Before the endgame of God of War: Ascension, there is a sequence called “The Trial of Archimedes” that received an overwhelming amount of negative attention since the game’s release last month. The largest criticism is that it is the most difficult sequence in the game – or of any game in the series, depending on who you’re reading. On the surface, this sequence is no different than any of the other arduous gauntlets in the series, where waves of monsters are launched against the player in a confined space that must be defeated before proceeding. Using an elevator platform to establish the limits of the battlefield, the player ascends three levels and on each level are faced with a new mixed group of monsters of varying strength.
Although God of War is not known for its difficulty on Easy to Hard modes, cries of “unfair” and “unbalanced” have been heard from players who are just attempting Normal and feeling the sting of its unusually steep increase of difficulty near the end of the game1. The source of this hostile response can be categorized into four main points:
- Difficulty Curve: Up until “The Trial of Archimedes”, the game had been as consistent as previous God of War games in the way it distributes challenge and follows it with recuperative effects (Health and Magic orb chests), or Auto-Save checkpoints after major encounters. “The Trial of Archimedes” does neither, and provides no warning that this difficulty spike is coming. Most infuriatingly, a death at any point means starting the entire Trial from the beginning. As a result, this encounter feels incredibly punishing.
- Encounter Design and Progression: The first wave of the Trial is the hardest, and for moderately skilled players will likely take most of the player’s health bar (and patience) to complete. With no regenerative health orbs, this leaves the player with two choices: learn the encounter to complete the first wave without being hit, or assume that the rest of the waves are easier and won’t take as much health (a poor assumption!). In the end this becomes a moot point due to the sudden requirement for the player to watch their technique, which leads us to…
- Technique: As noted above, the game is generally forgiving of moderately skilled players and allows them to be sloppy and reckless in their combat. The jokes about “squarepushing” in God of War are founded, as without too much effort you can beat each game in the series on Normal by doing just that. However, for the first time in a God of War game, Ascension makes technique a prerequisite for its tougher challenges. Spamming quick attacks doesn’t work, nor does switching to overpowered weapons (such as the Cestus in God of War III). Magic attacks do a fair amount of area damage, but Magic is limited to a maximum of four uses and there are only two attacks that have good range (The Hades attack, for example, is far better as a high damage area of effect spell). Not to mention that both of them require a significant amount of orb upgrades to access. Without any advance planning, the player has only the Blades of Chaos to build up the Rage meter with their element of choice for more powerful melee attacks. Therefore, the best approach is to hit, block and if the player is quick enough, parry, on all melee attacks. Rolling is no longer an effective strategy in this arena. Taking no damage means that the rage meter will increase faster and the player can unleash stronger melee attacks, interspersed with any available Magic attacks. For the unprepared player, this is definitely easier said than done.
- Use of Artifacts: While the use of the artifacts Kratos finds during the course of the game should probably fall under “Technique”, it has been considered separately because of the game’s training of the player to use them as puzzle solutions. Ascension certainly apprises the player that they can be used during combat, but the consistency in enemy encounters ensures they never feel compelled to even experiment. Both The Amulet of Uroboros and the Oath Stone of Orkos are great at managing large enemies and mobs, but unless the player has been doing this all along they will have trouble integrating them into combat, especially under pressure. Furthermore, to be of any real use they must be upgraded to their respective maximum levels, which the player has not necessarily been doing either.
Enough attention was brought to the difficulty of “The Trial of Archimedes” that the developers of Ascension acknowledged it would be addressed in an upcoming patch2. To get a feel for the original difficulty, I did not patch the game and attempted the sequence in my ongoing game on “Normal”. The following represents a brief critique of “The Trial of Archimedes”, and the efficacy Sony Santa Monica’s implemented play balancing solution.
- Read pretty much any comments section on video game fan sites, NeoGAF or GameFAQs for people complaining about the difficulty near the game’s release. Also, I’m pretty sure this video is about it. For more fun, read the people criticising the people complaining about the difficulty! This community is ridiculous. ↩
- Game director Todd Papy assured fans in a tweet only a day after the game’s release that the encounter would be patched. ↩

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