve is entirely useful – one might go the entirety of the game, for example, without ever even knowing that War is capable of blocking some enemy attacks rather than utilizing a well-timed dodge. Similarly, while War has access to a small selection of magic spells, I found only one to be something that I used more than once, and even then it’s use felt situational and more of convenience than necessity.

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You know, something about this thing seems important.

The sound design is equally polished, if in my opinion less memorable. While my youngest son insists that the soundtrack and battle music in the early stages is among the best that he’s ever heard, for me there is nothing of note to distinguish from one growling guitar background to another. That isn’t to say that any of it is bad – just that it is there and serves it’s purpose without ever truly standing out. One exception I would note is that the voice acting is amazing, particularly Liam O’Brien as War.

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This should end well.

After more than a few twists and turns, Darksiders’ narrative ends with a fairly obvious hook for further sequels – sequels which have since come to be. Would they pick up that story trail? I guess you’ll have to come back to my upcoming discussion of Darksiders II to find out! – EWE

The Backlog Rewalk Files: Pillars of Eternity: The White March (I & II)

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Hope you like snow and ice!

Welcome back, humans!  I hope life has been treating you better than “President” and “guy you wouldn’t buy a used car off of” Trump has been treating poor people trying to flee to a better life in America.  Though I suppose given just how abysmal the treatment of them is, that’s a pretty low bar that life has to clear to treat you better.

Anyway, as you may recall, I’ve been strolling through the overgrown jungle that is my game backlog since I needed to replace my computer’s HDD and as a result lost a significant portion of my save data in many games.  I began this little journey in earnest with Pillars of Eternity, and decided I would give it a strong push through all of the expansion content – The White March Parts I & II – and then complete the game.  So how did it go?  (Editor’s Note: Some SPOILERS AHEAD for Pillars of Eternity and The White March.)

 

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Oh there was something behind the waterfall, alright…

The White March expansion was released by Obsidian in two parts, and unlike many expansion packs for RPGs, it is integrated seamlessly into the main story path of the base game.  Part I is accessible once you reach Act II of the main story, and Part II is accessible upon reaching Act III.  Your quest journal has a nice touch that keeps separate track of main quests for the base game, WM I, and WM II – though this doesn’t extend to the sidequests and “tasks” – those are all lumped together regardless of which part of the game they originate in.  Nonetheless, Obsidian deserves a TON of credit for making the new areas, NPCs, and quests feel like they were always a part of the world to begin with.  The base game itself was already one of more well-written fantasy worlds in gaming, and WM did nothing but drive that point home.  Most notably, your choice of companion characters escalated from sometimes-funny to batshit crazy hilarious!

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Evil Wizard? Check. Foul-mouthed, possibly cannibalistic druid? Check. Robotic serial killer rogue? Check. Former war criminal barbarian? Check. Elderly masochistic hallucinogenic-addicted monk? Check. Um…one fairly well-adjusted hunter? Also check.

The character backstories and personal quests for the three new playable party members in WM are absolutely fantastic – some of the best, most genre-aware and yet not-total-parody fantasy character writing I’ve seen in video gaming, period.  My only complaint is that there wasn’t more of it – the personal quests for these three felt very short compared to the quests for the base game characters.  But as complaints go, that one doubles as a compliment – always leave your readers/players wanting more!  And it was the characters that sealed my desire to play the next game in the series – once I’ve got more time and funds.  But lets not discount the fantastic real-time-with-pause combat mechanics, either.

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Yeah, that’s right – nobody screws with this crew of cutthroats.

Every class in the game is functionally useful in different combat situations – to the point that you will find yourself regularly journeying back to your fortress of Caed Nua to switch out party members for different bosses and challenges.  And boy do I mean it when I say challenges – while you can reach a point where most regular encounters won’t give you much trouble, several of the optional bosses in the game are absolutely brutal and require close attention to party positioning and skill management.  For example…

EWE and Editor Cave

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Editor’s Note: See, there WAS a cave behind the waterfall! HA! It never fails! Now we can just grab whatever bonus loot Obsidian tucked away in here and…
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Editor’s Note: …oh. Oh dear. (EWE’s Note: Yeah, there’s your fucking treasure, asshat!)

