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God of War Ragnarok


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57 minutes ago, HarryBizzle said:

I thought they binned the no cuts for this game?

 

It does feel very weird running around the world tree waiting for a door to load in that doesn't need to load in. But the dialogue is almost always meaningful, so hats off to them.

There are some cuts but they are linked in a way which makes sense, saying more would be spoilerish, they are very well done though. 
 

And yeah the loading areas are a bit frustrating when you know the PS5 could just transition more quickly to the next area, and a reminder you are essentially playing a ‘last gen’ game on steroids, literally in Kratos’ case 😬

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I find the sudden lean into more humour and cutesy stuff a bit jarring in this, and am a bit surprised by the decision to do so. I'm not massively opposed to it, but it does feel like a distinct shift from the first game. Ratatoskr is pretty cool though. I find Angrboda really quite irritating, but I think that's sort of what they're going for, the whole "blunt and socially inept waifu" thing.

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3 minutes ago, HarryBizzle said:

I find the sudden lean into more humour and cutesy stuff a bit jarring in this, and am a bit surprised by the decision to do so. I'm not massively opposed to it, but it does feel like a distinct shift from the first game. Ratatoskr is pretty cool though. I find Angrboda really quite irritating, but I think that's sort of what they're going for, the whole "blunt and socially inept waifu" thing.

There's levity, sure, but it doesn't go that far. And your description of Angrboda is way off, wtf. :lol:

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I think I’m at the end of the first Angrboda bit - just got:

 

Spoiler

a bunch of Pokemon balls with Giants in them.

 

And I found that entire section so tedious. Boring tasks while she talks in boring riddles. I’m kind of amazed that they let it go on for as long as they do. 

 

I don’t have any strong feelings on where the story is going but I would be interested to know how much of it was decided at the time of the ending of the first game because the whole:

 

Spoiler

Giants being in pokemon balls thing feels like a bit of a retcon, as is Jotunheim not being a barren wasteland. She points to the Fingers thing where you spread your mum’s ashes and from there everything was just barren, which no longer seems to be the case at all.

 

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On 21/11/2022 at 09:01, Kevvy Metal said:

If there is some sort of bug around then maybe it’ll get fixed. 
move noted a complete drop off of them from the bit I prior mentioned. 

 

Still happening a fair bit into the game - in

Spoiler

Vanaheim with Freya

telling me exactly how to throw my axe at a bucket of fire before I've gotten within throwing range. Then again while I'm aiming, then telling me it's wrong and I need to move to another perch before the crane has finished moving, then telling me it's right the second my axe hits the crane from the other perch. It's absolutely absurd and ruining my enjoyment of long stretches of the game.


It would make sense if it did it for the first mechanic of each type before it moved on and let you figure it out, but it doesn't. It's absolutely relentless. I was wondering if it's tied to framerate ticks because I've got the game running about 90fps on the HFR mode. But I'm sure someone would have figured that out by now. I can't believe it's like this on purpose. The galling part is WE ALREADY SOLVED THIS PROBLEM. Press R3 for a hint. Jesus Christ.

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15 minutes ago, Thor said:

@HarryBizzle That section appears to be a kind of litmus test for whether someone will really enjoy the game. Perhaps if you persevere you may enjoy it, but I daresay the rest of the game is just going to piss you off if you really hated that section. 

Also the pay off for that section is ace.

Spoiler

The combat with all the colourful dust, and that amazing boss battle. 

 

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1 hour ago, Moz said:

 

Still happening a fair bit into the game - in

  Reveal hidden contents

Vanaheim with Freya

telling me exactly how to throw my axe at a bucket of fire before I've gotten within throwing range. Then again while I'm aiming, then telling me it's wrong and I need to move to another perch before the crane has finished moving, then telling me it's right the second my axe hits the crane from the other perch. It's absolutely absurd and ruining my enjoyment of long stretches of the game.


