God of War Ragnarok Review
God of War 2018 left a lasting impression, as it was the first installment to completely change the formula established by the classic trilogy. This change was met with great success and garnered support from both fans and gamers alike. Now, God of War Ragnarok continues the story that was left unfinished by its predecessor. After spending over 50 hours with this sequel, I was reminded of Christopher Nolan's The Dark Knight. It's a common question in such cases: how do you follow up a masterpiece, especially when the second installment tends to be the best in a trilogy, as the first sets the stage, and the third often can't surpass the shadow of the second? Santa Monica Studios had a clear intent with this second part, aiming to conclude Kratos' Norse saga while reaching new heights in the story-driven game genre.
Of course, there won't be any spoilers here. Ragnarok's story picks up a few years after the events of God of War 2018, so you might feel somewhat lost if you haven't played the previous game. My recommendation is to play the 2018 version if you have the chance. However, if that's not possible, don't worry; Santa Monica has prepared a short video summarizing the events of the previous game so you can still enjoy Ragnarok, but playing the first game is the preferred way to experience it.
Returning to this sequel, the catastrophic event of Ragnarok is looming, and this time, the story focuses on Atreus, Kratos' son, as he holds the key to the narrative. Fimbulwinter, a bitter winter, has engulfed Midgard, following the death of a god of light in the 2018 game. This signifies that the upper echelon of Asgard is not resting easy, foreshadowing that the lives of Kratos and Atreus will be filled with turmoil from now on.
Knowing that the worst could happen to his family, Kratos has trained his son to become a strong warrior, wise enough to survive and fend for himself if Kratos were ever absent.
God of War Ragnarok, to be precise, doesn't faithfully depict the events of Ragnarok as per Norse mythology. Santa Monica has clarified that they borrowed characters from Norse mythology to tell their own story. Thus, the storyline unfolds on a smaller scale, but it hints at the larger national and territorial consequences that could occur.
The focus is on the Kratos family. Atreus is now older, going through adolescence, and contemplating his own identity. He has his own views, decision-making abilities, and a sense of his future. He can't live forever in his father's shadow. He understands that his second name, Loki, carries great weight and expectations. While the Greek roots of the name Atreus are always in Kratos' mind, he is also a child of Norse mythology. Having both bloodlines, he realizes the need to find his own identity.
Santa Monica has cleverly incorporated elements that revolve around the father-son relationship into the story, allowing us to understand what family issues mean. Yes, these are the core issues in a family. Kratos excels at training warriors but struggles with parenting. The pain from what happened to his family in Greece in the three classic games was enough, and he doesn't want any more tragedies to happen in the Norse realm. His overprotectiveness has created a gap between him and Atreus. He doesn't realize that Atreus is coming of age. The young boy is growing headstrong, showing signs of rebellion, and even no longer fearing his father.
Kratos' fear of losing his son is so great that he's willing to do anything to protect him. However, he comes to understand that what Atreus wants most is freedom and the ability to determine his own destiny. Atreus can't stay by Kratos' side forever, so we sympathize with Kratos as he grapples with PTSD and flashbacks to his own life, causing him to question his actions.
In general, I prefer the storyline of God of War Ragnarok over the 2018 version. There is something about it that feels familiar yet refined, allowing for a grander narrative. It goes beyond the realm of family dynamics to delve into broader societal issues, enriching the storytelling. Notably, it's not a matter of black and white; rather, each member of Kratos' family presents their own perspective.
I was pleasantly surprised when Kratos posed the question, 'Was there ever a true righteous side from the beginning?' It illustrates that every event originates from nuances, personal misunderstandings, and the unchecked progression of events. It originates within the family nucleus. A stable society stems from stable families, as they serve as microcosms that we must learn to control. Kratos and Atreus provide excellent examples for Santa Monica to build its narrative upon.
Additionally, the supporting characters are of high quality. Players who experienced the 2018 version and met characters such as Sindri and Brok, the wise Mimir, will undoubtedly find fascinating interactions with them. It's not just about labeling them as villains or allies; 'opponents' is the most apt term to describe them. Characters like Freya, Odin, and Thor, for instance, pose challenging adversaries. They provide a fresh perspective, intricate ideologies, and expose the darker facets of the Ragnarok setting.
Clearly, Kratos and Atreus are not the center of the universe; they are merely ensnared in a conflict of monumental proportions. The remaining characters exert an unprecedented pressure on them.
In general, the game features plot twists and intricate storytelling, skillfully weaving deception and narrative guidance into epic moments and subtle, heartfelt scenes. Both new and returning characters play pivotal roles, each with their unique qualities. Despite drawing from Norse mythology for an epic and grandiose narrative, the game still embraces simplicity, innocence, and humor, revealing that beneath the veneer of divinity, these characters are fundamentally human, just like any of us.
Special commendation must be given to the game's writing team, who excel at taking players through a wide spectrum of emotions throughout the game. Prophecies and sacrifices form the foundation of the story, with their presence enduring from the beginning to the end. They embody the concepts of fate and blood ties, questioning whether they are truly worth all the turmoil. Santa Monica not only uses them at a fundamental level but also cleverly integrates them into the game's characters, unveiling layers of character motivations.
While the game's storyline may appear somewhat predictable as it continues from the 2018 edition, it would be a mistake to assume that it lacks surprises. It can be said that this sequel delivers a conclusion that couldn't be more fitting for Kratos' journey in the Norse realms. Rest assured, both tears and smiles will grace your face upon completing this heroic adventure.
