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God of War: Chains of Olympus Review PDF Print E-mail
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Written by James Pikover   
Thursday, 13 March 2008
The Ghost of Sparta has a horrible curse on his life. We all know that from the exceptional PS2 titles which have taken us along with Kratos' journeys, across practically every inch of Greek mythology ever written. Yet the god of war was once human, and even acted like such, bu the death of his wife and child left him all but soulless.

Ready at Dawn Studios, developers of "Daxter" on the PSP, had their work cut out for them. Following up two of the biggest games from the biggest franchise on the PS2 is no small task, and for a PSP version they did an amazing job. Considering that everything from controls to graphics to storyline had to be different and yet the same. they really pulled it off.

As the story goes, Kratos killed his wife and daughter in blood-lust (unknowingly), and forsook Ares wishes. Left wandering the earth for 10 years, he was a slave to Olympus until that fateful day upon defeating the sea serpents for Poseidon that he summoned Athena the first time. That was the first "God of War" title.

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Chains of Olympus takes place just as his wandering began ten years earlier, at the shores of Attica during a Persian invasion (300 reference anyone?). Kratos battles a giant Basilisk, and upon defeating it watches Helios' chariot falling to earth. Not long after Morpheus, the god of dreams, threatens to take over the world because there is no sunlight, and of course Kratos is called to save the day.

However, it isn't merely about Kratos searching to rid himself of the horror of his past. We are led to learning about who Kratos actually is, as a human being, through the hope he gains in finding he may be able to save his daughter. As a prequel, it's not hard to figure out how it all turns out, but keeping it secret was never the intention.

Control was an expected issue, since the PS2 titles had access to two sets of triggers and a second analog stick. Chains of Olympus instead makes excellent use of what the PSP has to offer, using the triggers as sub-command buttons (ie, hold down the left trigger and square to perform a certain attack).

It has improvements over the PS2 design by using the different magic attacks as sub-commands rather than switching between them, which was easy to use previous magic energy wrongfully. Leaping away/toward enemies is done marvelously by holding down both triggers and using the analog stick to point where to jump. Finally, weapons changes are done by using the D-pad. Everything else remains identical to its PS2 counterparts. If anything, the biggest flaw is the excessive use of the PSP's analog stick which can drive one mad (it simply is not made right), though that's hardly Ready at Dawn's fault.

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Everything including most of the attacks. Through the course of gameplay it becomes easy to identify and use combo's from the previous titles, which we tested to make sure. Not all of the combinations are present, but most are. Side by side comparisons show just how great a job was done.

That goes for how the game looks as well. Even at a low 480x272 resolution, Chains of Olympus is the best looking PSP game ever made. It shockingly runs completely smooth on both PSP versions, though the older ones will have longer loading times between levels and occasionally in-game, which is attributed to the lower RAM count on the older PSP systems. But put the smooth, fast-paced slashing gameplay together with top-of-the-line graphics never before seen on the system and you've got the most amazing viewing experience available on a portable console.

The limitations of the PSP's smaller UMD's do cut in pretty visibly though, but for the most part don't really cause too much trouble. There are only a few different types of enemies, and on the mortal or hero difficulty settings (easy and normal, respectively) there is little variation in gameplay mechanics. It's very easy to figure out which enemies succumb to which tactics, and then follow those guidelines. Typical battles can be very easy once you understand how each NPC functions.

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On the Spartan or God mode, that doesn't happen. Health fades much faster and suddenly every attack isn't just a flesh wound. The variation of different enemies will be treacherous, and like it's PS2 brethren it can be amazingly hard. And even if you know the Weakness of each enemy type, the different combinations of enemies and landscape will leave you ducking and dodging and, undoubtedly, restarting.

As a God of War title, Chains of Olympus fits in perfectly. The combat system, graphics, story, and controls are all optimized for the PSP, but play like it's on the PS2. A title this strong doesn't deserve merit or applause; sheer awe is the best description. It's almost a shame that Patapon came out just a week before, because it's spot as current game of the year for the PSP just changed hands.

Final Verdict

 

Gameplay

10

Graphics

10


Audio

10


Lasting Appeal 

9.5

Overall 

9.7


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Last Updated ( Thursday, 13 March 2008 )
 
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