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E3 2012: Ascend: New Gods hands-on

E3 2012

Since the day God of War became profitable there have been many games that looked upon its gameplay and said, yes, we can do that. And they did, and proceeded to change nothing to the formula. Ascend: New Gods joins the always growing number of games that have adopted that model of gameplay and utilized that as a foundation. And then a multiplayer model, vaguely reminiscent of Demon’s Souls is stacked on top of that.

The idea of the game is that you’re playing an avatar of your chosen God. Depending on the God you wish to represent changes whether you fight for light or dark, as well as your available abilities. Enemies lay before you, and the first and most important part is to useyour severely large weaponry to carefully examine their internal organs. Your enemies prefer to keep their organs inside, and they will fight to the death to keep you from being successful.


And then you claim land for your God. Depending on the God of choice leads to either desecration or preservation, and the resulting act changes the area to better represent the deity. I fought for darkness, and after desecrating an altar with the blood of a nearby priest everything turned up a few shades of evil.

There’s also a bit of a multiplayer aspect. As you run about you’ll pass by other people playing the game, all in the form of phased out apparitions. Interaction with them is indirect, but interesting. While running by one guy, I targeted him and tossed a fire totem in his world, which helped him by shooting fireballs at his enemies. Later on I found someone else and banished my enemies into his world, giving him a larger fight.


It’s this kind of interaction that is supposed to be used in order to defeat the harder dungeons. By yourself you might find your objectives insurmountable, but with others you can utilize your abilities to help each other out. It may still be tough, but you’ll at least succeed, all in the name of better loot.

There are some unique principles within the game, but these are all secondary aspects. The primary method of play has been done before, many times, possibly better. Success of Ascend will lie in how effective its secondary parts are, as well as how large its community becomes.

The author of this fine article

is a Senior Staff Writer at Thunderbolt, having joined in July 2011.

Gentle persuasion

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