So after THAT little mishap, I also discovered that not all of WM takes place in a frozen wasteland – some of the quests do take you to new zones in the more temperate zones of the main game.  For example, after you take care of an archmage who had decided that lichdom sounded better than death (Editor’s Note: and who’s reanimated head you kept floating behind the party as a pet…) you end up being summoned by one of the other archmages to a meeting.  Sadly, a village full of cultists decides to get in your way and must be…dealt with…but then you can have intelligent conversation with one of your intellectual peers…

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OH COME ON!

So, let me share a little life advice: do not attempt to send melee fighters against a dragon.  Just…don’t.  (Editor’s Note: I said I was sorry, and you only got set on fire a few times.)  But all’s well that ends well, yes?  And here is how THEY ended:

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What can I say, humans…I’m very good at what I do, but what I do isn’t very nice.  What IS nice though is that I got to play through this gem of a game.  It is a definite love letter to games like Baldur’s Gate and Icewind Dale, but with enough subtle modern improvements that it doesn’t feel dated.  If you haven’t played it yet, what are you doing?  Stop reading and go play it! – EWE

 

 

Indie Corner: Last Dream

Welcome to mid-week, mortals!  You’re halfway to…wondering where in the hell your weekend went before doing all of this over again, for the rest of your natural lives.  BWAHAHAHAHA!  Ah, but I don’t bear all bad news – in your spare time, you could stumble upon spectacular little gaming gems like the one I’m about to tell you about!

This is actually a two game series that was funded on Kickstarter and developed by White Giant RPG Studios, and was brought to my attention by my very good friend and fellow streamer, as well as husband to my bestest friend in the world Malevolent Moogle, the one and only Absurdum.  Please, please, pretty please, find and follow him on YouTube and Twitch – he is very funny and talented and knows his games!  Last time we got together, I saw him playing what appeared to be a retro-RPG and asked what it was.  After watching him play it for a while longer and hearing from him about how much content the game and its sequel roughly contained, I pulled them up on Steam and found them to be on sale in a bundle for under $5 total – and you can guess what happened.

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I have not yet progressed far through the main story of the game yet, but that is primarily because I have been reveling in the comfort-food-feeling of the combat and leveling mechanics.  For those with fond memories of being able to lose themselves in an hour or so of fast-paced, turn-based combat with a relatively steady trickle of rewards in the form of skill points and gold for new abilities and equipment, you will be right at home, and the variety of character classes ensures that multiple playthroughs are unique in playstyle.

If these games are still on sale on Steam, and you have any fondness for old school JRPGs at all, this is a no-brainer from my standpoint.  If they are not on sale, this still feels like a pretty solid value, but the developer’s website appears to have a demo version available for download, so try it out for yourself and if you like it as much as I do, by all means, support an indie dev, humans! – EWE

Game Night! – Cards Against Humanity (And Some Other Stuff!)

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Let’s start with the other stuff, humans!  My journey through Midgard and the realms beyond alongside Kratos and Atreus continues, and it continues to amaze me with the development of both its world and its characters.  I simply cannot exaggerate how much of a rebirth this game is for Kratos – from a mindless avatar of rage and destruction to a wizened, saddened, but still angry, and struggling to be better, father and man.  I can’t get into too many details without spoiling story beats, and that would be criminal because you simply owe it to yourself to play this game because I don’t know how any game this year is going to beat it as a pure gaming experience.  I cannot get enough of it, and am enjoying every moment I spend with it.

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When I’ve put down the PS4 controller and gone to bed (Editor’s Note: and subsequently failed to fall asleep) I’ve been spending some time with Adol Christin’s adventure in Ys: The Oath in Felghana.  The Ys series of action-RPGs is one to which I am definitely late to the party, as I have had them lingering in my Steam library for quite some time but have only recently begun playing through them – but I don’t mind because that has resulted in the most pleasant kind of surprise.  Fantastic, challenging combat and platforming, creative level design, and absolutely stellar boss battle design have made these games a complete blast for me to play.  The storylines are fairly standard anime fare – which, as an anime fan, I’m not complaining about, but if you aren’t an anime fan, won’t do much for you.  But overall, in my time playing through Ys Origins and now Ys: Oath in Felghana, if you are a fan of action RPGs or action platformers at all, you owe it to yourself to try this game.

Finally, tonight, Dracollia, Beefer, and myself may have made some kind of dubious history by dealing in three-month-old-tomorrow Special Buddy!  It was quite fun to watch as we banter, either on YouTube or Twitch or below!

Happy gaming, my friends! – EWE

God of War – First Impressions

(Editor’s Note: While the following will contain spoilers for the previous games in the God of War series, there will be NO SPOILERS of anything not previously made public about the newest entry just released for PS4.)

