God of War Ragnarök: A Thrilling Conclusion to the Norse Saga for Kratos and Atreus

Scheduled for a November 9 launch on PS4 and PS5, God of War Ragnarök has significant expectations to meet. How does one follow up a revered and beloved soft reboot that breathed new life into the franchise? With the 2018 installment of God of War, Santa Monica Studio not only transitioned their iconic Greek demigod Kratos into Norse lore but also redefined several key elements of the series. Director Cory Barlog faced resistance from both Sony and his own team, yet the outcome was remarkably successful. This means that a great deal is at stake for Ragnarök, which also has the crucial responsibility of concluding the God of War’s Nordic saga. (This is especially fitting, as Ragnarök signifies the prophesied end of the world. The next time Kratos appears, he might traverse into Mayan or Egyptian mythology, as hinted before.)

Now, back to the primary concern. The solution is quite straightforward: if it functions well, there’s no need for overhaul. God of War Ragnarök either maintains or enhances the groundwork established by its forerunner. It preserves its cinematic style, presented in an innovative one-shot format that avoids cuts. This illusion is only disrupted when Kratos moves through portals, cleverly disguising loading screens. (There are also some unnecessarily lengthy tunnels and tight spaces that require squeezing or crouching.) The captivating cinematography is complemented by writing (Matt Sophos and Richard Gaubert) and direction (Eric Williams) that are, for the most part, exceptional. The experience feels akin to watching a film. In fact, at times, the cutscenes in Ragnarök were so captivating that I anticipated their continuation, as stopping would mean returning to gameplay.

This presents a fundamental issue inherent to the medium itself. Video games must provide players with engaging activities that last not just a few minutes but span several hours. This is especially true for AAA titles that must justify their pricing — which often leads to the story suffering. Such is the case in God of War Ragnarök. However, it seems unwise to grumble when the gameplay is this satisfying. Ragnarök retains the rapid, enjoyable, and at times humorous combat from the 2018 edition of God of War, even though the camera remains closer than many might like. It enhances mechanics with new moves while allowing Kratos’ teenage son Atreus to play a more significant role.

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God of War Ragnarök review: combat

A notable alteration in combat mechanics is the function of the triangle button on both the DualSense (for PS5) and DualShock 4 (for PS4). In the 2018 God of War, pressing the triangle button was used to equip or summon the Leviathan Axe, but had no function if the axe was already in hand. In God of War Ragnarök, maintaining pressure on the triangle button imbues the axe with frost. Your subsequent melee or ranged attack — R1 or R2, respectively, on both PlayStation controllers — will then deliver an added chill to your foes. A similar enhancement can be done with the Blades of Chaos, Kratos’ signature weapon from his Greek era, which is accessible from the outset in Ragnarök, with a naturally fiery effect.

These abilities form part of the skill tree within God of War Ragnarök, allowing players to spend XP — obtained by completing tasks — to teach Kratos and Atreus various capabilities across melee, ranged, technique, and instinct categories. As you utilize these new skills, you unlock new tiers ranging from bronze to silver to gold. Every time you elevate your skills, you have a choice in enhancing that specific ability. Although a fair range of selections is integrated into Ragnarök, I found the tier system to be intriguing. Character development is partly defined by your play style, rather than arbitrary XP allotment. To be fair, XP allocation is present, but how you approach combat is equally significant. If you favor a specific weapon or attack, that will become more potent than your remaining arsenal.

While many abilities enhance weapon versatility, they aren’t the sole method for upgrading them. The standard approach exists: you acquire XP and materials while playing, which you can then use to enhance weapon quality and strength. Moreover, you can slot in runes — awarded after defeating mini-bosses — for elemental damage. In God of War Ragnarök, both weapons, whether it’s the axe or the blades, offer light and heavy runic attacks that are excellent for crowd control and additional damage, though you need to be cautious of their cooldown periods.

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God of War Ragnarök has an array of unusual creatures
Photo Credit: Sony/Santa Monica Studio

Weapons also facilitate traversal in Ragnarök. The Blades of Chaos serve as grappling hooks — a common tool in contemporary gaming — enabling you to access areas you couldn’t otherwise reach, interact with objects that yield loot or open new paths, or even attach to enemies for a chaotic advantage. Additionally, Kratos’ movement mechanics contribute to combat strategies. In God of War Ragnarök, players can leap from cliffs and strike enemies below, inflicting damage on them and those nearby.

What I appreciate about combat in God of War Ragnarök is its lesson in achieving more with limited resources. There are only two weapons available — the axe and the blades — yet a remarkable variety of gameplay emerges. You can infuse your weapons with frost or fire, combine button-holding for special combos, and coordinate attacks to maximize damage dealt.

