Up up and….away?
Over the last couple of weeks teaser trailers and artwork has begun to appear giving us a small glimpse of the next installment in the highly popular Bioshock series.
Up up and….away?
Over the last couple of weeks teaser trailers and artwork has begun to appear giving us a small glimpse of the next installment in the highly popular Bioshock series.
Back in October 2009 the Plus XP team was starting to get to its feet, we had the opportunity to hit the Eurogamer Expo in London to get some experience, and the guys at Eurogamer were nice enough to give us press passes. It was from then on we gave some pretty hefty expo coverage, got a few videos in and even met with some key game developers.
It has almost been a year on and we have grown. Of course we will be attending the show this year and getting all the coverage we can. So as we eagerly await the expo, the Plus XP team thought it would be a great idea to have a chat with the man behind the Eurogamer Expo, Tom Champion. So we emailed him, he took some time out of his busy schedule to answer our questions, so sit back and read what the man behind Eurogamer has to say about himself and the expo itself.
What we know now
Up until now I have not said much about Guitar Hero Warriors of rock. I suppose a lot of the attention has been diverted away by the unveiling of Rockband’s ‘real’ guitar controllers’ whose somewhat shiny if not a little controversial appearance would be enough to distract any hardcore fan. Still, I think its time to put realism aside for a second and change this. After-all, we are talking about a game here and not a virtual music lesson. It has been common knowledge for some time now that in contrast to Rockband’s attempt to bring music gaming closer to reality, the guys at guitar hero have decided to take their new release back to its roots. But how will this affect the set-list, story and gameplay? I think its time to take a look at what we know now…
First look
Have you ever played a Spider-man game and thought, hey one dimension just isn’t enough for me? Well if you have its your lucky day as Spider-Man shattered dimensions is here.
Lets talk about hardware…
Anyone who logged on last week will know that my last contribution was a rather excited outburst giving you a sneaky look at the newest Guitar hero controller. I will not lie. I will always be a guitar hero girl. I was hooked at Gh3 and never looked back. I do however acknowledge that there are a lot of Rockband aficionado’s out there and it simply wouldn’t be fair to talk about the new guitar hero hardware without also having a nosey at the newest offering from the Rockband music room. I am usually a Gh girl through and through, but believe me when I say that this time the guys at Rockband really have turned it up to 11…
A pre-post post
I had no plans to write anything tonight. If anything I was ready for a quiet night in with my duvet and a good dvd…AND THEN I SAW THIS….
First impressions
Well its been three days since the MCM expo now and I think its due time for my first expo related post. This years Expo was a busy one, with a truly epic turnout larger than any previous expo. With a crowd over 40,000 strong it was surprising that we were able to battle through the crowds to get our hands on what the game section had to offer, however with true drive and dedication we fought on to bring you the news. Between interviewing cos-players, queuing for the cashpoint and a lot of shopping I dared to brave the crowds in order to find the Nintendo DS stand, where I took the opportunity to try the latest addition to the Warioware family, Warioware D.I.Y.
Complete review
Before the review an apology. I love Bioshock. Forgive my reminiscences but I feel compelled to tell you that when descending into rapture for the first time in Bioshock 1 I was completely unprepared for what I was to find. I expected gore, I expected fear, however to be met by the scene of a splicer being brutally drilled through the stomach left me feeling three distinct emotions. Firstly fear at the thought that at some time in the future that drill was probably meant for me, secondly disgust at the sheer brutality of it all and more prominently an overwhelming compulsion to delve deeply into the twisted, brutal word that was Rapture. I suppose I would say that in a disturbing way it was love at first sight and ever since then that twisted little post disaster utopia under the sea has both haunted and thrilled me. Imagine then if you will, my delight when Bioshock 2 was announced. Another voyage into the depths Rapture? The chance to be a Big Daddy. Duel wielding the classic BD drill with the plasmids. As you can see I got just a little excited…
Why then am I apologizing? Well in short, I intended to bring you this review sooner. The truth is that whilst my heart, head and fingers screamed ‘Buy!’ my bank balance had different Ideas. So a little later than expected here is my full review of Bioshock 2. I hope you enjoy it.
The story
Set around ten years after the original Bioshock game it is not surprising that in Bioshock 2 the underwater world of Rapture has fallen even further into a state of moral and physical disrepair. In the time since Jack and the little sisters departed the city has fallen under the control of Dr Sophia Lamb, who has done all in her power to re-build Rapture under her own cruel design. Not only has Lamb recruited a new army of Little Sisters, she has also managed to turn the now much older remaining Little Sisters into Big Sisters who act as all powerful guardians over her new society. Unlike Bioshock 1 you play through the game as ‘Subject Delta’ the original prototype Big daddy who has been awoken in the midst of the chaos. As with all Big Daddies your primary objective is simple, to protect the Little Sisters. However being a prototype Big daddy (and the main protagonist) it is of course not that simple. Unlike the other Big Daddies you are bound to only one Little Sister, who ten years ago was stolen from you and taken into the depths of the city by Professor Lamb. Bound by your genetic urge to protect, and guided by plasmid expert Augustus Sinclair you embark on Rapture with the soul purpose of finding and reclaiming Elanor, your only true little sister.