Early on in God of War, there is a moment when Kratos’s son, Atreus, is despondent and unresponsive after a brutal battle.  “You’re in your head, boy,” remarks Kratos, “Close your heart to it.”  Atreus doesn’t respond, and so Kratos gruffly states “Then we return home,” before slyly adding, “A shame…to quit the journey so soon after we began…”  Atreus immediately snaps out of his shell shock, exclaiming, “What?!  No!  I’m fine!  See, here…I’m dropping the chain!  I’m fine now!”  It was a moment that made me, and would make any father or parent, smile.

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I am still early on in my journey through the Norse lands in God of War, but Sony Santa Monica has already taken a character in Kratos, who was once the poster child for one-note characters – literally just an anthropomorphic personification of rage – and transformed him into one of my favorite nuanced characters, and fathers, in all of fiction.  This isn’t an exaggeration.  I am a father of two sons myself, and perhaps that is part and parcel of why I find myself relating so, so much to the struggles and the strengths of Kratos in this adventure in these latter days of the demi-god’s life.

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It isn’t a spoiler to say that Kratos and Atreus are on a journey following the death of Kratos’s wife and Atreus’s mother – that much was made obvious from the prerelease trailers and campaign from Sony.  And yet, despite sharing this deeply personal loss, it is obvious in the early hours that Kratos struggles with the emotional bonds of fatherhood.  There have been several times where Atreus has appeared in need of comfort, while Kratos reaches an unseen hand toward his back, only to hesitate at the last moment and then drop the hand away.  Many have speculated that this is indicative of Kratos’s struggles with “adjusting to fatherhood,” but for me this misses the mark and overlooks a huge chunk of the character’s history.  He’s already been a father – and it came to a brutal, tragic end at his own, albeit unwitting, hands.  So it isn’t that the bonds and emotions of fatherhood are foreign to Kratos – instead, he is all too familiar with them, and knows the pain of having them ripped away, and thus has been torn between nurturing them with his new family or keeping them at arm’s distance to avoid the risk of repeating his tragic and violent past.

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While much has been made of how this game represented a “fresh start” and would not necessarily be tied to the prior games, but would still “honor” them, for me personally, the ties to Kratos’s journey through the previous games have been pervasive through the early hours of his new quest.  From multiple characters referencing Kratos’s past, to Kratos’s starting equipment referencing that it covers a “dark secret,” to a mysterious illness that Atreus suffered from as a child that Kratos seems to know more about than he is telling…and then there is the growth of Kratos himself.  Gone is the blind rage of Kratos rampaging through the Greek pantheon.  In its place is an older, wiser man, still capable of tremendous violence when challenged, but more focused on imparting reason and wisdom to his son than in engaging in the slaughter of all who oppose him.  He is a deeper, nuanced character that can be related to much more easily than in past installments in the franchise.

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These changes to the God of War formula are immediately apparent in the gameplay itself.  Gone are the days of the zoomed out, fixed camera angles – instead we now have a controllable camera that is zoomed in over the shoulder of Kratos, making combat much more visceral, brutal, and tactical.  Every encounter, even on normal difficulty, has the potential to end your game if you just mash an attack button and don’t pay attention to your surroundings.  Enemies are brutal and intelligent, engaging in flanking tactics, adapting to your battle maneuvers, and attacking in well-balanced packs that require employing varying battle tactics to succeed against.

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But this isn’t to say that combat is in any way unfair – if you plan well, you’ll succeed.  Time your blocks, look for openings, call for Atreus to send in arrow strikes at opportune moments, and unleash hell, and you’ll be rending enemies limb from limb in short order.  Boss fights, however, are still tense affairs requiring you to observe and identify patterns and weaknesses.  Rushing in without knowing what you’re doing is going to get you quickly killed – and honestly, that feels right in a game set amongst gods and monsters.

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I spent all weekend and as much time this week as I could playing God of War and I still feel like I have barely scratched the surface – and that thrills me.  I don’t ever want it to end.  Everything about this game has amazed me, and it has been one of my favorite gaming experiences that I have had in a long, long time.  More thoughts will assuredly come as I continue my journey alongside Kratos and Atreus, but for now, all I can say is that if you haven’t begun your own journey at their side, you should.  This isn’t just a game – it is a piece of art, it is a timeless story that should be told and listened to and experienced.  Do not miss it. – EWE