Skip to main content

Best Boss Battles of God of War - Part 2 of 3

10 Best Boss Battles of the God of War Trilogy



Hydra

The Hydra in God of War is the first boss battle in the series -- and serves as an introduction to the game and the mythology behind it. After killing the Hydra’s many heads, Kratos confronts the Hydra king on a ship.
After the player climbs up a net to reach the wooden platform atop the mast. The Hydra’s roar is enough to send Kratos careening off of the platform. Kratos pushes the Hydra’s head down onto the ship’s mast, impaling and killing it.



Kraken

In God of War III Kratos battles a Kraken. During the fight Kratos uses the body of a dead spartan soldier to weigh down on pressure pads that allow him to fly up and cut off the Kraken’s tentacles.
The Kraken realizes Kratos’ plan and eats the body. Kratos must then dislodge the Kraken from the pillars it’s holding on to and deliver a final blow with an extendable bridge.


Ares
In God of War Ares is the final boss of the game and the series’ first battle against a god. After retrieving Pandora’s Box, Kratos grows in size to contend with Ares, who transforms into a more beastly god. Ares torments Kratos with memories of how he (tricked by Ares himself) had slain his wife and child. Kratos officially becomes the God of War by driving a massive blade through Ares’ throat.

Comments

Popular posts from this blog

Review of the Alienware Graphics Amplifier

Laptop VS Desktop? Have both. What is a "graphics amplifier"? In essence an external GPU you can plug right into your system. Many companies have tried to release these onto the market, but sadly many haven't gotten past announcement phase. Users either resort to painstakingly building custom external graphics cards with components purchased all over the web or simply tossing aside their laptop and building a $10000 gaming PC for their graphics power needs. Both are acceptable, but Alienware and Razor (or any other company to announce one aain) give you another option: a mini-tower outfitted with a build-in PSU and cooling fan for your graphics power needs. Easier and More Flexible Wouldn't it be great to bring your laptop to work, coming back to your home office 2 hours later and gaming away as if it were that $10000 desktop? What a versatile workstation! No stray red, black and yellow cables sticking out of a shoebox or melted G...

Creating Action Scenes for Concept Art

Creating Action Scenes Concept Art Tutorial  After wrapping up my first fanart series on NieR:Automata ( catch it right here ), I would like to start a new walk-through series right here, on how I create action scenes for entertainment art. So, let's jump into it! Step 1: Reference and Thumbnails To start building a reference board, I use a free app called PureRef; it allows you to take any reference images that you like, and lay them out in an organized collage.  One thing to keep in mind when creating thumbnails, is it’s best to get as  many  ideas as you can down on paper. Don't be intimidated by that! There are no wrong ideas and it doesn't matter if it looks rudimentary at this stage.  When creating thumbnail sketches, think of what you want to see as the main focus of the scene; so, in this case, I want to have the main character 2B slashing a large machine – something inspired by an in-game screenshot. Now, with a rough sketch of b...

Time Manipulation in Game Design

Time Manipulation in Games Introduction The gameplay mechanic that I wish I had come up with first, is Time Manipulation. This is includes the concept of time dilation and the reversal of time in games. Implementing the Manipulation of Time Time manipulation is a robust mechanic. It involves non-exploitable time manipulation, with the goal of being fast and smooth, while not computationally-taxing on memory or hardware resources. The best way to implement this mechanic can be seen in Braid - an indie platform and puzzle game, developed by Number None, Inc. In this game, the world state is recorded for every frame, where the data is stored and compressed. With the recorded frames, any changing entities are extracted and mixed into the final state, which can be manipulated or rewound by the player. The player’s position is recorded and other properties such as color and rotation are stored as an integer that can be reconstructed, along with time information taken fro...