Working titles for my review included:

1) "God of Snore" - Reason not used: Taken
2) "God of More" - Reason not used: Could imply the more was positive/good
3) "Teen Angst Simulator" - Reason not used: Everyone was angsty, not just Atreus.

Used Title: "A Series of Unfortunate MacGuffin's"

I bought this game almost entierly out of curiousity, one of my more controversial gaming opinions and reviews is that of the renewed God of War (2018,) which I played because I wanted to get a gauge on the game that defeated Red Dead Redemption 2 come year's end at the Game Awards. In my experience I found GoW to be a mostly bland, monotonous, and unadventerous experience. I didn't get the same buzz or energy others did from the axe-wielding combat, I didn't enjoy the consistent babbling from Mimir and crew, and I certainly did not have a positive takeaway on the MacGuffin nature of the plot. I'd hoped, in playing Ragnarok, that the extremely high acclaim given to the game by critics when review embargo ceased meant that Sony had remdied the issues I had with the previous title. Now, I know that The Game Award should and have zero bearing on my enjoyment of a game, but it's clear that the two frontrunners for the big daddy of them all "Game of the Year Award" will be Elden Ring and God of War Ragnarok. Curiosity killled the cat, and maybe it killed me too. What I found almost immediately in Ragnarok was that I'd be getting the exact same takeaways and experiences that I had in the 2018 game.

Starting it off with combat, which is admittably a little less... boring as it was in 2018 but comes with its own grievances. Gone is going 75% of the game with the same weapon, as you start the game with Kratos' famous Blades of Chaos and pick up a third weapon down the line (redacted for spoilers.) This is nice because it gives you a little variation in terms of visual flavor for the majority of the game but this fell completely flat for me as the enemies, from start to finish are pretty much all just "bullet" sponges for lack of a better term. There's a certian flare to the combo weaving of different weapons and taking advantages of status effects, but at the end of the day you'll have to pump so much time and effort into enemies to kill them, that I abandoned trying to make it look snazzy. Basic enemies aren't too bad but once you get into the special/mini-boss fights it gets real samey, real quick. Monotonous combat was a compaint I had in the 2018 release that really took up a lot of my opinion on the game, and unfortunately it's back in Ragnarok. Not only does Kratos' arsenal not feel very different overall, not enough for me rather, but again the enemy variation and recycled encounters greatly holds this game back just as it did in the predecessor. I recently played Bayonetta 3 which had the enemy arsenal/variety to make this work, but in God of War every gameplay sequence in a realm can be boiled down into such: Shimmy through a tight loading screen corridor -> solved light puzzle that requires throwing axe and using some kind of time magic -> fight same three to five enemies that are dropped into area -> shimmy loading screen -> repeat. These enemies change per location but the cyclical nature of fighting them, their spongey health bars, and responding to their same mechanics got reallllly old real quick.

You switch between Atreus and Kratos in Ragnarok for level sequences and unfortunately the combat doesn't feel very fresh in either when you change between. Atreus' gameplay loop is even more restricted than Kratos in the first game and his equivalent of Spartan Rage, while stronger, is just a swap-in move which doesn't even do the Nero-Dante dynamic that every character action game should do in making playable protagonists FEEL fundamentally different so controlling them comes off as fresh. My ultimate qualm with the combat, which is also backlines my qualm with the game itself, is that it doesn't feel fresh enough. The combat feels the same, the Hollywood-board-room-type dialogue feels the exact same, the light unecessary puzzle solving feels the same, the missions/levels feel the exact same. What's new with God of War that's supposed to push this series from Great to Fantastic? I don't know, I can't answer that question because I surely didn't find it. The narrative that is meant to wrap up Kratos' Nordic saga felt bland and broken at times, leaving me to constantly wonder the where's and why's of my actions. I get there is an over-arching narrative at play leading to Ragnarok itself, given the actions of the previous title, but I think the game could have done a much better job sequencing its filler-story content. Missions just felt like they were happening to give characters exposition, rather than move the narrative forward and do so. Final Fantasy X does a great job at this, giving each character their own arc while actually advancing the stakes and story at hand. Wakka, Kimahri, Auron, Tidus, and Yuna all have their character examined and challenged while keeping the focus on stopping Sin. Ragnarok had me wondering why I was taking Freya, Atreus, Sindi, Brok all on their own respective adventures that didn't really add to the sequencing of the game in a manner that made sense. With each of these characters you'll find either Kratos or Atreus running the same combat-puzzle-loading screen gambit in an attempt to achieve something or retrieve an item that is to help them in their final huzzah. Doing this over and over and over just felt... bland. God of War Ragnarok for much of its runtime didn't feel like an epic adventure across one of the cooler pantheons to exist within dated mythos, but like a buddy cop comedy where the entire exposition was to retrieve MacGufffin's.

