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God of War: Ragnarök (2022, Playstation 5) Review


HOW I MET YOUR ALL-FATHER


Also for: Playstation 4


God of War: Ragnarök begins just like its predecessor (Santa Monica Studio's 2018 release God of War). The Spartan war god Kratos and his son Atreus have retreated to the wildlands of Midgard, trying to keep out of the Aesir Gods' radar. But one day an unexpected visitor disturbs the peace of their secluded cabin. It turns out to be Thor, later followed by Odin, who thunderously knocks on their door, delivering an offer of peace - leave us alone and we'll leave you alone. Kratos cannot trust them. Odin is notoriously deceitful, so the response is a steadfast: "No."

This simple word sparks a chain of fateful events that becomes one heckuva journey. It's a linear third-person action adventure with an emphasis on cinematics, presentation and tried-and-tested gameplay mechanics. Kratos, Atreus and Mimir - the talking head at Kratos' side - travel through all the nine realms of the Norse mythos, seeing sights and meeting characters I'll never forget. The most impressive feat is the way it combines cinematics and gameplay without sacrificing either. With no camera cuts at all throughout the game, the transitions between cutscene and action are hardly noticeable. Gameplay feels like cinema, and vice versa. You follow every single step of their journey. 



It bears the Sony trademark - triple-A polished to perfection, with very little player agency on how the story unfolds. If you haven't played the first game, you should, because it serves as a setup to this dramatic, sometimes funny and always absorbing character drama. Keep in mind, though, that GoW: Ragnarök is so much better than the first one. A weird accomplishment, since the games are all but inseparable in both presentation and gameplay.

It all comes down to the narrative structure. The first game made a costly mistake: They gave us a very clear end goal at the start, and then yanked the prize from under our noses for about 30-40 hours. They even moved the goalpost at one time. The constant sidetracking frustrated me, which nearly ruined my impression of the game.


GoW: Ragnarök doesn't repeat the same mistake. Kratos and Atreus travel back and forth, exhausting all means to stop Ragnarök. That is the ultimate goal. Failing that, they need to recruit allies in the upcoming war against the Aesir. Much to their surprise, some of the famous Gods seem to sympathize with their plight.

The journey is about character motivations and ambitions, rather than the destination. The ancient prophecy of Ragnarök is a curse upon the situation. In spite of all their wisdom, the characters seem unable to cast off the shackles of superstition, and that weakness pushes the world towards a violent conclusion.


Narrative improvements aside, very little separates the two games mechanically. The exploration, combat mechanics and puzzle setup are identical. The environments look equally stunning and colorful, most enemies are regurgitated, and you'll come a long way on your old combat skills.

The combat mechanics become more enjoyable with increasing player skill. Kratos' Leviathan Axe and Blades of Chaos both return, and you get a new addition later on. Their unlockable movesets remain. Fighting bare-fisted is an often overlooked killer strategy. It can quickly dispose of lesser enemies: After quickly stunning them with punches, you can tear them apart with brutal finishers. Combining different status effects, like fire, freeze and lightning, to maximize damage output is also done with great satisfaction.



Some sequences allow you to play as the boy, Atreus, who specializes in ranged combat. He learns to imbue magic into his bow and arrows to either stun his enemies, or make them more vulnerable to elemental attacks. His fights generally feel much easier, which might imply he's turning into a champ of his own right. His personal development is also the most interesting character arc of the story.

A plethora of different pieces of equipment - like weapon attachments, runes, artefacts and armor - all co-operate with upgradeable skills to allow many different builds. I can't say, however, that they alter the playstyle a lot. The coolest upgrades are the new weapon runes - one light and one heavy rune per weapon - that unlock brand new attacks. Apart from that, the satisfaction of upgrading your stats usually gets undermined by encountering stronger enemy types.


The fun and challenging puzzles require you to stay vigilant, scanning your surroundings for details that might help solve them. The level design is too video-gamey to make real sense - who the hell would design a bunch of geyser-powered waterwheels to control gates - but I've come to accept it. The same can be said about the silly obstacles - like waist-high walls - that Kratos realistically could jump over, but plain refuses to do.

Aside from the story, the art design ranks among the best in the business, featuring colossal mythical beasts and all manner of detailed environments. From the moist, tropical heat of the otherworldly Vanaheim jungle, to the frozen-over ruins of Helheim, every biome has its own distinct vibe. The level design is mostly linear, but some larger hub areas traversable by boat or wolf-sleigh are laden with sidequests and hidden loot.



Many optional side activites nudge at the player's attention, and your companions are quick to point them out. Shooting down Odin's spying ravens is one, finding runes and old artifacts is another. Mimir is a well of knowledge and will share his insights. Some sidequests tell stories so intriguing you feel almost obligated to see them through.

One of them, for instance, revolve around freeing a chained beast the size of an island, that's been half-submerged for ages. Once you awaken it, you can explore its backside, with Mimir narrating the history of his imprisonment as you go. Stuff like this is too rich, too meaningful and too rewarding to miss. And the visual spectacle of seeing the beast emerge from the depths is not to be missed.

The careful eye for detail is most prevalent in the main questline. It's great to finally see the full pantheon of Norse Gods introduced. The superb character design and animation, as well as the voice acting, create an unhinged cast of characters. The Gods radiate great power, but not enough to hide some disturbing mental flaws. Thor is a colossal, raging alcoholic, burdened by a lack of encouragment from his father, Odin, who in turn is scrawny and deeply neurotic. Tyr, the War-God-turned-pacifist, stubbornly dwells on old regrets, and Heimdall's narcissistic grandeur makes him a loose cannon.


It's a tale of heroes so flawed you sometimes want to smack them over the head with the truth. And the antagonists are so charismatic and impactful that you might sympathize with them on some level. In their own eyes, the Aesir see themselves as heroes, but everybody else have lived long enough to see them become the villains.

To fully appreciate such character arcs you need to play both games. God of War: Ragnarök can only exist as part of a greater narrative. It's as inseparable to the first game as the movie Dune: Part II (2024) is to Dune (2021). With all that said, I much prefer this sequel. What a difference a good narrative can do. Although the slight gameplay annoyances remain, the story begs for your full attention, which makes the flaws absolutely trivial.

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