It would make sense if it did it for the first mechanic of each type before it moved on and let you figure it out, but it doesn't. It's absolutely relentless. I was wondering if it's tied to framerate ticks because I've got the game running about 90fps on the HFR mode. But I'm sure someone would have figured that out by now. I can't believe it's like this on purpose. The galling part is WE ALREADY SOLVED THIS PROBLEM. Press R3 for a hint. Jesus Christ.

 

I almost want to avoid these threads when I'm playing the game because stupid griping like this can slightly impact my enjoyment. 

I'm at a further point in the game (not too far though) - 

Spoiler

with Tyr in the light-elves bit

 

...and the game introduce a new puzzle mechanic to you, which is bouncing your axe off the purple crystals to smash the door-lock-crystals. 

 

 

You're introduced to a basic puzzle that has you performing the basic mechanic and the companions will then point out the basics to teach you but after that literally every other puzzle they're silent and they let you get on with it. I've even sat there waiting for the audio cues to happen, for them to spoil the puzzle, which doesn't happen...then I realise what the fuck am I doing and who cares about this totally stupid non-issue? 

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Tbh, the only parts where I really remember the puzzle spoilers stuff was the applecore, and a bit later on in a more foresty environment (which was more like halfway through the game, I think) edit the bit in Moz's spoiler is the bit I'm talking about, it's pretty far in

 

There's lots of puzzles where I wish they would have spoiled me, lol. I'm just not up for puzzling. I do think tho that the puzzles along the main path are more likely to produce the MS clippy style dialogue, and the optional puzzles almost never tell you anything. So it might be some slightly over optimised focus testing. In fact I'm fairly sure of that cause I really struggled with that later on puzzle in the forest where they tell you loads of hints. But lots of others they don't do it at all

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3 hours ago, Kevvy Metal said:

 

I almost want to avoid these threads when I'm playing the game because stupid griping like this can slightly impact my enjoyment. 

I'm at a further point in the game (not too far though) - 

  Reveal hidden contents

with Tyr in the light-elves bit

 

...and the game introduce a new puzzle mechanic to you, which is bouncing your axe off the purple crystals to smash the door-lock-crystals. 

 

 

You're introduced to a basic puzzle that has you performing the basic mechanic and the companions will then point out the basics to teach you but after that literally every other puzzle they're silent and they let you get on with it. I've even sat there waiting for the audio cues to happen, for them to spoil the puzzle, which doesn't happen...then I realise what the fuck am I doing and who cares about this totally stupid non-issue? 

 

You're simply mistaken, dude. There's no other nice way to put it. Companions are gabbling solutions to puzzles of a type I've done plenty of, constantly and consistently. Eurogamer, Gamespot, Polygon, GMTK, Gamesradar etc have all produced content on it recently. It's frequently mentioned in the discourse online and it'll be mentioned in  game of the year discussions by any outlet with common sense. It's been mentioned on every gaming podcast I still listen to including by people who have finished the game. It's a meme at this point especially among tedious Xbox/PC knobheads.

 

 

I've also seen comments from people with physical and cognitive disabilities complaining about it sapping their enjoyment of puzzles completely because there's no way they can physically experiment to find the answer - it's often difficult enough for me to finish a puzzle before being told the answer even without any impedances.

 

Even silly git David Jaffe, the actual creator of God Of War, has talked about it.

 

 

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7 minutes ago, Moz said:

 

You're simply mistaken, dude. There's no other nice way to put it. Companions are gabbling solutions to puzzles of a type I've done plenty of, constantly and consistently. Eurogamer, Gamespot, Polygon, GMTK, Gamesradar etc have all produced content on it recently. It's frequently mentioned in the discourse online and it'll be mentioned in  game of the year discussions by any outlet with common sense. It's been mentioned on every gaming podcast I still listen to including by people who have finished the game. It's a meme at this point especially among tedious Xbox/PC knobheads.

 

 

I've also seen comments from people with physical and cognitive disabilities complaining about it sapping their enjoyment of puzzles completely because there's no way they can physically experiment to find the answer - it's often difficult enough for me to finish a puzzle before being told the answer even without any impedances.

 

Even silly git David Jaffe, the actual creator of God Of War, has talked about it.

