Clash of the Titans


posted 9/1/2010 by Chad Smith
other articles by Chad Smith
One Page Platforms: PS3
The people of Argos have had enough maltreatment at the hands of the Gods and are tired of the deplorable living conditions that surround them.  Under an arrogant king, a revolt begins which only serves to anger the Gods.  Much pain and suffering result until a young man named Perseus is unwittingly pulled into the drama. He is actually a demigod, son of Zeus and a human woman.  What follows is a heroic tale of mythical proportions that spawned a movie in the 1980s.  With the recent remake from Warner Brothers and Legendary Pictures, a movie tie-in game was inevitable.  Clash of the Titans (the game) didn’t coincide with the theatrical release date, but did it benefit from the extra development time? 

Game Republic certainly had some good (not revolutionary) ideas during the planning stages of development.  Sure, the controls are simple but what did you expect?  This is a straight-forward action game where you slice, pound, sting, and slam everything that moves. The glimpse of innovation can be found in the sub-weapon system.  Sub-weapons are an arsenal of axes, hammers, bows, tails and wings that supplement your standard sword attacks. 

Taking these weapons from your enemies’ hands or ripping them off of their body is the only way to add them to your inventory.  This process is called a “Sub-weapon Seize” and is a quick-time event (QTE).  Once you’ve knocked your opponent down or chiseled off most of its health, they will start flashing to indicate their openness to a sub-weapon seize.  So, press a trigger and start the QTE.  A circle will appear in the middle of the screen while a larger circle closes in from the edges, similar to act of locking on a missile in a flight-sim.  As long as you push a button when the two circles meet, the QTE will be considered a success. 

What’s the result?  It’s a well-choreographed kill sequence that steals the weapon and finishes the enemy.  The system is mostly forgiving with timing even with the game's solitary difficulty setting.  However, the better your timing during sub-weapon seizes, the higher quality and quantity of gifts awarded.  Gifts are the Clash of the Titan equivalent of loot that can be used to upgrade power, abilities and efficiency of the sub-weapons.   It sounds like fun, right?  I admit that having over 80 customizable weapons with a distinct look and feel is nice on paper.

Here is where the good idea turns sour.  Not only is the sub-weapon seize the most effective way to finish an enemy, it’s also the only way to upgrade the weapon.  Every battle turns into a race to initiate a sub-weapon seize only to see the same slow-motion animation over and over again.  It’s a definite problem and battle with boredom when the same enemies spawn seemingly without end.  Additionally, even the weakest of enemies (minus the frogs) take massive damage before dying.  Perseus must be a demigod with the strength of a school girl because it takes 25 hits to destroy even simple minions of Hades. 

At least there’s a good variety of enemies.  Skeletons, scorpions, centaurs, sand worms and stone statues are just the tip of the iceberg.  All of the beasts and iconic creatures are the best looking part of the game, but that’s not saying much.  This is the worst looking PS3 game that I’ve played since I bought my system earlier this year.  Much of it can be blamed on the non-existent use of a color palette.   Dull, drab and uninspired can all be used to describe the majority of in-game environments.  Rocks, trees, and streams all blend together into a brownish-grey mess that leave everything to the imagination. 
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