Tag: god of war

thelizardrock daily news monday

Monday 8-20-18: Dying Light Battle Royale and God of War Egypt

A new week, a new news post. Here’s the news.

  • Dying Light’s Battle Royale Early Access
  • God of War Egypt Concept Art

Dying Light: Bad Blood


A few months ago, developer Techland announced that their open-world, parkour RPG Dying Light would be getting their own Battle Royale game. Now we know when. A number of private invitations for an early access playtest will go out on August 22, offering the chance to play on 9 AM August 25 to 9 PM August 26. Shortly after this will be a global test launch for all players that signed up (sign-ups are closed now, sorry). When the game launches into a public early access, availability will be limited to those who purchase their $20 founders pack, but the game will transition into free to play for the formal launch.

God of War Egypt Concept Art


Game director Cory Barlog recently revealed some concept art they had for God of War in Egyptian lore at Devcon. That’s it, really. You can see the concept art above, courtesy of Gearnuke.


Bit of a slow news day, sorry y’all. Tune in tomorrow for another news post. Otherwise, have a great day!

Guest Review – God of War

This is a guest piece written by Max Taylor. Max is a freelance games journalist from Cardiff, UK.
You can follow his writing at PurePlaystation.com. Contact him at: maxedoutgames@yahoo.co.uk


God of War is the perfect game, a reflection of what this art form can achieve and the culmination of everything great about games as a medium. Every aspect of this meticulously-crafted world and Kratos and Atreus’s expertly told story, is best experienced firsthand. From exploring the vast expanses of Midgard and the many realms beyond, to embodying Kratos and Atreus as they learn about one another and the world of gods and monsters they inhabit, discovery is at the core of this experience.

God of War as a series has a long history, one which this game handles to great effect. By the seventh title in the series, God of War: Ascension, the Ghost of Sparta’s ceaseless vengeance quest and the series’ gameplay formula had begun to feel tiresome. In this iteration, Kratos’ story transitions from familiar Greek territory to Norse mythology, allowing the series to progress both narratively and mechanically, imbuing both character and series with a new focus and vigor. The ghosts of Kratos’ old life continue to haunt him, and themes of family, fatherhood, anger, power and vengeance are explored in a sublimely constructed story. Kratos and Atreus’s journey to the highest peak in the realms to the spread the ashes of Faye – beloved wife to Kratos and mother to Atreus – is personal, intimate and affecting.

This goal endures as their ultimate drive throughout the tribulations of the 25 hour main story. With Kratos’ reputation preceding him, the Norse gods soon embroil him in their affairs. To elaborate any further on the specifics of the plot would detract from its impact; however, the details in its delivery speak to its quality and nuance. Christopher Judge and Sunny Suljic as Kratos and Atreus, respectively, wholly embody these characters, their chemistry as father and son effortless. Judge’s Kratos is recognizable as the once-vengeful Spartan of old, yet this stoic, humble man has evolved, now consumed by his responsibility as a father rather than by resentment for his own. Unlike previous God of War games, this Kratos is a relatable, nuanced character that, despite his flaws, I like and enjoy inhabiting.

Kratos is a relatable, nuanced character that, despite his flaws, I like and enjoy inhabiting.

Suljic’s Atreus is filled with awe and affection, both for his father and the world he inhabits. He looks to Kratos for life lessons and always strives for his father’s approval. This dynamic is established in the game’s early hours as Kratos teaches the boy how to hunt and survive in the wilds beyond their home. However, Atreus’ fascination for the cultures and languages of this mythological world also give him agency as a teacher. From knowledge gleaned reading runes and studying creatures, he provides guidance by contextualizing lore and advising combat for both Kratos and the player.

The relationship between Kratos and Atreus is symbiotic in many ways; they teach one another how to survive this world, whether that be through brains or brawn. As they develop, both individually and together, they instill more profound values in one another. Seeing echoes of his rage-filled self begin to arise in Atreus, Kratos strives to teach the boy discipline, poise and control, and as Kratos opens up, Atreus teaches him how to express compassion, vulnerability and the one thing that seemed lost to him: humanity.

The relationship between Kratos and Atreus gradually but meaningfully blooms throughout the hardships faced and lessons learnt on their journey. This relatable father-son dynamic, reflective of game director Cory Barlog’s own fatherhood, is incredibly well observed, written and acted. Every character you meet on your journey feels authentic and fully realised, an integral part of the history of the land they inhabit. The humorous bickering between blacksmithing dwarf brothers Brok and Sindri is always endearing and never overplayed. Mimir, a severed head who was once the smartest man in the world, serves as your guide for the latter half of the story. His acerbic wit and compelling storytelling is a constant source of entertainment and information, thanks to Scotsman Alastair Duncan’s beguiling performance. God of War’s main antagonist, The Stranger, is likewise an excellent creation. Jeremy Davies’ unsettling yet oddly charming portrayal channels the madman swagger of Heath Ledger’s Joker and the slurred articulation of Bill Nighy’s Davy Jones. The Stranger’s story arc plays cleverly into Kratos and Atreus’ journey, and his tragic development makes him more fleshed out than a typical bad guy.

