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The Original ‘God of War’ was better than I gave it credit for, but could have been so much more.

Image used with permission by copyright holder

The original God of War is an aggressive and bombastic take on action. When it launched in 2005, it was most often described as an M-rated Legend of Zelda. That alone was enough for me to rent it. But after about ten minutes, I set it down out of boredom.

For years, I thought that, maybe, I was missing something. In time, God of War gained massive popularity, spawning five (soon to be six) sequels, and ultimately growing into of Sony’s premier franchises. On the eve of the series’ Norse reboot, I picked up the original game I’d left behind those fifteen years ago and decided to try again.

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Tucked away on a small schooner, God of War opens when you are rudely interrupted by an attacking hydra. By the time you make it on deck, the beast has broken your ship and eaten everyone else aboard — leaving you to stop it. It’s a great tussle and an attention-grabbing opener. And, in hindsight, I don’t know what my problem was.

Seeing beauty in chaos

Even now, God of War plays like nothing else. It’s smooth and incisive, allowing for quick combos and movement, and yet, so many enemies require special techniques or a quick-time event to send the final blow. There’s a juggling act, of sorts, when the screen gets packed in.

For all its mindless action, there’s a flow to play that I didn’t see before. Aided by a distinctly cinematic camera, scenes will slow down just a bit to highlight the most bombastic moments. Comparing it to the movie 300 might be a little on the nose, but both movies aim to overwhelm you with feats of strength and power. Where that can feel a bit over the top on the big screen, in a game — when you are in control — those corny highlights work their charm.

Even now, God of War plays like nothing else.

That cerebral approach to crass media extends throughout. God of War isn’t just about a big tough muscly guy wailing on a Gorgon or a Minotaur. Kratos’ story, while a bit simple, hits the key notes of classical Greek tragedy. And that isn’t just an observation for the classics majors — There’s some real weight here. While the classics are entombed in the annals of high art, in their day they were as vulgar and plebeian as anything on prime time. It’s fitting, then, that for all of its literary allusions, God of War is charmingly tawdry. Blood and gore abound, and sex is… well, everywhere. That’s just how it goes with the ancient Greeks.

What if the combat was a puzzle?

The two facets strike a remarkable balance, juggling the fantastical elements of Hellenistic myth with mid-2000s computer rendering. And the game is better for it. In fact, the only parts that don’t quite pass muster are those that are intractably tied to the state of gaming the better part of twenty years ago.

Game design takes time, and while the PS2/GameCube/Xbox era is still fondly remembered, it was also still the early days of 3D game design. As such, puzzles aren’t always as clever as you’d hope: There are some brain-teasers, sure. One, for instance, involves a bunch of Tetris-style blocks that you need to piece together to unlock a door. And that’s well enough, but also can’t help but feel a little contrived. Many ancient civilizations built bizarre and ridiculous temples and structures, but none, so far as we know, made contraptions like this. Compared to all the thought that seems to have been put into making the combat  feel natural and seamless, asking a giant angry muscle dude to move heavy stones around just doesn’t quite fit.

Image used with permission by copyright holder

That feeling settled as I kept playing. I wished, for some time, that there was a bit more variety in the combat. What’s there works very well, but I couldn’t shake the feeling that the game would have been a little better off had each foe been a puzzle unto itself, as we’ve seen in later games, such as Shadow of the Colossus.

While it’s action and combo system is as vital and creative as a modern game, I can’t shake the idea that if this had been released today — and was of equivalent scope – taking down enemies would have required less button-mashing and more forethought.

Greek myths are incredibly well-suited to this in particular. Odysseus, after all, didn’t defeat the Cyclops, he evaded it. Medusa was defeated by a mirror. There’s so much potential, especially with Greek mythology, that, while what’s here is great — and is only slightly burdened by the era of its release — it’s hard not to see what it could have been, or may yet be.

Still, after my first try all those years ago, I didn’t expect to be so taken with God of War. I recall thinking, at the time, that it was just a gritty reboot of Zelda, a cheap cash-in fueled by the bankability of sex and violence. That’s definitely at least partially true (c’mon, there’s a minigame where you have a threesome that’s… beyond juvenile), but there’s a heart and thought to it that I just didn’t see before. I don’t know that I’d quite say Kratos’ adventures have left an indelible mark on gaming history, but it was definitely an adventure.