 

 

 

David Jaffe is a maaaaaaaaasive penis though, who's YouTube channel ranks are so unhinged and full of nonsense that it just cements that he was in a position to take credit for other people's work while he was at Santa Monica. 

 

Also, by my own actual play-through of the game I can perfectly judge what's going on in the game. 

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I think there's a mix in terms of the level of help they offer you. On the critical story path, especially when a new mechanic is introduced, they can be a little too quick to blurt out the answer. I don't think there's anything wrong being more proactive than not to ensure a player understands a new mechanic but I would also appreciate even being given 30-60 seconds to see if I can figure it out for myself rather than being told the second I'm within spitting distance of the puzzle.

 

Once said new mechanic gets iterated upon, and particularly once you wander off the critical path, the assistance seems more along the lines of gentle prods or sometimes even no help at all. I get the complaint, and would personally appreciate the Naughty Dog 'press R3 for help' mechanic so I can allow hints to be given to me when I feel ready. But I also think the discourse about it has been a bit overstated on the basis of a few sections.

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Someone dismissing it as a non-issue purely because they personally don't have a problem with it, is somewhat stupid. It's clearly an issue for the majority, otherwise we would not be seeing so many articles and youtube videos about it. I still think it's a bug for many, and that I and one or two others have just been lucky, either that or I just didn't notice it, or didn't care. :) 

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It's not stupid, its clearer not intentionally designed to be that way. They introduce new mechanics in a tutoral then back-off the chatter. 
the thing that people are hitting will be a bug. Probably one that will be fixed in the very near future and never need to be thought of again. 

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I don't really feel like it's a bug tbh, the hints are generally bespoke suggestions to the puzzle you're at. Tho I think a lot of it is in line with the stylistic approach of these games. They don't want the 'video-gamey' aspects of the game to be too immersion breaking to the cinematic implementation of it. It's why they have jokey comments about Kratos going down sidepaths for loot, so they try and involve the side characters in the solutions a bit.

 

They probably should have done it with a method of pulling suggestions from your companions, rather than it being based off lack of swift progress.

 

Probably the main issue is with it seemingly being triggered too quickly on the more complicated puzzles on the main path, it's not purely about socialising new mechanics imo cause they offer suggestions on puzzles halfway through the game also (at least once anyway, I don't have the best recall). Personally I just don't like puzzles so I don't mind the help. But it's hard to see how you would solve some of them without the help being offered before you get to doing it yourself (maybe this part is a bug)

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I don’t think it’s a bug either. It appears to be by design and i think it’s a good example of how games have been dumbed down over the years. Go back in time to Tomb Raider and..........you had to explore and discover stuff yourself, the platforming took skill to pull off and had consequences if you fucked up, the complex puzzles required you to figure things out on your own etc.
 

Nowadays.........you’re told where to go, funnelled down a corridor with icons pointing the way, the platforming requires a single button press, climbing just requires pushing the stick forward and you can’t fall and most puzzles are mind numbingly obvious. 
 

The more you played stuff like Tomb Raider and games from the 80’s and 90’s the better you got at video games. Nowadays a lot of stuff is designed in a way that you don’t get better, the games just get easier in certain ways. The more that happens the less people improve, so the more dumbed down stuff has to be in future.

 

As great as this game is, it’s also dumb as a brick. I’ve just spent 30mins or so climbing a section. All i had to do was push forwards on the stick and occasionally press Circle. It was just totally mindless. It’s the story, graphics and audio that keep you pushing forwards and entertained for massive sections of the game. In fact massive sections of the game are more like an interactive movie than anything else. 

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26 minutes ago, Girth Certificate said:

occasionally Fredo is all like 'I see something' and I'm all like 'do ye, aye?'. Point or something dude.

 

Ha yep. The amount of times I've come out of a menu or walked into a room and Scrappy-doo goes "I THINK THAT WHEEL TURNS!" before I've even had a chance to pan the camera. It ends up playing out like a game of I Spy, where companions jabber about fulcrums, switches and cranes and then you have to look for them.