Spoilers
As far as the story goes I have merely given a taste of what is waiting for you in Bioshock 2, however I do feel that this is enough. As with Bioshock 1 to tell the whole story would most likely ruin this game, and so instead I have devised a cunning plan. Instead of telling the story and spoiling your fun I will describe for you my top 3 moments in Bioshock 2 and why I love them. If you have already played the game please feel free to reminisce along with me. If you want it all to be a surprise please look away now.
1-Top moment number 1 comes for Siren Alley. You are sent to Siren alley when your path through Rapture is cut off by flooding in Dionysus park. In order to drain Dionysis park and continue on your journey to find Elanor you must go to Siren Alley where you can access a pumping station to clear the flooding. When you reach the pumping station however you are confronted by the calm yet insane Voice of Sophia Lamb, who in a bid to cleanse rapture decides to flood the Alley drowning all. Now I have never before feared drowning, but hats off the the Bioshock 2 team because this flood was excited perfectly. During the flood scene you are forced to run through almost the entire length of the level. Water pours through the ceiling and walls, pipes burst around you and once functional staircases become deadly waterfalls blinding you with a torrent of icy water. Amongst all of the visual chaos you are also being bombarded with messages from Sinclair telling you to run, whilst simultaneously being heckled by an extremely self righteous Lamb. The flood is exactitude with such precision, detail and urgency that I found myself forgetting all tactic and logic and simply running for my life. This scene is made even more effective by the calm that follows. The water eventually claims the entire level, submerging Siren Alley. This leaves you free to wonder amongst the floating dead bodies and sea-life in eerie silence looking out over a landscape both strikingly familiar and at the same time completely different. A dramatic end to a level I will not be forgetting in a while.
2-Top moment 2 is slightly less dramatic, but in its own way quite brilliant. Skipping ahead in the story your ongoing search for Eleanor soon takes you to new, even stranger areas of Rapture. One of these areas is Fontane Futuristics, where plasmids were originally created, trailed and showcased. As expected things do not go smoothly here either. In this level you are lead into a large darkened room, and in classic computer game style the doors snap shut behind you, leaving no opportunity for escape. As you move forward into the room it all becomes horribly clear. You are in fact standing on a flooded stage, originally meant for showcasing new plasmid technology and surrounded by an audience of dead splicers. As you walk further forward towards centre stage (or try to run, take your pick) the whole grizzly show begins. In true circus style the dead audience is invited to roll up and participate in the ‘show’ and soon it becomes apparent that the presumed dead audience actually consists of a lot of Houdini splicers who are quite happy to ‘participate’ in the effort to kill you. Now though this battle was far from epic, something about the whole theatre/circus set-up really tickled me. It was as if approaching a battle in this twisted, childlike scenario somehow captured the true essence of the Bioshock story. To me the decent of rapture has always been strongest when centered around the idea of innocence corrupted, and this scene embodies that essence perfectly.
3-Top moment 3 comes nearer to the end of the game, and is perhaps my favorite moment of all. I will not say how you get there as it will spoil the game, but I could not review without mentioning the horrific beauty of this scene. In the final level Persephone you are actually able to take control of a Little Sister, seeing the world through her eyes. Seeing Rapture through the eyes of a Little Sister for the first time is both incredibly beautiful and completely unnerving at the same time. Whereas everyone else sees Rapture as a place of fear and decay, the Little Sisters see only beauty and light. It is as if the Little Sisters see Rapture as it was before it became corrupted, with golden sunlight bursting through every window and beauty in the place of decay. The twisted metal in the walls is seen as magnificent drapes, the floor is littered with flowers and candles. It is all so beautiful, and yet knowing what was being masked by all of that beauty did make me feel quite uneasy. Even the splicers which to us have always appeared to us as deformed monsters are now kindly handsome men in dinner suits offering a friendly hand of guidance, a hand which we all know in reality would almost certainly have only offered only a gruesome death. It soon becomes apparent why the Little Sisters refer to the Adam infused bodies as ‘Angels’ as if the worse something is, the more beautiful it appears to them. I couldn’t help but wonder weather this scene was simply a play on the innocence of a child’s eyes, or a hint at how intensely the Little Sisters had been brainwashed by Lamb in order to fulfill their purpose. Somehow I think it was both, but either way it added a whole new dimension to the way I had previously viewed the game.
Morality
As with Bioshock 1 on your journey you are faced with several moral dilemmas as well as the classic choice of harvesting or saving the Little Sisters. These acts in turn vary the ending of the game, adding a sense of greater meaning to your otherwise insignificant actions. Once key levels have been completed you are presented with a situation where your enemies are cornered leaving you with classic choice of mercy versus revenge. Feeling that the theme of fatherhood is key in this game (Big daddy etc…) I chose to be a good role modal and show mercy to my enemies. By doing this I was granted not a happy but at least a peaceful end to the game, however if you chose revenge there are once again multiple, more grizzly endings to be found. I don’t really think it is that important which ending you get, however I think that it is great that once again in Rapture your actions will always have unforeseen consequences.
