# *God of War: Ragnarök* *God of War: Ragnarök* is the second (and presumably final) *God of War* game focused on the Norse realm of myth. It's primary focus is on the aforementioned apocalyptic event as the cast struggles with themes of fate, prophecy, and identity. The main mechanics are those of high action combat, light puzzle solving, and RPG stat building. > [!info] Update (4/8/25): > Added thoughts on the *Valhalla* DLC. > [!warning] > Spoilers below! ![[God of War - Ragnarök Notes.pdf]] ## Stats - Started Replaying: 3/11/25 - Beat: 3/27/25 - Total Playtime: 23:56 hours ## Legacy - It’s the best selling God of War game, or perhaps the fastest selling? It was a big deal at launch is the point. - Yet, it is bloated and dense. They packed two games into one. - The balance between fate, prophecy, and choices throws the player and Kratos/Atreus out of alignment. - They don’t let you use the hammer and that is a crime. - It also makes you wonder what is next for Kratos. Sales indicate there will be more. Story wise, what is left? The Norse realm is gone. Atreus is no Kratos. Going to another realm to mess up its pantheon seems silly. ## Overall - I am replaying this because it’s on my list of 2025 games to beat, I think about it a lot, despite my issues with aligning gameplay and narrative/character motivations. I want to see how that holds up. - This is one of my first ever New Game+ runs of any game. That felt like a rewarding, fun way to approach this run. I also bumped up the difficulty. I wasn’t brave enough for "God of War" level though. - I am also excited to dig into the Valhalla DLC. That is a nice carrot at the end of the narrative stick. - I don’t suspect I will be completing all the side quests, fights, etc. in the base game this go around. So NG+ and Valhalla help draw me into replaying. - This really should have been two games. It would have helped the pacing so much. ## Story - The start is a smidge slow, but feels necessary to drive the wedge between Kratos and Atreus. Freya’s rage and sorrow are reaffirmed. Thor and Odin have a very good introduction. - I wonder if Durlin knew the “Týr” in the mine was Odin and actually helped Odin infiltrate Kratos’ gang. - Atreus and Angrboda is a total pace killer - Brok’s death is very earned. - The end hits hard now as a father of a 2.5 year old. One day she is going to leave home. 😭 - If you save all the side quests for the post-game, the dialogue all changes since you are with Freya. I like this a lot more. ## Gameplay - Core gameplay flow came *immediately* back to me. The nuance has to be re-learned, but there is something to say about the core loop. - The combat is rhythmic. - Playing as Atreus is just not as fun. Limiting strength, combat abilities, etc. narratively/logically fits, but we are attuned to Kratos. It gives an urgency to blow through Atreus story bits. - This also creates further division between player and character alignment. Atreus wants to fight, meet Asier, etc. Kratos wants to stay out of it. You keep playing characters until end game. It is frustrating. - When playing as Kratos, Atreus is a weapon/ability. Switching to the boy is like Batman taking off his utility belt, cowl, and cape. It’s neat to be Bruce, but I want to be Batman. - It is interesting that once Freya joins you, you have a bow and a sword; so then they have to give Atreus a sword to even out. They are skin swaps, to a degree. - The RPG systems are too many. There is bloat. If I was playing not NG+, I’d probably hit configure for me. Heck, I may have in my initial run. - The partners talk far too much in combat and puzzles. Thankfully, there is a setting to shut off the puzzle hints. - Skipping most side quests this go around. Kinda feels breezier. Mostly saving for the concept of going back and doing them with Freya, not Atreus. I guess that could only *really* apply in Svartlheim. And Alfheim. Okay. Opportunity awaits with the desert quests. - Not a fan of characters stopping conversation when we leave a vehicle. It should continue until combat or some narrative beat comes up. Lots of time sitting, waiting for a story to finish. ## Music/Sound Design - Bear is actually a GOAT. - The nordic chanting is so flipping good. - Designing character themes and weaving theme is satisfying. ## Graphics/Design - You can wear whatever armor you want now and have the perks of whatever armor. Amazing. - Game look and run good. Clearly there is spacial design constraints due to being cross-gen. - The single shot camera is effective at moving and transitioning to the character of importance. - But some transitions feel cheap/cheeky because they want this dual protagonist story but felt restrained to not have a camera cut. It is *cool*, don’t get me wrong, but when we use a knife as a transition piece between Atreus and Kratos, we are stretching the effectiveness of the oner. ## World - Good to see all realms. Impacts of Fimbulwinter is fun. - We may have too many swampy, boggy elements - And ice. One third of the realms are frozen. Two are boggy. # *God of War: Ragnarök -Valhalla* ## Stats - Started Playing: 3/28/25 - Beat: 4/3/25 - Total Playtime: 6~ish hours ## Legacy - A shadow drop during The Game Awards for *free*. But coming out so far from the original game deterred me from playing until I replayed the base game. - I pushes Kratos a bit further, hits the nail a little more on the head, from the ending that they wrote in *Ragnarök*. It’s nice, but feels unnecessary. ## Overall - *Hades*-lite ## Story - Freya has asked Kratos to be her god of war/advisor. Kratos is very against the idea of this. - A mysterious person invited Kratos to Valhalla. I get the sense based off colors it is the dude in *Ascension*? - It does just thrust players into the story. No build up. - Týr is the one who invited Kratos. It seems that he is helping Kratos re-examine, process, and accept his actions as the God of War. - Mimir is struggling with the fact he wants to date Sigrun, but he is just a dead head. A silly-ish side story. I get it is serious, but also, Mimir, come on. Totally meant for the wing lady. - How do we forgive ourselves? ## Gameplay - Rogue lite through and through. Random rooms, environments. Temporary skills, perks, etc. Opportunities to have some permanent upgrades. Optional challenges to gain more rewards. - After playing Ragnarök, it’s nice to force me to engage with other attacks and styles. No consequences. A lighter affair. - It forces me to think about all my weapons and skills in context to the run. It’s lighting up a strategic, combat part of my brain. I am forced to engage fully with the combat systems. - I like that I don’t have to super engage with all the terms and menus and things. It automates favors/rewards. I can focus on the gameplay and it handles that stuff in the background. - There are too many icons, glyphs, terms to really get a handle on. - Fighting Týr is so cool. He had different weapons from different regions/pantheons. I hope we fight more gods. ## Music/Sound Design - Oh how I missed the Greek-era music. ## Graphics - Greece looks good at 4K60 babyyyyyyyy ## World - Shattered island representations of the nine realms (and some of Greece?). Little combat arenas. - Running from space to space feels a little empty, aimless. The arenas aren’t all the combatively diverse. - Not sure 3D rogue-lite is as snappy as 2D. There’s a heft to 3D here.