God of War has a storied history. It had a batch of successful hack-and-slash titles in its prime, as well as a recent RPG revival. After so many entries and such tremendous advances in gaming tech, some players might be loath to go back to the series' humble beginnings. That reluctance would be a mistake.

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The original God of War has stood the test of time beautifully. It boasts countless qualities which weren't just admirable at the time, but even stand out today. Fans and newcomers alike owe it to themselves to play it. Not only would they experience the first chapter in Kratos's epic saga, but they'd also have fun doing it.

8 Combat

Combat in God of War

This first chapter features a much younger Kratos than in the 2018 game. He's faster and more agile, wielding the Blades of Chaos in a whirl of deadly combos which flow into each other seamlessly. On the defensive side, blocking is snappy and responsive while dodging has ample distance to clear any danger in the vicinity. Though the controls aren't quite as tight as the following entries, the foundation remains strong.

The same goes for everything surrounding it. The progression system allows players to mold their Spartan's strengths however they see fit. In addition, while the camera is fixed, it's zoomed out enough that gamers can see what's behind them. In short, it's peak hack-and-slash fun.

7 Voices

Linda Hunt and T.C. Carson in God of War

The voice acting was never lacking in God of War. The direction has simply shifted, as it's hard to compare the operatic performances here with the more understated ones in the newer game. That said, the 2005 title is a definite upgrade in key areas.

Nowhere is that more prevalent than with the two leads. T.C. Carson easily proves why he's the mainstay voice of Kratos for most of the series. He has infinitely more range than Christopher Judge and just as much pathos. He's matched in that respect by Linda Hunt as the narrator. Her voice has always carried immense gravitas, and she lends this tale a weight befitting a Greek tragedy. After hearing such stellar work, fans will wish these two were still involved with the series.

6 Music

The Main Menu in God of War

Here's another area where the approach differs from the 2018 game yet is equally successful. The score is one of the most consistently striking aspects of the series. The somber woodwinds brilliantly convey the ancient Greek atmosphere while hard-hitting percussions hammer home the power and brutality inherent in the protagonist.

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The accompanying vocals strengthen both of these tones. In places of Eivor's soulful singing, players have a booming chorus punctuating the action. This gives the tale a mythical quality, which is perfect for the subject matter.

5 Cutscenes

Cutscenes in God of War

While the in-game graphics may show their age, the pre-rendered cutscenes definitely don't. For these pivotal narrative moments, the cinematics get an upgrade. The amount of detail on display is shocking. From raindrops to grains of sand to rivers of blood, it's impressive how much the developers render in 2005.

That detail also allows for more personality to shine through. The subtle animations within give Kratos a wide spectrum of expression. From his facial nuances, viewers can interpret anger, shock, disappointment, and grim satisfaction. Achieving that in photorealistic humans is no easy feat even today.

4 Kratos's Character

Kratos in God of War

The developers like to pretend Kratos had no depth before 2018's God of War, but his debut stands as the biggest refutation of that. The game immediately hooks players with his attempted suicide, and the following journey peels back the layers leading to it. Flashbacks steadily reveal the tragedy that befell him and the terrible decisions that caused it.

Not only does this keep players interested in what essentially amounts to a glorified treasure hunt, but it gives Kratos a level of dimension beyond most game characters. By the end, fans are fully invested in his quest to kill Ares, as it brings his arc full circle. The story grants him redemption as well as revenge.

3 Designs

Medusa and Kratos in God of War

When searching for a visual style, there are plenty of worse places than Greek myth. The game effectively mixes authentic architecture with fantastical elements straight out of Dante's Inferno. This is ironic given that work later inspired a God of War clone.

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Where the mythic roots truly shine, however, is the menagerie of monsters. Kratos battles cyclopes, harpies, gorgons, sirens, satyrs, undead soldiers, and the occasional minotaur. Many fantasy titles already take inspiration from these creatures, so they obviously lend themselves well to gaming. Their different strengths and abilities provide a plethora of multi-tiered obstacles for players to overcome. That variety also helps stave off any mundanity. These advantages make God of War and Greek mythology a match made in Heaven (or Elysium).

2 Scope

Pandora's Temple in God of War

A massive scale has always been part of this series. Sure enough, Kratos encounters some striking sights in his quest. Among these are a kaiju-sized Ares ravaging Athens and Cronos the Titan wandering the desert.

Granted, the textures may not hold up as well, but the direction and sound design compensate for that shortcoming. Viewing these visuals from a distance is a subtle yet effective way of creating a minuscule perspective. That sense is further helped by their booming footsteps echoing like an earthquake.

When players do get close, such as climbing Pandora's Temple, the developers make sure to give a clear view of their surroundings. That way, there's no mistaking how high they are or how far they can see. It paints a gorgeous picture of a land larger than life.

1 Pacing

Athens, the Aegean Sea, and the Underworld in God of War

The God of War games often excel at the sense of adventure, and the original classic is no exception. Despite being on the shorter side, the title takes Kratos through a wealth of different environments on his quest. He navigates stormy shipwrecks, burning cities, dusty deserts, foreboding temples, and even the Underworld. The fact that the journey is only five or six hours makes for high-octane progression, especially since players rarely visit the same place twice.

On the other hand, the 2018 reboot carries a bunch of backtracking. That makes sense given its RPG inspirations, but that doesn't change the feeling of redundancy. Players still see the same locales multiple times. The game feels longer than necessary because of this. Its predecessor is a much brisker adventure, and that comes down to both its shorter length and exotic novelty.

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