Weaponry
Now for the fun stuff. Weapons. I must be honest it was the new weaponry which really made this game for me. Unlike Bioshock 1 where you are forced to switch between melee weapons, guns and plasmids the duel wielding abilities in this game make it truly exciting. As a Big Daddy your primary weapon is a large drill which you can use to smash through walls, splicers and well pretty much anything you want. Its only a slight upgrade from the classic melee weapon the wrench… oh who am I kidding its awesome! Not only is the drill powerful, but it can be upgraded via gene tonics to incorporate plasmids making it my weapon of choice when facing larger foes. In addition to this your right arm also carries your guns. As you progress through Rapture you gain access to all types of guns including a shotgun, machine gun, hack tool, rivet gun, spear gun and most fun of all a rocket launcher with heat seeking missiles. Nice. In addition to having the armory in your pocket we once again see the return of the classic plasmids from Bioshock 1. Plasmids let you genetically alter yourself allowing you the harness the power of such forces as fire, ice and electricity as well as gaining new skills such as telekinesis. These abilities have not changed much from Bioshock 1 and if I am honest it would have been nice to have a couple of new plasmids. In fact in the whole game there is only one new plasmid to be found and I told you what this plasmid was was I would spoil the ending. Despite the lack of new plasmids with a massive drill on one arm and the ability to burn all in sight on the other I defy anyone playing this game not to feel powerful. I certainly did.
Foes
Let talk enemies. Now with the added physical advantages of being a Big Daddy it is not surprising that the other inhabitants of Rapture have also upped their game. As with Bioshock 1 the first enemies you encounter are the splicers. Splicers are the original human inhabitants of Rapture, who as a result of all the genetic enhancements have gone mad and started killing each other in a bid to gain Adam, the life-blood of Rapture. As well as the familiar Thuggish, Leadhead, Spider and Houdini splicers Bioshock 2 has a new addition to the splicer family, the Brute splicer. Built like a human tank on acid, the bruits are stronger, faster and more lethal than any other splicer you will find in Rapture. These splicers are resistant to most weapons, and I found the only ways to dispose of them swiftly was either with a rocket launcher or to once again run at them with the drill and shred them. I warn its not pretty, but its effective. In addition to tackling the splicers in order to progress through the game you will at times be required to battle your fellow Big Daddies in order to steal their Little Sisters. Once you have a little sister you can use her to gather vital adam from certain glowing corpses (or angels as the Little Sisters call them) which in turn will allow you to upgrade your abilities and become stronger. The Big Daddies have changed very little from Bioshock 1, and though they are still challenging I found them much easier to defeat with your new heavy duty weapon set. Cue Big Sister. Now the Big Sisters may look like stretched Big Daddies but don’t be fooled, they mean business. Armor plated with unlimited plasmid power and a giant needle (used both for gathering Adam and impaling enemies) once a Big Sister has your scent they will hunt you relentlessly. Their pure power and impressive speed combined with their teleport ability makes them all but impossible to outrun leaving you with no choice but to stay and fight them. Scary as the Big Sisters are I do have advice. Electrobolt to stun, ice drill to the face. Works like a charm.
Up to this point I have spoken only of the good in Bioshock 2 however as always there were some disappointments. Writing this article as a Bioshock fan I am blessed with a lot of additional information which someone new to the games may not necessarily know. For example, most of my information about the initial story line came mainly from the trailers and most of my understanding of Rapture came from Bioshock 1. When I first viewed the online trailers for Bioshock 2 I was truly enthralled, however somehow this excitement and horror seemed to be missing in the start of the game. Once you get into it the story of the game is actually very good, so why it was decided to make the opening explanatory cut scenes so short is a little beyond me. If I am honest I wanted more. In addition to this I felt that someone playing this game who had not played the original Bioshock may be quite lost with the concept of Rapture. Though a lengthy explanation of what had gone before may have bored diehard Bioshock fans, a short catchup wouldn’t have hurt and would probably have made this game accessible to many more gamers.
Lastly the thing which upset me the most, something so shocking I urge you to sit down. The circus of values machines no longer say ‘Welcome to the circus of Values’ in the creepy voice we all know and love. Its a travesty. I may never get over it.
