God of War: Ghost of Sparta
2010
- hack and slash/beat 'em up
- adventure
- action
- fantasy
- historical
- single player
The story
"Marking Kratos' second foray into portable gaming, God of War: Ghost of Sparta stands as a spin-off nestled between the events of God of War and God of War II. Despite ascending to the title of the god of war, Kratos remains haunted by nightmarish visions. One such vision compels him to embark on a new journey when he witnesses his mother, Callisto, imprisoned in Atlantis under the dominion of the sea god Poseidon. Against Athena's counsel to ignore the vision, Kratos sets forth to unravel his past and, in the process, rescue his long-lost brother, Deimos, from the clutches of the god of death, Thanatos. This second instalment for the PlayStation Portable (PSP) maintains a gameplay style akin to its predecessor, introducing a handful of new mechanics. Kratos wields his trusty Blades of Athena in this quest, now augmented with a new magic known as Thera's Bane, amplifying the potency of his attacks. The game also introduces several new magical items and a fresh secondary weapon. In addition to the captivating story mode, Ghost of Sparta offers the "Temple of Zeus," a location where players can spend orbs acquired in the Battle Arena to acquire various art and other bonuses."
What it’s like
Bright Mediterranean sunlight bleaches the marble and bronze of ancient Greece, while the sea and sky glow in saturated blues and the blood-dark reds of Kratos's rage stand out against them. The PSP's small screen gives the fixed camera a tidy, storybook framing, with towering temples, sun-baked cliffs and the dim, drowned stonework of Atlantis set as backdrops for flurries of combat. Sound is full and percussive: clashing blades, grinding chains, rolling thunder and an orchestral score that swells into choral grandeur during big set pieces and falls quiet in the ruins. The vibe is epic and grim, a handsome handheld adventure with a melancholy undertow. It suits a commute, a lunch break or a late evening with headphones on. The pacing is brisk, with combat-heavy stretches broken up by puzzle rooms and quiet, haunted interludes. Violence is frequent and stylised, with gory finishing moves, blood spray and creatures torn apart, though it stays in the mythic and fantastical rather than feeling realistic. Sexual content is minimal and fear is mostly dramatic rather than frightening. It is for players who love sword-and-sorcery spectacle and a stubborn, wounded hero slowly confronting his family's past.
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