When you have Nintendo-powered cardboard and Dad Kratos dropping on the same day, we'd be remiss if we didn't stop to have a chat about them both.
There's an awful lot that's been said about God of War, which isn't something we were predicting at the start of the year. There was actually a bit of wonder that the game might have been delayed, given how little had been heard or seen of the game up until the most recent round of previews.
But every now and again, it's nice to be surprised.
Sometimes, it's easy to forget the physical and emotional toll that game development puts people through.
Almost a year ago, Xbox's Phil Spencer was doing the media rounds talking about the future of Xbox. The problem. the business model for game development was changing. Singleplayer, story-first adventures were just as important - but it was harder to justify funding them.
A comparison I keep coming back to, not because of the characterisation or gameplay specifically, is Horizon: Zero Dawn. A part of that game I liked so much was that it very happily borrowed ideas and mechanics from other games, while blending them in a way that was not only super sensible, but just a fraction nicer than how things had been done before.
I get that a lot from God of War. The combat isn't bogged down with stamina meters or lengthy attack delays - but you don't get rewarded for diving in headfirst, swinging wildly to stop everyone's attack animations.
But we've had our say. Now that you've all had a few days to shout at hordes of enemies while being a slightly-shitty-but-still-trying-his-best demigod Dad, how have you found God of War?