Summery
With the original Bioshock game being named ‘Game of the year’ in 2007 it is undeniable that Bioshock 2 had a big reputation to live up too. The success of its predecessor combined with a change in developing house had left many Bioshock fans doubting weather the game would be a worthy sequel to the celebrated future classic. My advice on this matter is simple. Bioshock 1 created and first encouraged you to explore the world of Rapture. It not only created scenery in the form of the art deco underwater city, but a vast classic array of enemies, a unique story-line and a few moral dilemmas to boot. Though Bioshock 2 could never replicate this achievement it does successfully build on the foundations of Rapture expanding and embellishing a great concept. Bioshock 2 takes advantage of the fact that most gamers already know the history of Rapture, and almost immediately offers tasty upgrades such as new and improved weaponry, the ability to duel wield and more challenging enemies such as the Big Sisters. Though I was first disappointed with the slow start to the story I promise that it does pick up, and by the end of the game I was truly hooked. If your thinking about buying this game I encourage you to do so, after-all the ability of duel wield the traditional Big daddy drill with the plasmid of your choice is not one to be missed. Trust me.
I loved Bioshock 1. I love Bioshock 2. Please play Bioshock 1. If you do not own Bioshock 1 please buy Bioshock 1. Then please play Bioshock 1. After you have played Bioshock 1 and only then please play Bioshock 2. This will make you happy. I promise.
Until next time
24
x
Since God of War was first released on the PS2, Kratos has become an iconic figure in action gaming, offering a more adult, violent alternative to the Prince of Persias and Tomb Raiders of the world – with no-holds-barred brutality, rage and gripping action in his epic battles fighting whatever and whoever stands in his way. Next month sees the release of God of War III – Kratos’ first outing on the current generation. With God of War II stretching the PS2 to it’s true potential, the new title should see the scale of his adventures being taken to a whole new level of spectacularity.
However, if you haven’t played the old games, there’s a fair amount of plot to catch up on – with the two PS2 titles, and the PSP title as well. Of course, I would probably suggest to you that it would be worth getting hold of them and playing them all – but it’s likely that some people simply won’t have the time, money or simply would rather just have a bit of a sum-up or review (if they’ve played it before).
Therefore, I decided to write this article to do exactly that – to sum up and cover the God of War story so far, covering all the important points you’ll need to know before you pick up the fourth installment in the dark series.
Obviously this will be riddled with SPOILERS, so read onward at your own risk…
CHAPTER 1: BEFORE THE GAMES
Well, these parts are covered during the course of the three current games, but for the sake of clarity I’ll cover them first.
In ancient times, the Titans ruled the earth – huge creatures that controlled the elements and dominated the land. One such Titan was Cronos. Prophecy foretold that he would one day be overthrown by his own son – and when he bore children with the titaness Rhea, he devoured them all in order to avoid his fate. However, overcome by motherly love, Rhea tricked Cronos – saving their child Zeus and feeding Cronos a rock wrapped in a blanket as a decoy. Zeus was raised by the Titan Gaia, and once reaching manhood – returned to Cronos. He freed his siblings from Cronos’ stomach, including his brothers Hades and Poseidon, and forced Cronos to forever hold Pandora’s temple upon his back as punishment. He then proceeded to imprison and punish each and every other Titan, and thus began the reign of the gods.
Around a decade before the start of the series, Kratos was once a proud captain within the Spartan army. His brutal but effective tactics gained him respect very quickly, gaining a small army under his command. Despite warnings from his wife, Kratos continued on his warpath, eventually leading him to a fateful battle; overconfident, Kratos waged war against a huge army of barbarians and vastly underestimated them – leading to the fall of his army, the Barbarian King towering above the defeated Spartan, poised to land the final blow.
However, Kratos’ pride was too much, and no price would be too high for him – he called upon Ares, the God of War, and pledged his life and soul to him in order to win the battle. Accepting the opportunity, Ares turned upon the barbarians, destroying them without mercy. Granted great power, the hell-forged Blades of Chaos burned into his very flesh, Kratos beheaded the Barbarian King and emerged victorious. However, he was doomed to spend his life in servitude to the God of War. He served Ares for years, growing armies ever larger, slaughtering in the name of Ares without mercy. He was willing to pay any price for victory – all, but one. whilst razing a village to the ground, Kratos’ blind violence had him tricked into slaughtering his own wife and child, not realising who his victims were until it was too late. Ares hoped to sever Kratos’ ties to the mortal world and turn him into the perfect killer – but to Kratos, this was too much pain to bear. The ashes of his wife and child bound to his very skin, the “Ghost of Sparta” was born, and Kratos was haunted by dreams of his actions from that day forth.
CHAPTER 2: CHAINS OF OLYMPUS
Kratos continued to work in service of the gods, his battles attempting to appease the gods, whilst keeping his mind as far from his haunted past, Kratos had just fought off an army of invading Persians and the mighty Basilisk when an ominous event occured – the Sun sinking from the sky casting a dark shadow over the world. Athena warned Kratos that this was the actions of a titan – Atlas – who had captured the sun god Helios and the sun along with him, the darkness allowing Morpheus, god of dreams, to sink the world into a dark mist and send the gods into slumber. Sent on a new mission, Kratos set out to recover Helios from his captor, and stop the titan’s dark plans. As he set off, Kratos was haunted by a haunting melody which felt somehow familiar. He continues to Helios’ temple, and is urged by the sun god’s sister, Eos, to continue upon his quest, granted artifacts to help him along his way. Awakening Helios’ flying steeds, Kratos allows them to lead them toward their master.
