The review of God of War Ragnarok gives us lots of food for thought on the work done by Sony Santa Monica to evolve, enrich and, in some ways, upset the combat system of the action masterpiece launched in 2018.
The stated goal of the Californian development team was to offer Kratos emulators a ‘fresh yet familiar gaming experience. The playful scaffolding erected by Santa Monica is the direct and tangible manifestation of these efforts and of the vision outlined by members of the development team such as combat designer Mihir Sheth.
The return of the Spartan is celebrated by the return of the mighty Leviathan and weapons that have now become ‘classic’ like the Lick of Chaos: each offensive tool, even the most ‘canonical’, is associated with a Distinctive Ability that multiplies its effectiveness and helps make the game experience more layered.
Regardless of the killing tool wielded by the God of War, players can unlock the Rush Mode by landing enough hits to unleash Kratos’ killing momentum and the latent power of each piece of equipment. And what about the Relics to be used in parallel with the runic attacks? The defensive dynamics of the combat system have also been revised, corrected and expanded with one large array of shields, each of which supports the styles of play and the strategies to adopt to face the enemy hordes or the most grim bosses.
If, on the other hand, you want to know how the new Sony exclusive fares on consoles of the past generation, we remind you that on the pages of Everyeye.it you can read our special on the crazy graphics of God of War Ragnarok on PS4 and PS4 PRO.