Mega Cat Studios launches a Metroidvania spin-off in the God of War universe, centering on a young Kratos. While it crafts an engaging world and narrative, the game sacrifices key elements of the series’ identity through unrefined combat and a lackluster art style.
This 2D prequel delivers a solid Metroidvania adventure, blending exploration with a compelling backstory. However, stilted fights and generic visuals prevent it from achieving greatness, especially under the weight of the franchise’s legacy.
Story and Setting Shine
Set during Kratos’ youth at the Spartan Agoge training camp alongside his brother Deimos, the game explores events long hinted at in prior titles like Ghost of Sparta. Before Ares deceives him into killing his family or his Norse rampage begins, players witness the bonds of brotherhood forged in battle.
The narrative delves into their relationship before the gods abduct Deimos, offering fresh context for later timeline events. A clever framing device features adult Kratos, voiced by T.C. Carson, recounting these tales to his daughter Calliope, adding authentic fan service and reverence to the original Greek-era trilogy.
Exploration in Classic Metroidvania Style
Players navigate themed biomes, backtracking to unlock new paths with god-granted abilities and gear. These include a sun-throwing slingshot, flame-wielding branch, wall-climbing knife, and late-game double jump. Such tools expand the map predictably but introduce few surprises.
Familiar mechanics like chest-opening, blood orb upgrades, and recurring enemies pay homage to Sony Santa Monica Studio’s classics. Yet the journey to rescue a missing friend feels routine.
Combat Falls Flat
Fights against mythic foes lack the punch and flow of mainline entries or rivals like Hollow Knight, Blasphemous, and Metroid Dread. Combat relies on repetitive attacks, dodges, and occasional spirit or magic moves, with rigid sequencing that disrupts rhythm.
Dodge rolls, blocks, and parries add variety, but tight timing windows make them inconsistent. Customizable spear and shield parts allow personalization, softening some issues. Colored enemy attacks—purple, light blue, red, yellow—demand specific counters, turning battles into memory tests by mid-game.
Visuals and Presentation
The art style strikes a middle ground between retro pixel art and modern designs, resulting in a generic look unbefitting God of War. Diverse biomes—from poisoned woodlands to blood-filled wineries—provide variety and echo the PS2 trilogy’s mature themes.
Boss encounters and spectacle, however, fail to deliver the expected bombast.
Verdict
God of War: Sons of Sparta pits Kratos’ raw fury against Metroidvania’s methodical pace, creating tension that both aids and hinders the experience. As a standalone title, it entertains; within the franchise, it underwhelms. Rating: 3/5