Heading down into Hades, their power is lost and Kratos finds himself hurled into the depths of the underworld. Charon, the ferryman of the Styx, tells Kratos that he recognises similarities between Kratos and himself, both in servitude of the gods. However, Charon denies Kratos passage, and defeats him – throwing his unconcious body down into the depths of the Styx. Ever resiliant, Kratos battles his way out of the styx once more, witnessing the broken chains that had once bound Atlas, questioning who would release such evil upon the world.
Returning to Charon, he exacts his revenge and seizes the ferry, riding it to the light of Helios that illuminates the furthest regions of the underworld. However, he is haunted by the eerie melody once before, and then recognises it as the music of his own daughter, Calliope, playing a flute that Kratos himself had given her in life. Following her, chasing an opportunity for forgiveness and happiness, he is lead to the temple of Persephone - where he meets the goddess herself, the unwilling wife of Hades who had been tricked into joining him in the underworld. She tells Kratos that Calliope had gone to the fields of Elysium, a sort of ‘heaven’, where he could join her by relinquishing his power into the Forsaken Tree to gain entry.
His greatest wishes to be re-united with his family, Kratos feeds his power into the tree; and enters Elysium as a mortal to join Calliope. However, Persephone enters and reveals her true aspirations – she had tricked Kratos into rendering himself harmless in order to allow her to exact her revenge upon Zeus who had failed to raise any objection to Hades’ actions in abducting her. She had unleashed Atlas, and planned to destroy the world – and Olympus with it – by using the power of the Sun to destroy the pillar that supported the world. Realising his mistake, Kratos made one of the hardest decisions of his life and left Calliope, retrieving his powers to stop Persephone. He defeated the goddess, but her demise brought the pillar crashing down. However, Kratos took immediate action and chained Atlas to the base of the world, forcing him to hold the world on his shoulders for the rest of eternity, a greater punishment than even Zeus had subjected him to. He leaves Kratos with the ominous words that he would one day come to regret his actions upon this day.
Leaving the underworld, his mission complete, Kratos ends up unconcious on the cliffs overlooking the Aegean Sea. Athena and Helios stand by him, and remove the powerful artifacts he had acquired during his journey (the Sun Shield and the Gauntlet of Zeus), leaving him to awaken alone, Athena stating that Kratos shall live.
CHAPTER 3: GOD OF WAR
Ever haunted by the nightmares of his past deeds, Kratos heads to Athens on a new mission – defeating the mighty Hydra that attacks his ship along the way, in a favour to Poseidon, God of the Sea. His sleep once again ruined by his horrific memories, Kratos pleads to Athena to finally repay him for his deeds and stop his nightmares. Athena promises him that soon, the gods will forgive him, so long as he carries out his next task. Ares, the god of war, had turned upon his fellow gods and was causing terrible destruction to the world, at that time rampaging through Athena’s city of Athens. By Zeus’ decree, the gods were unable to directly battle each other, so Athena believed the only way to defeat Ares would be to sent a mortal trained by the gods themselves to do the deed.
Kratos fought his way through Athens, which was under assault by Ares himself. He soon met the city’s Oracle, who told Kratos of Pandora’s Box, a powerful relic held within Pandora’s temple, that could grant him the power to defeat a god. Kratos travelled to the Desert of Lost Souls, where Cronos was doomed to wander eternally chained to the temple. He fought his way up to the temple, and through various trials set out for challengers who would attempt to lay claim to the box. Eventually perservering, Kratos found the box, but at that moment, Ares knew that Kratos had succeeded – and killed him before he had an opportunity to unleash its power.
However, not even death would stop Kratos. Fighting his way out of Hades, he returned to the world, where Ares had claimed Pandora’s Box for himself, and had declared victory upon the gods. Kratos caught him off-guard, and broke open the box – it’s power making Kratos grow to the size of a god. On a more equal footing, the two did battle – Ares proceeding to try and break Kratos’ spirit by sending him to a strange reality where he had to protect his family from clones of himself that were sent to kill them. Victorious, Ares seized control of Kratos’ blades, stripping them from him and killing his family before him for a second time. Returning to reality, a broken Kratos is given new hope as he finds the Blade of the Gods within his grasp – which had previously served as a giant bridge when he had been the size of a mortal. He took the blade, and after a final battle, killed Ares once and for all.
His mission complete, Kratos returned to Athena. The goddess offered the forgiveness of the gods as they had promised – yet informed Kratos that they could never relieve him of his memories; they would be his to bear for the rest of his existence. Believing he had lost all hope, Kratos attempted to commit suicide by hurling himself into the Aegean sea. However, the gods had other plans – and saved him from the fall, rising him back to the cliffside where Athena awaited him.
She informed Kratos that with Ares dead, a new throne was open on Olympus – and offered him the role of the new God of War. He took up the role, and gained many followers, his brutality and combat skills knowing no equal. Athena granted him new weapons as a replacement to the one’s Ares had given him: The Blades of Athena.