 

I don't think it's a bug, though I wish it was.

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I agree. I just finished it & although it picks up a bit at the end, I found the whole endeavour to be really tedious. There is the bare minimum of interesting gameplay hidden behind boring conversations, walking slow bits or randomly pressing circle to either interact with scenery or loot. It’s made unbearable by the multitude of characters incessantly jabbering on about anything they can fill space with. IT. IS. SO. ANNOYING!!!!!
 

I get that it’s an expensive looking exclusive game, which always have a feel of “Emperor’s New Clothes” just after release, but it’s a HUGE step backwards from 2018s game. The original had some really memorable encounters, and a simple story well told. This latest version is a very by-the-numbers sequel, with a sprawling bloated series of mini stories, which is boringly delivered through constant walk-and-talk. 
 

There’s nothing the game does badly of course, as it’s been too focus group driven for that. It’s just incredibly disappointing in its blandness. I got a feeling halfway through that they spent so much money on this they didn’t want people to miss any of it, so removed any real challenge, kind of like an Ubisoft game
 

I’m stunned that anyone could think it’s a GOTY candidate, as that would be based on its looks & spectacle alone. It’s like saying a Michael Bay movie should win an Oscar for Best Picture. Speaking of movies, I wouldn’t be surprised if the studio is looking some of that sweet box office money Naughty Dog got for Uncharted & TLOU, there is a suspicion they just introduced lots of characters just to have something to sell. 


Anyway, loved GOW2018, hated GOW2022

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Well I fucking loved it. My only gripe was that it was too similar to the 2018 game for too long before changing things up. 

 

Tedious is not a word I would use to describe this game at all. But I really enjoy the story, I lap up all the conversations. It looks like some people are coming into this expecting a soulsborne game, or in one case, a game like the original GoWs. 

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I loved it, too. I’ve kind of been letting my thoughts marinade for a while since finishing off the last of the post-game content last weekend and while it’s not without its niggles, I really enjoyed my time with the game. Putting on my Tim Rogers hat, it’s definitely a game that you can chill with, and boy did I chill the heck out with this game. I found immense pleasure in dividing my time between leisurely soaking up the gorgeously rendered environments and stomping around like a casual parry god in each combat encounter. 

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I’m still really enjoying it but, its tipped more towards interactive movie than game in the last couple of sessions I’ve had with it. The combat is fantastic but, at times, the encounters are few and far between and when they do crop up can be over very quickly and then you’re straight back to the interactive film parts, which can last for a looooooong time. It seems to be getting easier as the game goes on now too, which is not helping.
 

The gameplay is pretty thin, lots of collecting random shit, simple “puzzles”, lots of corridor walking but it somehow manages to be more than the sum of its parts. The incredible production values, graphics, audio and Hollywood Blockbuster feel to it definitely help. I think when you look at it in terms of that stuff, it’s a landmark game and is light years beyond anything else. But quite often now, I’m finding myself getting annoyed with how dumb it is. For example the Treasure Maps. Great, I love this kind of stuff in games and it worked brilliantly in BOTW. Here though, I’ve got some maps as standard pickups on the main plot line. Then the solution to them.........it’s also on the main plot line, with big flashing points on the floor to press Circle on, so what’s the point of having the treasure maps in the first place? A lot of stuff is just incredibly superficial. Like the area where you climb a lot - it looks visually impressive but, well, that’s it. There’s no risk of falling, no challenge, no real gameplay.
 

If you go into it  expecting constant action packed combat, then I can imagine it being a frustrating experience. I’d say Kena Bridge of Spirits does that better, with very little fat on the bone.

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I’m 30 hours in and loving it.  It’s utterly gorgeous and so smooth to play, Kratos is great fun to control and I’m really enjoying the   humour and banter (Brok and Sindri continue to be the real gods).  I’ve done most of the side quests and I think I’m heading towards the end now 

Spoiler

I’ve just freed the moon with Atreus in Vanaheim


Some of the set pieces have been brilliant and there’s definitely more enemy variety.  Shaping up to be my game of the year so far! 

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