Santa Monica Studio’s God of War Ragnarök delivers Kratos and Atreus deeper into Norse doom, battling gods for Ragnarök’s eve. Combat feels improved—sharper, more combos—but weird pacing drags a very slow start, story not matching 2018’s predecessor, and many areas lackluster (one really cool looking area towards the end shines, wish for more). Frequent character switches refresh it, plus good banter. Solid follow-up, not transcendent.
Gameplay: Improved Combat & Smart Switches
Combat evolution? Chef’s kiss: Leviathan Axe/Blades of Chaos fluidly swap mid-fight, runic attacks explode, companion AI (Atreus arrows, Freya sigils) synergizes chaos. Realm Tears, puzzles refined. Switching characters frequently (Atreus stealth, Freya summons, even Angrboda/Mimir sections)? Keeps fights dynamic, prevents monotony—brilliant touch. Bosses epic, spectacle peaks late.
Story & Pacing: Stumbles from 2018 Heights
Weird pacing kills momentum: Very slow start (tutorial slog, fetch quests) before ramping. Story dips—familial bonds solid but prophecies, twists less gripping/revelatory than dad’s reinvention. Banter saves it: Kratos grunts, Atreus sass, Mimir quips—”good banter” lightens Norse weight.
World & Exploration: Uneven Realms, Late Bloom
Nine realms expand, but a lot of the areas could be improved—repetitive caves, filler biomes. Really cool looking area towards the end wows visually—wish there were more like it. Post-game unlocks (Valhalla DLC free) add replay, but base world underwhelms vs. 2018’s cohesion.
Pros:
- Combat upgrade: Fluid, companion-fueled fury.
- Char switches & banter: Fresh, funny dynamics.
- Late visuals: That end area slays.
Cons:
- Pacing weird/slow start: Drags hard.
- Story lesser: No 2018 magic.
- Areas bland: More cool spots needed.
Verdict: Blades spin strong, but realms & pace falter. Solid, not saga-defining.