CHAPTER 4: GOD OF WAR II
As the new God of War, Kratos was brutal – his new role feeling less like power, rather just another method of the gods leaving him in servitude under their watchful eye. Frustrated and angry, Kratos waged violent war against all, his armies merciless, attacking the cities of the other gods in an effort to conquer Greece. Athena warned him that Olympus would not tolerate his actions much longer, yet he angrily continued, the city of Helios his next target.
The gods could not stand idly by, however – and used their power to reduce Kratos back to the size of a mortal, bringing life to a colossal statue of Helios to defend the city from his assault. Still maintaining his godly powers, and believing the betrayal to be that of Athena alone, Kratos fought his way through the city, and is sent the Blade of Olympus from Zeus – apparently able to gain great power if Kratos is to drain his power into the blade itself. Foolishly he does so – using the blade’s great power to destroy the Colossus from within. Victorious, Kratos emerges, only to be wounded by the falling ruins of the statue. The sword flung from his hand, Kratos tried to retrieve it, but Zeus emerged and took the blade himself. Rebellious to the end, and unwilling to bow to Olympus, Kratos fought a losing battle before Zeus finally impaled Kratos on the blade, killing him for ‘the good of Olympus’ – before decimating the Spartan army with a godly slash.
Taken by the hands of Hades, Kratos is saved by the Titan Gaia, who had been watching over him for years. She proposed an alliance, the Titans wanting revenge against Zeus for his punishment, every Titan having been condemned for the actions of a sole individual – Zeus’ father, Cronos. Seeing an opportunity for another chance and a shot at vengeance, Kratos agreed; leaving Hades for the third time.
Kratos rode Pegasus, a gift from Gaia, and intended to head straight to Olympus to take down Zeus. However, Gaia knew better, and instructed Kratos that he would have to beseech the Sisters of Fate; in order to go back and change the events before his death at the hands of Zeus. Along the way, Pegasus was trapped by the Titan Typhon, and Kratos lacked the strength to release his grip from the horse. Kratos encountered Prometheus – an ex-Titan bound in human form by Zeus, his punishment to be eternally pecked to death by a giant bird, chained in torment for eternity. He pleaded for Kratos to end his suffering - but Kratos lacked the means to do so. Venturing back to Typhon, he ripped Typhon’s Bow from the eye of the Titan, and returned to Prometheus where he used the power to cast the ex-Titan into the Flame of Olympus, which ended him once and for all. In return, Prometheus’ ashes were bound to Kratos, granting him some of the Titan’s strength – allowing him to free Pegasus and continue his journey.
He soon arrived at the temple of the sisters, and on his journey encountered various figures. He first encountered Theseus, who fought for the gods to stop Kratos – but was defeated in a dramatic battle, beaten to a pulp, his key stolen and granting Kratos passage. Cronos talked to Kratos by means of a magica hologram, giving him a gift of magical power to aid him. Upon progressing deeper into the greener areas of the sisters’ land, Kratos found himself assaulted by a familiar enemy – the Barbarian King, the first victim of Kratos’ Blades of Chaos, returned from Hades to exact revenge upon Kratos. His vengeance went unsatisfied, however, Kratos beating him to death with his own hammer, and claiming it for himself.
Jason was also in the sisters’ territory, but is devoured by Cerberus. Kratos fought the beast to the death and retrieved Jason’s Golden Fleece, a valuable item of protection. Kratos next met Eurayle, a gorgon who seeked vengeance for Medusa (whom Kratos killed previously), but ended up suffering the same fate – her head ripped off, and kept to be used as a weapon that could turn enemies to stone. He continued, his next victim Perseus – on a personal quest to save the fate of his beloved, and believing Kratos to be a challenge sent to him by the gods. Next came Icarus – who claimed he would use his wings to reach the sisters; Kratos however had other ideas, lauching into Icarus and engaging in airborne combat. He ripped the wings from Icarus’ back, but they had fallen a long way – Icarus fell into the depths of Hades, and Kratos used the wings to save himself at the last moment.
He found himself face to face with Atlus – still bound and angry at Kratos for having chained him there years ago. He attempted to crush Kratos in vengeance – before Kratos convinced Atlus that he has left the service of the gods, and seeked to destroy Zeus. Atlus granted Kratos a gift of his remaining magical power, and allowed Kratos passage back to the Temple of the Fates, where Kratos continued his quest to reach the sisters.
Enagaged in a battle in the darkness against an unseen opponent, Kratos finds himself accidentally killing one of the last remaining Spartans, who warns Kratos that Zeus had destroyed Sparta – and had come to seek the sisters himself to change the fate of his city and people. Enraged and full of loss, Kratos is attacked by the Kraken but refused to fight – screaming out to the gods to challenge them, and was almost killed as the Kraken constricted him, awaiting his own demise. Gaia intervened, however, warning Kratos that losing will leave him in an eternity of torment – promising him that he will have the opportunity to kill Zeus.
