All of which is to say that the game is relaxed to the point of bordering on indifferent. Many of God of War’s most interesting surprises are optional, branching from the game’s sturdy throughline: secret rooms giving way to hidden caverns winding to towering statues or belligerent dragons — which I would have missed altogether had I just followed my compass to the next objective. You don’t find collectibles; you find entire chunks of story tucked behind a mossy wall or under a tropical island. God of War, like last year’s Nier: Automata and The Legend of Zelda: Breath of the Wild, rewards the player who inspects its immaculately designed world as if it were a hidden object game.
This reminds me of Star Fox 64. A player could “beat” Star Fox 64 without ever visiting over 50% of the areas/missions created for the game. (“Beat” in quotes as the path the player uncovers indicates a level of completeness, ultimately leading to a truer ending.)
It’s one thing to sprinkle trinkets throughout a game. It’s another to build entire stories and environments that may never be found. God of War sounds remarkable.