The gameplay in this iteration of Ragnarok seems to have reached its peak, even better than before. It's a seamless blend of various weapons, from the Leviathan axe to the Blades of Chaos. Attacks in the game still primarily revolve around light and heavy attacks. The improvement this time comes from Kratos having a new weapon, fittingly a Spartan-style spear. It strikes a balance between the axe and the blades, offering a middle ground in terms of damage and speed, and it also proves useful for environmental exploration. This addition by Santa Monica is excellent.
However, if there's a criticism to be made about the combat, it's that the fighting style doesn't differ much from the previous installment. But the introduction of the new weapon helps quickly overshadow this weakness. Overall, if you're someone who pays attention to details, you might notice some repetition in the familiar attack patterns.
Aside from the combat, which, while refined, might not have reached its zenith, the game's enemy system is where it shines. There's a notable increase in the variety of mini-bosses and smaller creatures compared to the previous game. Mini-bosses even show up not only in side missions but can also appear randomly on your path while you're engaged in main quests. Their designs and movesets are truly impressive and have left me breaking a sweat more than a few times. The rewards for defeating them are worthwhile, making the time spent worthwhile.
Additionally, Atreus, now more mature, boasts a captivating gameplay design befitting his lineage. Without giving away too much, it's safe to say that Atreus' combat can sometimes surpass Kratos in terms of both strength and speed. His finishing animations against foes are incredibly smooth and well-executed, often leaving me excited after each combat encounter. This is perhaps the most commendable aspect when discussing the combat in the game.
Regardless of how you look at it, one cannot ignore the enemy AI. In a hack and slash game rooted in classics, the difficulty level is something that many gamers care about. Honestly, I didn't play on the highest difficulty level, Give Me God of War, so that I could complete the game in a timely manner. However, I chose the difficulty level just below that, Give Me No Mercy, and boy, the enemy AI was still very challenging. Believe me, what you should be concerned about is the lifespan of your DualSense controller because it might face some furious button presses from you.
Lastly, let's talk about puzzles. Ragnarok is designed with the aim of providing maximum entertainment, but Santa Monica wants Kratos and Atreus to not only use their fists but also their brains, so the puzzles, to some extent, presented a bit of a challenge for me. Honestly, I didn't have a strong liking for them, but they didn't reach a point of annoyance either. In essence, their presence is a good thing as they add variety to the game and prevent it from being all about combat. So, while the puzzles might not be groundbreaking compared to the previous installment, they still serve their purpose well.There's nothing better than experiencing God of War Ragnarok in smooth 4K 60fps on my PS5. This time, we can finally set foot in the nine realms without any limitations. Apart from the areas we explored in the previous installment, now we get to visit new places like the serene woodlands of Vanaheim, the treacherous rocky terrains of Svartalfheim bathed in sunlight, reminiscent of Middle-earth's lush landscapes, or if you prefer something cold and somber, Niflheim's icy wastelands will show you the depths of loneliness.
Perhaps God of War Ragnarok is the perfect opportunity for a fantasy-style journey through Norse mythology. Now, you have the freedom to explore and experience these nine realms in their own unique settings and atmospheres. Each realm has its own distinct flair, delivering an unmistakable sense of beauty. In some locations, Santa Monica designed the game with a semi-open world approach, allowing players to immerse themselves more freely in these lands. So, once you let Kratos and Atreus step into this world, I'm sure you'll spend quite a bit of time admiring the breathtaking landscapes of the Norse realm.
As for the sound, it's exceptional. I must applaud Christopher Judge's voice acting for Kratos; it's truly a powerful and masculine voice, perfectly capturing the essence of a Spartan warrior with experience and depth. Furthermore, in Ragnarok, the story gives Kratos more emotional moments with his son, allowing us to hear new nuances in his voice. It's a masculine, powerful voice, yet filled with the love of a devoted father. To be honest, a masculine voice of this caliber is not common in video games, perhaps comparable only to Troy Baker's portrayal of Joel in The Last of Us or Lance Henriksen's General Shearpad in the original Modern Warfare. Additionally, Sunny Suljic, Danielle Bisutti, and Richard Schiffr shine in their roles as Atreus, Freya, and Odin, respectively. Of course, the supporting cast is also impressive. However, when it comes to high-quality voice acting, the music in the game feels somewhat overshadowed. It features heroic, epic tracks, but I didn't feel that the music played a significant role in the game's presentation. It's not forgettable, but it doesn't stand out as much as other elements.
Regardless of how you look at it, Santa Monica is still a top-tier studio, and they've managed to create a game that's incredibly smooth and nearly unbelievable as a one-shot experience. It's hard to imagine any current studio reaching their level. The graphics in the game may not be entirely next-gen, but they are beautiful, and the motion capture of the actors is almost perfect. Coupled with the voice acting and meticulous music, this is an experience worthy of the PlayStation's reputation.
VERDICT
God of War Ragnarok feels similar to God of War 2018, but don't misunderstand me; that's high praise for how exceptional this game is. Some might feel it's like a DLC, but believe me, the game offers a lengthy experience, and Santa Monica made the right choice not to break what was already working and instead focus on its narrative strength. Every aspect of the game has clearly been improved, so whether it's a little or a lot, the overall experience is complete. If I had to find something to criticize in this game, perhaps the main screen or menu system is a bit excessive and not very aesthetically pleasing, but honestly, they don't significantly impact my actual experience.
After experiencing this game, I believe I've had an unforgettable adventure. Santa Monica has maintained its excellence for nearly 20 years while preserving the image of the great Spartan warrior, Kratos. They've given him a fitting conclusion in the Norse realm, and Kratos deserves it because he remains the greatest war god we know in the vast world of gaming.