This game honestly just reminded me of the MCU, specifically speaking the Avengers film franchise. Avengers is a media phenomenon that took the world by storm, utilizing a carefully crafted pattern to set up a plethora of Marvel heroes/villains to have them culminate in an epic cinematic experience sure to take the world by storm, and it did. Marvel/Disney spent the time and monetary effort setting up this big "Huzzah" that had never been seen before in the world of film. Almost everyone I knew that was a casual movie watcher, thus excluding those who I would call "Movie hipsters" like myself, were jumping at the seams to speak on the magnitude of the avengers and its fiscal achievements. People were completely enamored in what was a fairly basic story. How do you react when so many around you are speaking in praise of something that you view so mediocre? Surely the right thing to do is not speak ill on something in the world of media that others hold high, because a film series like the Avengers is entierly subjective when it comes to taste, but it's reasonable to have the discourse with those that investigate your dissent with the series further. Thus is my issue with God of War 2018 and Ragnarok. Almost everyone I know that has played the game(s) has loved them, critics have been raving over Ragnarok as soon as reviews were allowed to come out. I've had to step back from most discourse because I don't want to be "that guy" but this is a review space and this is my review, so I feel alright stating how I feel. God of War is that Avengers to me, it's something that can only be made possible by having a lot of money to make and afford the resources needed to make it "work." They both are spectatcles, never shying away from thrusting intense CG and big moments at the consumer. They both utilize top tier composition, sound design, and voice acting to create a complete experience, free of any hitch. God of War was a completely polished game, I had only one minor bug, and it ran phenomenally on my computer... but can that alone with a mediocre story and samey combat make the game "good" for me? The answer I found, to be no it cannot.

There are some things God of War Ragnarok does well, but in the theme of things being the "same" to me as 2018, they were the same things that the game before it did. Christopher Judge is a great Kratos, matter of fact the entire cast does an amazing job acting out and making their characters mostly believable (shoutout SungWon Cho,) but it's almost... too AAA. The game itself is beautiful, I played performance mode on my PS5 and it truly was a crisp experience, taking full advantage of the graphical prowess of the console and my 4k monitor. The game was eye candy, but to that point I felt myself let down with these amazing vistas because of the soulless gameplay loop I knew I was about to embark upon. Animation was great, again I had that "wow I remember gaming twenty years ago moment" whenever they panned to Kratos' face and you could see his emotion vividly. I also love how they took full advantage of the Norse pantheon, including smaller characters like the Norns, Sigurn, Angrboða, and many more to the bigwigs like Freya, Fenrir, Tyr, and Surtr. I loved seeing/hearing a character speak and opening up their wikipedia page to remind myself about their lore. I used to love doing that in my youth, and God of War Ragnarok was a great reminder of doing that.

Lesser issues I had with the game include one, the assumption that you as the player did all the sidequesting and optional content from the previous game. It was a little confusing when Kratos/Atreus were referencing things they did like "Hey remember when we did this" or explaining to another character of their actions and I'm sitting there completely confused because no... I never did that and I had no clue what they were talking about. Secondly, the camera was just downright poor in most combat and even in cutscenes. There was quite a lot of forced panning that takes away player agency from experiencing what they want in a game. Maybe this is part of appealing to the most common consumer, but it was more offputting to me because I am overall not a fan of being told how to interpret or take away scenes from a narrative experience. I would be trying to walk through a scene or turn to see the entire environment at large to only be met by a slow moving camera and a locked screen.

Ragnarok largely missed the mark for me, really feeling like a DLC/Expansion of the 2018 game without enough variety/change to rectify the previous mistakes for me. There were new vistas and characters, but it felt like the fundamental same experience for me, and I'm glad I didn't wait four years between these two releases. Odds are, fans of the 2018 game will absolutely love Ragnarok, and dissenters will not. I cannot recommend God of War Ragnarok, especially for $70, unless you're set on the experience and getting the most out of its sidequesting and characters.

Reviewed on Nov 14, 2022


2 Comments


1 year ago

thank you for the actually honest review

1 year ago

@brockreiher Glad to be of service, I tried to be as hopeful a possible that I'd like it, but unfortunately it didn't land.