Hi! Below is a piece of writing I worked on for school. Was just after some second opinions and maybe some feedback! (if you can take the time to read it). Thankqqqq
God of War is a story-driven video game. Within this story, we are reintroduced to Kratos, the former Greek God of War and his son Atreus. While in the past games, we were encompassed within the world of Greek mythology, we as an audience are now thrust into the cold and unforgiving world of Norse Mythology, littered with monsters and legends of old. Following the death of Kratos’ second wife and Atreus’ mother, the pair journey to fulfill her promise and spread her ashes at the highest peak of the nine realms.
Almost immediately, myself and viewers alike were drawn into the game by the obvious juxtaposition of the other installments in the series. Without going into much detail, Kratos went on a rampage through Olympus, killing all of the gods. This was done in an act of vengeance on his father Zeus. With this selfish plight far behind him, Kratos is now a mature and caring father of Atreus. This obvious juxtaposition of the other games was a very welcoming aspect. While it was fun, hacking and slashing the Gods of Olympus, fans of the series (as shown by the reviews of this game) needed this different aspect- without actually knowing it. I think this was shown by the amazing reviews that this game received from die hard God of War fans. This juxtaposition helped me to understand the ways with which people can change and develop over time. Whether it’s time itself that changes their understanding, Kratos understood the misdeeds he had performed and worked to redeem himself through the raising of his son Atreus in a justly way. This idea of change over time could be linked also to the audience playing it. If we assume that the die-hard fans of the series played the first game (released in 2005), God of War at the same age I am, then I could confidently say that in a way, these fans grew up with Kratos and his adventures (throughout the numerous installments of the games. Furthermore, at a young age such as mine (young-ish) it could have been that core aspect of the first few games; the violent, hack and slash that enticed them. However, as the audience literally grew older, the core aspects of the first game did so also. As a result, I think that instead of the violent, shooter games that plagued the community for years, the matured audience yearned for a game more fulfilling – without actually knowing it. They gripped to the aged ideas and genres of the first installments ( of God of War) and were taken aback by the true nature of this recent game. A slower paced and more fulfilling story, one that strayed from the previous games but still incorporated small aspects of it. For this audience to also have a character of similarity to them ( Kratos ) I think they were easier to understand the development of not only Kratos through this recent game, but themselves through Kratos. Development being their love of violent games at a young age to more fulfilling games and unique games as they grew older and matured. For them to see their hack and slash successor ( Kratos ) raising a son must have been awesome, a feeling I wish I could have experienced.
I really liked the dynamic that Kratos and Atreus had, starting out as mere acquaintances, merely embarking on The Journey together. However, as the game progresses, we as an audience were shown first hand Kratos’ developing love and fondness for his son. This fact resonates with me personally, as I found myself often relating myself to Atreus in most situations and conversations he had with his father Kratos.
“Atreus: Just some stupid pots, and draugr, no magical treasure, and no whetstone.
Kratos: Keep your expectations low boy, and you'll never be disappointed.”
This exchange of dialogue relates to me on a personal level as I often find myself missing the point or idea behind a certain task. For example, when cutting firewood at home, I personally see it as a tedious chore where as my Father sees it as practice for later life. An important skill should I be tasked with looking after a family. Kratos, in my eyes, can often be related to some of the things my father does. For example, throughout the game ,Atreus would often ask empty questions such as “Are we there yet?” to which he would get a cynical and short reply of “No”. This small idea helped me to experience the game through a different perspective, a perspective that was deeply invested in the developing dynamic of Atreus and Kratos’ relationship and not so much The Journey itself. I think the developers of the game focused on this dynamic ( Father-Son, Parent-Spouse ) as it is one that is often well received by the gaming community. For example, the game Last of Us had a very similar dynamic, a man and a young girl surviving through a zombie ridden Earth. This game is proclaimed to be the “best game of all time” a title which is well earnt. What I think it is about this dynamic that makes it so interesting is the ability for it to be relatable. Everybody has a father figure, or male that they look upto in life, and those who are those figures can also find relation in God of War. Whether it be a young boy playing this game and looking up to Kratos, or a Father playing the game and relating to the means Kratos will go to, to protect his son. This idea of relation to the audience is what I think is most appealing about this Father-Son dynamic.
I thoroughly enjoyed this game,not only for the stunning and crisp graphics, or the flowing and immersive world with which it was set in, but the deeper ideas it communicated, through various themes of atoning for your past sins or a father's plight to protect his son and undertake his beloved's’ last wish. This game is a masterpiece.
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