Conversely, I found the game restrictive in terms of visibility. Enemies can attack freely in God of War Ragnarök simply because the camera may not show them. Additionally, Kratos’ dodging mechanics often feel unnatural. While you can command companions — whether Atreus or others — to assist in combat, their utility feels limited during frenetic engagements. Typically, companions only interact with the enemies you’re targeting or those within your line of sight, rarely attacking foes outside your view, leaving you vulnerable to strikes.

Furthermore, God of War Ragnarök embraces a classic level design style. Enemies that repeatedly emerge from the ground appear to be mere fodder — existing predominantly to boost your levels against main story adversaries. This is also true for some mini-bosses that appear out of nowhere, providing XP without narrative context, creating the impression that combat exists merely for the sake of combat at times.

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Týr, the Norse God of War, is a grateful ally
Photo Credit: Sony/Santa Monica Studio

God of War Ragnarök review: PS5 graphics settings

Ragnarök represents the first true release of the God of War franchise on Sony’s leading console. While the 2018 God of War received a PlayStation 5 patch in early 2021, enhancing visual fidelity and performance to a smooth 4K 60fps, Ragnarök marks the series’ inaugural original release on Sony’s flagship gaming system.

Players can choose options for 4K 30fps for optimal visuals, 60fps with dynamic resolution for better performance, or even 120fps, provided the television supports it. Additionally, if you’re playing on PS5, there’s no fan noise, unlike the experience with God of War on PS4.

I only experienced Ragnarök on a PS5, as I don’t own a PS4 or PS4 Pro, so I can’t comment on graphics and performance on older Sony consoles.

God of War Ragnarök review: story

At times, God of War Ragnarök has the feel of a loot simulator. The game’s maps are evidently crafted to encourage the placement of chests in strategic locations. Some loot is linked to environmental puzzles that I found enjoyable. However, much of the loot appears prominently in plain sight, and characters sometimes comment on your tendency to smash objects and stray from main objectives. The game occasionally breaks the fourth wall, but this doesn’t detract significantly from the mundane aspects. That said, it’s not nearly as grating as some other titles from the PlayStation lineup.

Fortunately, the narrative pulls you in right from the beginning, with characters you find easy to admire and support. God of War Ragnarök tells a coming-of-age narrative for the innocent teenage Atreus, who strongly advocates for becoming more involved in the gods’ affairs. Kratos, having witnessed the brutality of the world, is tasked with protecting him from potential threats across the nine realms while Atreus seeks to uncover more about his identity. Yet the question lingers: is he creating his path in life or simply fulfilling prophecies through this journey?

Even when the plot doesn’t advance, the dynamic interactions and banter among Kratos, Atreus, and the disembodied head of Mimir are enjoyable. The dry wit stemming from this father-son pair’s contrasting natures — Kratos’ bluntness and honesty alongside Atreus’ curiosity and persistence — is present and even more pronounced since Atreus now expresses himself more openly.

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Ratatoskr and Atreus in God of War Ragnarök
Photo Credit: Sony/Santa Monica Studio

Now that Atreus is growing, he embarks on his quests independently (mostly without notifying his father). The adventure is expansive, with God of War Ragnarök exploring all nine realms of Norse mythology — from the stunning landscapes of Svartalfheim and the icy confines of Niflheim, to the stark ambiance of Alfheim. As a result, Ragnarök occasionally feels like two games in one due to the vastness of its offering. This sentiment resonates with the developers, who even debated the potential of splitting God of War Ragnarök into two separate games as its expanse grew beyond initial expectations.

Such a division would have transitioned God of War’s Nordic narrative into a trilogy, which is an enticing thought. However, they chose not to extend storytelling over a protracted span of 15 years, with both the 2018 God of War and Ragnarök taking five years each to develop. Thus, God of War Ragnarök serves as both the second and third installments in a way, should it have been a trilogy. It embarks on an expedition across the nine realms while seeking identity and attempting to avert war, confronting quests for vengeance and battling various monsters with an arsenal of fresh tools and combat strategies, all framed within the context of the foretold apocalypse.

Pros:

  • Highly cinematic
  • Strong writing and direction
  • Character development tied to playstyle
  • Combat achieves more with less
  • Diverse and varied gameplay
  • Elemental effects are visually impressive

Cons:

  • Camera positioning is too constricted
  • Companion assistance is somewhat lacking
  • Excessive reliance on classic level design
  • At times resembles a loot simulator

Rating (out of 10): 9

God of War Ragnarök launches on Wednesday, November 9 for PlayStation 4 and PlayStation 5. The price for God of War Ragnarök on the PlayStation Store is Rs. 3,999 for PS4 and Rs. 4,999 for PS5.


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