Slaying the Kraken, and fighting his way to the sisters, Kratos finally met Lakhesis. However, she told Kratos that the sisters would not help him – and Kratos proceeded to attack her. A gruelling battle ensued, interrupted by the second sister Atropos who attempted to stop Kratos by sucking him into a mirror to the past, where she could destroy the blade that Kratos would use to kill Ares – leaving him vulnerable and unable to win the fight against the God of War in the first place. She failed however, and Kratos murdered both of the sisters before heading to the remaining sister - Clotho, in the chamber of the Loom of Fate - finally driving a blade through her head.
Free to manipulate the loom of fate for himself, Kratos used it’s power to create a portal back to the time where Zeus drove the Blade of Olympus through his chest. Taking back the blade and using it against Zeus, a long battle took place with Zeus seemingly winning – Kratos laying down his blade as a gesture of surrender. Zeus took the opportunity to try and finish Kratos, attacking him from behind with the Blade of Olympus, but Kratos reacted quickly; grasping the blade, pinning Zeus down with the Blades of Athena, and driving the sword through Zeus’ chest.
Athena interrupted, though, saving Zeus and giving him an opportunity to run. Kratos drove the sword at a fleeing Zeus – but Athena took the blow, saving him. When questioned of her actions, Athena tells Kratos that she fights to save Olympus. In her dying words, she reveals that Kratos is actually Zeus’ son (and therefore her brother), and Zeus aimed to kill Kratos to end a cycle whereby the son would always overthrow the father, as he had done to his own father, Cronos. When Kratos told Athena he seeks only Zeus, not to topple Olympus itself, she claimed that Zeus is Olympus, and that to kill Zeus would be to oppose Olympus itself. Full of rage, Kratos declared war upon the Gods, with the words “If all on Olympus will deny me my vengeance, then all on Olympus will die!”
Travelling back to the Loom of Fate, he used it to travel back to the Great War between the Gods and the Titans, where Gaia stood amidst a losing battle. She claimed that she had been expecting him, but the Titans were not strong enough to win the war. With the power of the loom in his hands, Kratos shouts to Gaia: “All on Olympus tremble at my name! Zeus is weak, Ares and Athena are dead, and I wield the blade. We can win the Great War, but not in this time! Together, we can destroy the petty gods and we will see Olympus crumble before us! Come with me Gaia, return to my time…Victory awaits!”
In the present, Zeus and his followers – Hades, Poseidon, Hermes, Apollo and Helios are meeting on Olympus – with Zeus urging them to unite against Kratos, rallying them as a single force. Olympus began to shake, and Zeus looked down over the balcony to see the Titans brought to the present day by Kratos, climing up toward Olympus itself. Kratos shouted up to his father from the back of Gaia:
“Zeus! Your son has returned! I bring the destruction of Olympus!”
And that is where the series currently ends… to be continued in God of War III.
It’s truly an epic tale, and I can’t wait to see what happens next. I hope this has been informative to anyone who wanted a summary, or recap, of the series so far!
-Leon
Telltale Games are one of my favourite developers this generation, providing Point-and-Click lovers like me with a chance to relive one of the greatest genres of gaming of the 90’s. I may have started off gaming with Nintendo, but the thing that started off my love for PC Gaming was undeniably the Monkey Island series, as my dad had both the first games on CD, as well as some of the old Sierra ‘Quest’ games on floppy disks. Regardless, Monkey Island was one of the first games I truly fell in love with, and shaped my sense of humour and taste in games for years to come, and today, the Monkey Island series stands as one of my all time favourite series of games.
When I was younger, I also used to watch a lot of cartoons with strange humour (most likely bought on by Monkey Island and the ‘Quest’ games), but there was one cartoon I loved in my youth, but never saw again for years, the Sam and Max: Freelance Police cartoons. Now, a couple years ago, I had a Point and Click revival, wherein I became massively addicted to point and click games again, replayed all the Monkey Islands, sought out Day of the Tentacle and Sam and Max Hit The Road, and have also, in recent times, played through Full Throttle (fun, but short), Grim Fandango (fun, but incredibly difficult to play on a post-windows’98 computer), Indiana Jones and the Fate of Atlantis, and The Dig (which I very recently bought and completed). Now, this is probably all sounding quite irrelevant right now, but this is where Telltale games come in.
A few years ago, they bought the license to Sam and Max, and to date, have released 2 seasons of episodic games for the rabbit and dog duo, reviving the point and click genre almost single-handedly. Since then, they’ve also given the episodic gaming treatment to Wallace and Gromit and the cult internet icon Strong Bad.
Then, in one of my all time favourite things about 2009; Telltale games made Tales of Monkey Island, an episodic adventure bringing back one of my all time favourite series of games. I was ecstatic, and I wasn’t disappointed, either. For this, Telltale stand as one of my all time favourite developers.
