issue 29 // vol 44 Peter Tran Contributor t’s not often that a sequel can take a well-established franchise and provide a refreshing new take on its gameplay, characters, and world. However, God of War manages to do just that, delivering an experience that retains the charm of the previous games and yet manages to find its own identity. This tale follows a father, Kratos, and his son, Atreus, on a journey to scatter his wife’s ashes at the highest peak. From the beginning, this game is markedly different from the intros of the previous games. Gone is the epic opening boss battle, gone is the bombastic orchestral soundtrack, gone is the world of Greek mythology, and gone are the Oscar-worthy sex scenes involving wiggling your joystick (just your joystick, now). As different as this game is from everything that has come before, it is not a reboot but rather a continuation of the series, this time with the beautiful world of Norse mythology as its backdrop. The new third-person camera is a welcome addition, giving players freedom over how they view the breathtaking realms they explore. This camera never cuts. Cutscenes transition seamlessly to gameplay as story beats weave in and out during any point—whether that’s in a boat, on foot, or during combat. The camera stays with Kratos during the whole journey and sits with him through happy moments as well as painful, which puts you in the same boat he is in. The game constantly impresses with the way it blends gameplay and story together with the same mechanics. The intro scene already gives the player the control to chop down a tree, teaching s dl basic controls within its first seconds while also pulling the player closer to Kratos during a sombre moment. The story is gripping, filled with nuance and small poignant moments. Centring around a father-son dynamic, I immediately related to the story because of the communication struggles I have with my father, who is almost as stoic as Kratos himself. While the cast of characters is small, they are all memorable and essential to the plot. This is a treat for lovers of Norse mythology, even if your knowledge ends at Marvel’s Thor: Ragnarok. Combat in this game is hard- hitting and thoughtful. The new Leviathan axe is satisfying and simple: Lobbing light hits, heavy hits, or simply hurling it never get old. Combat requires you to pay attention and react accordingly, rather than button-mashing your way through it. Phe Rw AA CO Pcie Ci : | a eee oa Image from ‘God of War’ via FayerWayer Exploration breaks up the combat sections with slower moments. Exploring delivers players a childlike wonder of being lost in a fantastical world, wanting to see everything it has to offer. The game encourages backtracking as you learn more skills to unlock areas previously blocked off. Something is always just within your grasp, begging you to take the scenic route. While the tale is written for new and old fans alike, I cannot express this enough: Avoid spoilers at all costs. There are moments in this game that are best experienced alone (no, it is not a sex scene, you heathen). It’s rare when a game's story conjures up instances that make you say, “No way!” so don’t rob yourself of these legendary moments. If you have been itching for an unforgettable single-player experience, there’s no need to pray to the gods, for Santa Monica Studio has delivered. Chairman of the Board: Battling ships > ‘Sonar’ board game review Ed Appleby Senior Columnist wkkeknknx he thing about board games is that they have a lot of turns. Players wait for other players to act, and in complex games this can lead to people bogging down the game by over-analyzing. What if there was a game where everyone was frantically acting at the same time towards the same goal? What if that game wasn't pushed forward by a timer, but rather another team working in real time to destroy you? I’m glad you asked. Sonar (2017) is a team game for two to eight people designed by Roberto Fraga and Yohan Lemonnier and published by Matagot. In the game, players form two teams—each the crew of their respective submarines—and are assigned roles; in the two-player version, each player takes on all roles for their sub. Each team gets a grid map in order to track their location and record clues as to where the other submarine might be. The goal of the game is to locate the other ship and cause enough damage to destroy it. In the original game there are two roles—Captain and Radio Operator— with the roles of First Mate and Engineer being added through expansions. The Captain decides what actions to take and what heading to travel, the First Mate allocates energy in order to get systems online, the Engineer mitigates damage to the ship, and the Radio Operator listens to the other team and tries to locate the other sub. Each crew member has their own game board, and communication among the crew is vital. Damage can be caused to the ship by overloading the engines or taking hits from the other crew’s weapons. The engines overload by traveling too long in one direction and can be repaired by changing the ship’s direction based on Engineering’s recommendation or by surfacing, but doing so reveals to the other team where your ship is on the map. With so many moving parts and specific rules for each specific crew, the game can feel daunting. But once play begins, everything begins to move at a rapid pace. This is one of the few games where I find the suggested play time to be pretty accurate, and you may spend more time reviewing the rules than playing the game. Full disclosure: I played the game with eight players and it was amazing. The action is fast paced and everyone on the crew has an equally important role to play. I would definitely recommend this with the full expansion and a big group of players who like to shout at each other. Illustration by Ed Appleby