Separator
God of War: If Imitation's the Sincerest Form of Flattery...
Sunglasses_at_night
Friday, August 28, 2009
Editor's note: Jon may have his quibbles with David Jaffe, but he digs the design concepts and ideas in God of War. So do other developers. Jon points out three features that other gamemakers have borrowed from Kratos's adventures. -Jason




I feel bad for arguing with David Jaff in my post a few weeks ago, not because I thought he was right, but because I actually think he's a damn good game designer. His work had advanced action games worldwide, so much so that the phrase "God of War style" is now common usage across the Web.

Concepts pioneered in God of War are now in a huge number of games and are employed with varying degrees of success. What are the three most popular features that developers have ripped off?

Hit the jump to find out....
 

Brute Force Combat


Kratos is a formidable opponent. His constant scowl, menacing growl, and frankly terrifying baldness create a character that could easily make anyone want to commit suicide rather than face him in battle.

This terror created by his character design is emphasized by God of War's gameplay, which pits you against dozens of enemies at a time without breaking a sweat.

A major part of what makes the game so fun is this power that you posses. It's rare to see an enemy that you fear to take on, and in normal combat this confidence is well placed, with your Blades of Chaos simply slicing through wave after wave of enemy.

A much more subtle sign of Kratos's power, however, is the way in which he interacts with the most mundane of objects. You don't open health-refueling boxes with a single button press like in most other games before it; the player must mash a button repeatedly to get at their contents.

You often open doors in a similar fashion, and who can forget the scene around halfway through the first game where Kratos rips the skull off a dead body to use as a key.

This interaction doesn't just add a little more interactivity to some of the most traditionally banal aspects of action games, but it also develops the protagonist's character by emphasizing the sheer power he possesses.

Also seen in: Too many games to count -- but a couple that come to mind are Tomb Raider: Underworld for its smashing vases for collectables and, more recently, Batman: Arkham Asylum for its smashing open grate covers.

Defining the Hack-n- Slash

Though clearly God of War is nowhere near the original hack-n-slash game, it nevertheless created the template that a huge number of games in the genre now adhere to, which needless to say makes writing this article a whole lot easier.

How many games have you played involve the use of a long-range melee weapon akin to the Blades of Chaos? Heavenly Sword blatantly ripped this feature off, but countless others have done a similar thing.

How many games use the now standard "heavy" and "light" attacks seen prominently in God of War? How many of these games even map them to the same buttons? How many -- yeah, you get the picture.


I'm not trying to say that God of War invented any one of these things, simply that it did them so well, creating such a solid system of combat that it made sense for other games to use something similar. It's gotten to a point where -- as previously mentioned -- a "God of War-style" game means you can be pretty certain it'll control in this way (quality, of course, is the wild card).

Also seen in: Dante's Inferno, the aforementioned Heavenly Sword, and certain aspects of Brütal Legend.

Cinematic Gameplay

Here we have the most dividing influence God of War brought to prominence, but it's worth noting that quick-time events isn't what made God of War such a cinematic experience.

The oft-overlooked uncontrollable camera employed by the game not only allows for the right analog stick to be used for dodging but also allows for the creation of some amazing camera angles, giving the game the cinematic quality it's so lauded for.

But it's the quick-time events that God of War's known for, because it's one of the only games to do them well. Zero Punctuation's Ben "Yahtzee" Croshaw says quick-time events in most games hardly ever amount to more than a "Push X to not die" button prompt appearing onscreen, which is hardly very interactive, and never much fun.

Whereas most of its imitators throw button prompts at you without any warning, often leading to a quick reload of your last save, God of War makes sure that you always know when such an event is approaching. It makes sure you're the one who initiates it, usually by pressing the circle button by a stunned enemy, so you're never on the back foot and able to actually enjoy the cinematic animation as it plays out in front of you.

The backlash created by the overuse of quick-time events means that it's unlikely that you'll find them in many of this holiday's releases, which is certainly a shame because when used in moderation -- and above all, when done well -- they can make the ends of boss fights all the more satisfying.

Also seen in: Uncharted: Among Thieves, X-Men Wolverine: Origins, The Bourne Conspiracy, and Star Wars: The Force Unleashed.

Are there any other games that have spawned so many imitators in recent times?
 
0
JON PORTER'S SPONSOR
Comments (9)
Default_picture
August 25, 2009
I saw Screw God of War .. Yes I went there, but I wont give any money to that franchise. It has spawned so many other clones that I would rather play instead. 8) Like Castlevania: Lord of Shadows or something like that.

Side Note: I have yet to play a God of War game.
Andrewh
August 25, 2009
Don't feel bad about taking someone to task, even if they are good at something else. No Che flop commentary here at Bitmob!

Great stuff by the way.
Lance_darnell
August 25, 2009
Great Post Jon!

I think you hit the nail on the head when you said that other games have done things that GoW does, but no one has done it so well. When Halo first came out in 2001, that is exactly how I felt about that game.

Also, the story of God of War is really serious. Anyone with a wife or child will understand the pain Kratos is going through.

I sometimes get angry with Jaffe. Simply because he has the credibility to now make any game he wants, and he is making smaller games instead of big, blockbuster games like GoW. But, I then listened to an interview with him, and he stated that he is focusing on his family, not his games, and therefore he gets a big soul hug from me!
Lance_darnell
August 25, 2009
@Toby - YOU NEVER PLAYED A GOD OF WAR GAME!!!!! :o
4540_79476034228_610804228_1674526_2221611_n
August 28, 2009
@Toby - I have to seriously question the logic of bashing a phenomenal franchise in which you've never even played, especially when you follow it up by saying you'd rather play a game that hasn't even been released.....
Default_picture
August 28, 2009
@ Toby. Uhh, you probably only want to play those games because you have yet to play[i] the GoW series. They're amazing games.[/i]You specifically mention a game that isn't even out yet. Instead of fantasizing about how good those games are going to be dig in to the first GoW and prepare to be blown away.
Default_picture
August 28, 2009
@Michael - I would question my logic as well. I like the Castelvania franchise name better the God of War. 8)

@Justin - Really I have no interest in playing this series. Now I may be inclined to touch God of War three the same way i touched Gears of War 1. I only played Gears of War 1 cause it was given to me for free. Then again I am biased towards stuff like this.
Default_picture
August 28, 2009
in the end, God of War is a Devil May Cry clone, so i don't much care for this series, and i HAVE played a game in this series.
Default_picture
August 28, 2009
rygar was the original "god of war" for the ps2.
You must log in to post a comment. Please register or Connect with Facebook if you do not have an account yet.