Ma come, leggi i post a cui rispondi solo a pezzi ?
Yep, puzza di cagata ma così hanno detto, ed avrebbe cmq MOLTO più senso di un Kratos alternativo che ha ugualmente le ceneri di famiglia addosso e lo svirgolone rosso tatuato X'D
Io non ci vedevo niente di tragico nel fatto che fosse pallido e con i segni tribali addosso, pur non essendo lo stesso personaggio.
Poi vabbe', è lana caprina. Dostoyevsky non lo sarà né in un caso né in quell'altro.
Altra roba:
http://www.ign.com/articles/2016/06/14/e3-2016-god-of-war-made-me-care-about-the-series-for-the-first-time"Kratos believes that being a god is a disease, and that rage is a side effect of that disease, and he’s terrified that he’s passed it on to his son.”
"We’ve already told the story of The Hulk. We want to tell the story of Banner now,”
"This game is about Kratos teaching his son how to be a god, and his son teaching Kratos how to be human again.”
Cory Balrog, Director del gioco.
While you assume complete control of Kratos, you also passively control his son throughout the entire game, and both characters grow and evolve. there’s a single button dedicated to your son, and its use depends on the context. He becomes an active participant in combat, traversal, exploration, and puzzle-solving. In this, the game is about passing knowledge onto your child. At the beginning of your journey, you teach a reluctant child how to fire a bow and hunt. As you progress through the game, that becomes second-nature to the boy, and it’s clear that your knowledge has been passed on.
This bond isn’t the only new, surprising element of God of War. The entire game is presented as a single, uninterrupted shot. Once you’re in, you’re in. No load screens, no cinematics, no fades to black. Kratos and his son’s journey across the world of Norse mythology -- which takes place an undisclosed amount of time past God of War III -- will be told in a wholly singular, and honestly unique manner.
While the E3 demo was a quieter, more character-driven look at the game, Barlog assured me that the series isn’t shrugging off its bombastic, cinematic roots. The reason they didn’t focus the E3 demo on a huge, spectacle-filled set piece is that it's a given that the game will have those. Barlog and Sony Santa Monica have mastered those moments, so with this demo, they wanted to surprise fans and non-fans of the series with the unexpected.