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The revamped rage meter unlocks more powerful moves and allows your elemental augments to generate different orbs, but keeping it charged is too challenging when facing hordes of enemies – which is when you need it the most. Other combat changes converge to make Ascension fall behind. The standard attacks look different, but they don’t feel distinct in practice, leaving combat feeling less varied than previous entries.
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Unfortunately, their most useful elemental powers (the area-clearing magic) are buried at the final upgrade level. Players still have other things to spend red orbs on blade attacks can be infused with upgradable elemental properties that grant unique abilities. The removal of superfluous alternate weapons forces you to focus on your blades, which everyone does anyway. If you just watch the action, you would think it’s more of the same, but the combat system has undergone some tweaks that change how you play. The essence of battle remains intact, with Kratos dishing out stylish combos and executing mythological terrors through elaborate (and entertaining) timed button-press sequences. It occasionally zooms out so far that you can’t make out what’s happening or who’s attacking, but you usually have a front-row seat for the carnage. Cinematic camerawork highlights the action well in most situations. From Kratos’ ashy complexion to enormous mechanical snakes slithering though snowy mountains, I stopped and marveled at the visuals several times. They all look great, too, thanks to stellar production values. Towering creatures, massive structures, and brutal deaths punctuate the adventure from beginning to end. In terms of spectacle, Ascension holds the same note from God of War III.
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Though Kratos lacks the compelling purpose that drove him forward in other entries, he’s still full of epic exploits. The result is a story that has players chasing artifacts and fighting bad guys with no investment in the outcome. Its main contribution is emphasizing that Kratos misses his family and is sorry that he killed them, which is well-worn material at this point. Kratos pushing his daughter away in Elysium and battling his brother Deimos helped players see a different side of the character. In a prequel, the challenge is to craft a tale that enriches the events that players have already seen – something Ready at Dawn’s handheld God of War titles did exceptionally well.
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Series fans know how the story ends: Kratos wins, breaks his bond, and eventually kills Ares. This puts him at odds with the Furies, creatures charged with enforcing oaths.
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Set 10 years before the first entry, Kratos is on a quest to free himself from the bond of Ares. In areas where fans expect a new entry to move forward – like narrative and combat – Ascension either stalls or steps backward. The list goes on, but even though Sony’s Santa Monica Studio included the key elements, it doesn’t mean they are executed up to the series’ high standards. Pinpointing where Ascension goes wrong is difficult, because it has all of the components a God of War title should. After years of dominance, God of War: Ascension is the series’ stumble that could allow the competition to close the gap. Other games took cues from God of War, but each new installment raised the bar even higher, putting more distance between Kratos and his rivals. Kratos outpaced his peers by such a wide margin that measuring up to his bloody rampage seemed impossible. When I reviewed the original God of War back in 2005, I remember feeling sorry for other action games.