Daniel Starkey
Former Digital Trends Contributor
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God of War Ragnarok has much healthier things to say about parenting

As young creatives in entertainment industries get older and have children, more stories about reluctant but caring fathers are popping up in mainstream media. On the film and television side, movies like Logan and shows like The Mandalorian and Obi-Wan fit this mold. Sony has championed this kind of story on the video game front with 2013's The Last of Us and 2018's God of War, both stories about complicated dads forced to take care of a child (whether their real kid or a surrogate one). God of War Ragnarok, on the other hand, is more than just a "dad game," as it has a solid message that anyone can learn from to improve their personal relationships.
Instead of glorifying a parent-child relationship with some abusive and manipulative tendencies, God of War Ragnarok stresses how important it is to respect, listen to others, and give people space when they need it. Even if you aren't a dad, God of War Ragnarok still has a poignant message about communicating that anyone can take to heart.
This article contains light spoilers for God of War Ragnarok.
Communicating the problem
The typical dad narrative follows a set premise: A fierce warrior with a troubled past must learn to love something on his own. By the end of their journey, they've shared some tender moments with their child, whether they be blood-related or found, and decide they'll do whatever it takes to protect them. While these stories can be emotional and entertaining, they often have some unsavory undertones. These stories tend to herald characters who are overprotective of those they are close to, but justify it by showing that it comes from a place of love.
As a result, some of gaming's worst dads can be over-glorified. The Last of Us' Joel, for example, ends the game as a selfish man willing to deprive the world of a cure just because he doesn't want to lose another daughter. Still, he's remembered as a hero within the series and its fandom, with one of his most misguided lines being used to promote HBO's upcoming TV adaptation ("You have no idea what loss is."). These narratives still work on the whole; they just aren't shining examples of healthy relationships.
https://twitter.com/Naughty_Dog/status/1587837418748657665
Sony games have been getting more thoughtful about this. Joel suffers serious consequences for his terrible actions in The Last of Us Part II. On the flip side, God of War Ragnarok allows Kratos to improve as a person, critiquing his more ignorant actions and thematically offering lessons that anyone can learn from.
Although Kratos seemed to have a better relationship with his son by the end of God of War, we see that he's regressed back to being overprotective and restrictive to Atreus in Ragnarok. That behavior comes even as Atreus is getting older and trying to come to terms with his own identity. Throughout the game's opening, Atreus and Mimir constantly call out when he's not communicating, with Atreus going further and encouraging him to end Fimbulwinter.
Kratos makes it clear that all he cares about is Atreus' survival and spending as much time with him as possible before his prophesied death. He shocks Atreus by going out of his way to help his son free a trapped creature in an early side quest. Still, the first part of God of War Ragnarok highlights how Kratos ultimately struggles to communicate with Atreus, so his actions and comments feel spiteful and selfish, even when he wants to be helpful.

Kratos consistently pushes Atreus away at multiple points in the game, and so he goes on his own journeys. Kratos' failure is no longer because of inexperience; it's a communication issue. Throughout God of War Ragnarok, Kratos must learn that he can still be a guiding hand for Atreus but must also listen to his son and give him space when he needs it. Whether you're a parent or not, that's a good mindset to apply to any personal relationship.
In-game comms 
The dangers of a lack of communication also reflect in other parts of the game. In the side-quest The Lost Treasure, Kratos encounters a father who died while searching for treasure on his own to prevent his son from being hurt. Upon further investigation, Kratos learns that the son also died because he tried doing the same thing with another treasure and didn't let them know. In an effort to protect each other, that father and son didn't communicate and suffered because of it. This otherwise insignificant side-quest thematically stands as a warning for how Kratos and Atreus' relationship could end up if they continue to be dysfunctional and not communicate.
Kratos and Atreus do hit a rough patch before things get better. Atreus ultimately defies Kratos on one of his adventures, meeting a character that he quickly begins to see as a more ideal father figure. He's kinder and more communicative -- though it becomes clear that his comments may have insidious ulterior motives. God of War Ragnarok demonstrates that relationships can't be constructive unless everyone is honest and open with each other.

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Kratos looks at the Leviathan Axe.

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What was I most excited to see and do when I booted it up? Open the settings menu.

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