

From God of War through to III, the scale has always risen, the story always escalating, through to the epic final confrontation. The other major issue is the slightly bland single player campaign. One instance even led me to have to reload a chapter, only to find that the problem was the camera did then react, but didn’t do so the first time. Quite often in a typical setting, although the exit is obvious, you have to blindly guide Kratos through it, which can be very frustrating at times. This is the only God of War game where I have had issues with the fixed camera system. Unfortunately, despite its pleasing aesthetics, combat and puzzle mixture, there are a lot of confusing elements to Ascension as a package. These get more complicated as the campaign unfolds, and prove a welcome break from just hack and slash. An ability acquired within the campaign allows Kratos to ‘Heal’ or Decay’ promulgated surroundings to access the next area, or weaken doors to break through them. An early room in the game even has a PS Trophy up for grabs, testing your logic and timing as a taste of things to come. Puzzle elements are another God of War formula to re-emerge, which can be in the form of “push block to access ledge/activate switch”, but this time around there is much more on offer. It all comes together really well, and is ultimately more advanced than any other God of War game. The chain grab can be used to obtain a shield as world weapon from an enemy too. This is known as the ‘World Weapons’ system, and these weapons can be used with the circle button, in combination with the Blades if desired. Kratos only has the Blades of Chaos as main weapons this time around, but in various areas of the game there are alternative weapons that can be picked up if desired. You can even evade and still be attached to a foe, making way to get those high numbered combos that bit easier.
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This not only allows you to either attack your chained foe, but all those around you too, which makes for much more full flow combat. When confronted by many foes at ones (as often is the case), a tap of R1 sees Kratos throw one of his chain-attached blades into the desired enemy, and latches on. Aside from the usual light and heavy attacks and possible combinations previously used in the series, there are some excellent additions and alternatives to use. What separates Ascension from its peers is the changes made to the combat. As expected, Ascension does not hold back on the graphic nature, but is noticeably more dumbed-down than the ever-escalating violence in the mainstay series. The motion capture of Kratos and the supporting cast looks more real than ever before, particular in the necessary cut-scene moments. The graphics here are fantastic lavish detail among each and every piece of brick and mortar, accompanied with bold, vibrant colours. In fact, Ascension pushes the world of Kratos (and the PS3) upon us more than ever before, both aesthetically and creatively. As baffling as that may seem, or sounds, Ascension is no step back.
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This includes the 2 PSP prequels, so Ascension is really a pre-pre-prequel.

God of War: Ascension is not a sequel, but a prequel to the entire God of War series. But somehow, someway, Kratos always manages to rise up.
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In the already five-game series he has been pulled from pillar to post, and has hit rock bottom more times than a soap opera character. As mentally-scarred, borderline insane, revenge-driven, unrelenting anti-heroes go, Kratos as a character is somehow quite appealing.