As well as this, Telltale care a lot about their fans, offering free episodes to customers, often putting their series on sale, talking to their fans in the forums, and actually taking on board and reacting to fan feedback. Now, this is where everything I’ve talked about starts to, in some way, come together. Telltale, in their most recent newsletter to their fans, offered a coupon for 15% off a series of their games, if I answered a questionnaire, which would give them feedback to their games so far, but would ask several questions about their upcoming series of Sam and Max, which promises to be their most ambitious series yet, with another storyline spanning all episodes, monsters and foes across time and space, psychic powers (which alone instantly attracts me to your game, so you know), and more of the humour we’ve come to love. After questions gauging my interest on what they plan to bring to the new series, a couple of questions afterwards piqued my interest, so much so, that they shall now appear below:
“21. If Telltale were to develop new games based on an existing series, which below would be of greatest interest to you? (Select top 3)
Sierra Quest series (Kings Quest, Space Quest, Police Quest)
Gabriel Knight
Other LucasArts adventure series (beyond Monkey Island, Sam & Max)
Leisure Suit Larry
Myst
Infocom series (e.g. Zork, Planetfall)
Broken Sword series
22. If Telltale were to develop new games based on another previous LucasArts game (beyond Monkey Island, Sam & Max), which below would be of greatest interest to you?
Maniac Mansion
Day of the Tentacle
Full Throttle
Grim Fandango
The Dig
Zak McKracken
Loom”
If these questions are anything to go by, then in future, Telltale games may try and make some more games based on previous, unused franchises by Sierra and Lucasarts.
However, if they did, which ones would be best for the company to revive (and not in the “HD Remake” way, sorry)?
Because I unfortunately do not know anything about Myst, Maniac Mansion, the Infocom series, Zak McKracken, or Gabriel Knight, and I’ve barely played LOOM, so I can’t completely endorse their revival, sorry about that.
Full Throttle and the Dig had pretty concrete endings, that wouldn’t do so well to open up to a sequel. As good games as they were, I feel the impact of the stories would be lost a bit if they were continued. However, a prequel for either could be great ideas; learn more, or even experience the downfall of the alien society before you visit it for real in The Dig? Learn more about the rise of the main character of Full Throttle into the leader of the gang, before the real story starts? The worlds are open to explored more, but the stories of their characters reached a good ending, so unless the games were another part of the world, or before the games they’d be reviving, I don’t see much point in them being revived.
The Quest series would be a more interesting one to take on, seeing as there were many different ‘Quests’, so anything between King’s, Space and Police could be invoked, and they could do practically anything with the stories, as far as I’m aware. It’d be interesting, but I always thought those series were famed for their extreme difficulty, as well as their humour, and they would most likely be too difficult for some modern gamers (myself included), and changing the difficulty drastically would probably annoy the original fans too much.
Leisure Suit Larry would be a weird one for them to tackle, as well. Leisure Suit Larry, while it was a very funny game, is one that is quite adult (the objective of the games are to get laid, basically), and in recent years has suffered a massive downfall (Box Office Bust? More like its title than it thought). While Telltale could no doubt bring it back to its former glory, the series is probably just a bit too adult, and would be difficult to encourage more people to play, especially considering its adult nature and recent failures, and of course, any fans of the series will get very annoyed if it’s made a lot less explicit.

Larry, you’re guilty of making it harder than it should be to find a picture from any of your games that don’t include scantily clad women.
Day of the Tentacle is going to be a hard one to justify, seeing as the ending to that one is also a sign that everything’s going to be okay. But, there’s nothing to say that it won’t be okay, and remember, in a game which employed time travel, there were only two different time periods unlocked, and not nearly any of the cliché time travel locations we’d normally see. Sam and Max, while exploring Time Travel in “Chariots of the Dogs” may impact this one a little, but as with the Day of the Tentacle characters, there’s so many different ways and places that the characters could fit into that’d work out brilliantly. All they have to do is find a way to justify travelling through several locations in time, and with the same characters as Day of the Tentacle, how hard can that be?
This now leaves us with Grim Fandango and the Broken Sword series. And you know what? If Telltale can get them, they’d be fantastically silly not to take advantage of them. Both games would be absolutely perfect for Telltale. Grim Fandango has one of the best worlds in a Lucasarts game (Monkey Island takes the crown), with some of the best characters, and despite its concrete ending, it’s still a game that would work with a sequel, and is the most deserving of a sequel and a revival than any Lucasarts game listed in that question. Broken Sword 1 and 2 were fantastic games, with amazing characters and great puzzles (the less said about 3, the better, and I’ve yet to find a copy of Angel of Death anywhere). They’d also be very easy for Telltale to write new adventures and stories for, and if anything, the episodic structure would be almost perfect for the series (as it would Grim Fandango, which was split into distinctive parts anyway).
So my appeal to Telltale games is this: If you’re able to get the rights to Broken Sword and Grim Fandango, and make an episode series for them, please, please do it. Both series would be playing to your strengths, and they’re the two series that you’d make the most out of, and do the most justice to.
And if you don’t? More Sam and Max & Monkey Island is just fine
-Edward.
What do you think? Which series do you think Telltale (or any other company) should revive, and how?