Kratos feels weighty and powerful, with purpose behind every action. God of War’s audio design complements this heft and power; meaty axe thunks, guttural grunts, icy shimmers and eldritch screeches converge in a cacophonous maelstrom, amplifying the visceral feel of combat. God of War’s revamped combat system centers around Kratos’ new weapon: the Leviathan axe. With the ability to throw the axe, fight bare-handed, and block and bash with a shield, God of War’s combat is tactile and spectacular, intimate and balletic in its violence. Atreus helps distract enemies, flanking them and whittling down their health with barrages of arrows. Mapped to a single button, commanding Atreus to coordinate his attacks with yours is intuitive. Powerful runic attacks, summons and additional weapons also add depth. An extensive skill tree, along with the ability to upgrade and customize armor and weapons, further this intricately tactical yet gratifying combat system. While exp-unlockable skills expand your aptitude in combat, gear takes a priority, especially later in the game, rendering the easily-maxed skill tree somewhat redundant and leaving you with a surplus of exp post-game. Despite this, God of War’s combat is unparalleled.

God of War’s combat is tactile and spectacular, intimate and balletic in its violence

God of War is clearly the product of five years of intense, passionate work from Sony Santa Monica. The spectacular art design makes every detail of this world feel handcrafted and authentic, from detailed filigree and runes carved into aged pieces of armor to the sweeping, mist-draped vistas of its boreal expanse that invite exploration. Every mythical creature, from draugrs to dragons, is brought to life with naturalistic animations, and imbued with ferocious personality. This cohesion and authenticity makes even the most fantastical parts of this bizarre and darkly humorous mythology feel tangible and grounded. God of War harnesses its source material to fantastic effect, imparting an almost scholarly quality to the game through dialogue and environmental storytelling, while playing with preconceptions of both the series and Norse myth. Additionally, Bear McCreary’s breathtaking score builds on recognizable musical motifs from the series’ past – deep vocal choirs, pounding orchestral drums, triumphant brass – while using European folk instrumentation and sound palettes to create an auditory accompaniment that complements Kratos and Atreus’ epic and deeply personal journey. God of War’s attention to both scope and detail is something that will consistently pleasantly surprise you.

For a game of its length, God of War never feels tedious, and no moment feels empty. Presented in one continuous shot that seamlessly blends gameplay and storytelling, God of War’s pacing is expertly balanced, lending a sense of continuous flow to the entire experience. Every shore you dock at is a self-contained, ingeniously constructed level, strewn with chests, enemies, treasure maps, relics and more, which all feed back into your progression. God of War rewards the curious at every turn with gear, lore, or entire optional areas and storylines, yielding currency, materials and upgrades. God of War also seizes every opportunity to deepen your connection to its characters and enrich your immersion. Every boat trip is accompanied by a captivating allegory from Mimir. Every return trip to a previously visited area is rewarded with access to new paths, thanks to inspired level design which borrows from both Metroidvania and Dark Souls.

Ivaldi’s Workshop, a perilous maze with a risk-reward dynamic, Muspelheim’s gauntlet of challenging combat encounters, and the addition of other optional favours, collectibles and bosses flesh out post-story content, adding another 20+ hours to this already substantial experience. With so many enticing distractions, it is a testament to God of War’s main storyline that I felt compelled to follow it almost exclusively. Despite all manner of extraordinary adventures available to me, I found it impossible to tear myself from the main path, consistently anticipating what astonishing location, creature or set piece I was going to encounter next. The emotional connection I developed with Kratos and Atreus made me feel personally responsible for carrying out Faye’s final request.

God of War is a glorious, generation-defining masterpiece that celebrates the power of video games as a storytelling medium. Kratos and Atreus’s grand yet deeply affecting journey takes place in an incredibly well-realized world that seems to exist even beyond their humble goal. Intelligent writing, outstanding performances, stunning art design and a beautiful score combine to deliver an enthralling experience, anchored by vivid lore, gratifying combat and exceptional level design. Every minute of God of War is engaging, compelling, and most importantly, fun.

thelizardrock daily news friday

Friday 1-19-18: We Happy Few Delays, God of War Season Pass, and Accounting+ VR

I’m sorry for disappearing all week. More on that below. otherwise, here’s the news!

  • We Happy Few is delayed
  • God of War won’t have season passes
  • Accounting+ Review


We Happy Few Delays
To the surprise of no one, the horror survival game has been delayed once more. The developers released a video today making the announcement. They believe the the first 2 hours of the campaign aren’t good representations of the game, and want to rework that. To make it up to fans, the also teased the second playable character, Sally.


God of War Seasonless Pass
The game’s director, Cory Balrog, stated in a Tweet that the upcoming God of War game will not have season passes. He also stated that he is having a lot of fun with the game, but that isn’t important to the news part of things. Whether this means that the game won’t have post-launch DLC, or just that the DLC it will have wont be bundled into a season pass style thing remains unknown. Time will tell.


Accounting+ VR Review
I wrote another review recently, this time for the Justin Roiland (Rick and Morty creator) written VR title, Accounting+. I also did a 2 part video of the game, going through what I think is it’s entirety. You can check out the article HERE. Here’s a hint of what I thought: not bad.


Thank you everyone for reading. I’m sorry for not posting all week. I’m going out of town and I had to kick things into gear to get everything done on time. Unfortunately this proved to be a touch exhausting, and the site got put on the back burner. If I ever manage to make writing my full time job, I promise to be MUCH better about my consistency. Come back Monday for the weekend news summed up. Otherwise, have a great night!

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