The mountain monster is back, and the mountain monster has been killed in seconds.
To this day, I have experienced "God of War: Ragnarok" (hereinafter referred to as "God of War 5") for several hours in advance.
Due to the confidentiality requirement, we cannot talk about any plot or process for the time being, and the gameplay can only reveal part of the opening. But even such a section with limited content can still give us a glimpse of the overall quality of "God of War 5".
As a previous work that dates back to 4 years ago, at the beginning of the first day, I was very worried whether I could remember the plot of the previous work and whether it could be related to my original emotions. Fortunately, God of War 5 also considered this situation. A "Last Situation Review" option was attached to the "New Game" button on the main interface, bringing players to a "watch the official version of " God of War 4" in a few minutes".
This time, the way of lifting the mirror in "God of War 5" still uses the well-received way of lifting the mirror in the previous work. Including a fast-paced action performance just a few minutes after I entered the game, the shock brought by a mirror suddenly made me feel familiar when I played "God of War 4" back then.
It’s just that this sense of familiarity is the same on the screen. Perhaps due to the limitations of cross-generational game identity, the picture of "God of War 5" is not much better than the PS5 optimized version of "God of War 4". In terms of details such as styling accuracy and character expressions, we can see that "God of War 5" has taken another step forward, but the overall picture level is still "God of War 4". Perhaps this is also a compromise that PS4 players have to make in order to take care of.
On PS5, after turning on "Performance First", "God of War 5" can maintain a stable 60 frames at 4K resolution; but under "Picture First", it basically cannot reach 4K 60 frames, and it is visually only maintained at a level of about 45 frames.
As for the same combat system as before, the combat feel of "God of War 5" has changed a lot.
Almost from the beginning of the game process, "God of War 5" gave players the choice of Chaos Blade and Leviathan's Axe. The multiple combat styles of the two weapons are similar to the previous work. Matching weapon accessories and gems give players room to build their own routines.
The difference is that the battle in "God of War 5" made me feel a stronger sense of rhythm.
Before, it was a universal shield that could block and rebound, but this time it had two shapes: a small shield that emphasized the back of the shield and a large shield that emphasized the shield frame. In the monster's attack mode, there are more unbreakable overlord actions, which also allows me to use shield actions more than the high-hard and brainless output made by the weapon.
Especially among the talents of two weapons, there is another branch that can increase damage to another weapon through the abnormal state of one weapon. For example, when I use the Chaos Blade to ignite the enemy, chopping out an axe to kill the monster can cause more damage, and vice versa. Compared with the previous game, the settings of switching weapons based on the enemy's attributes, players can be encouraged to use two weapons to fight flexibly, switch frequently to get more benefits, and play more tricks at the same time.