God of War Ragnarok Review – Worthy of Valhalla (PS5)

God of war ragnarok review

After four long years of waiting, the epic conclusion to God of War’s Norse mythology has finally arrived! Is God of War Ragnarok the sequel you’d hoped for or does it falter under its own weight? While we answer some of that in our hands-on impressions of the review build, we can now talk about the entire package touching on the technical aspects, the endgame and more! Read on to find out whether Ragnarok lives up to the hype in our spoiler-free God of War Ragnarok review!

Note: This review is 100% spoiler free. All images are from the game’s final build, captured on the PS5.

WE. WILL. BE. BETTER

“Is God of War Ragnarok better than God of War 2018?” This is a question that many of you are probably asking right now. We don’t blame you, because it’s a common one that gets asked for every movie, video game, or product sequel that ever gets released. However, after playing through nearly 60 hours of Ragnarok, 20 of those being solely on the story itself, the answer to that question isn’t as cut and dry as it might seem.

Looking back at the God of War franchise, for nearly two decades, Kratos was developed as a character whose sole purpose was to get revenge in the most gruesome ways imaginable. He had no remorse, only pure anger that would even make the Incredible Hulk seem calm.

Then God of War 2018 was announced, a sequel/reboot that would change everything we knew about the franchise.

Gone was the intense, addictive, thumb-numbing button-mashing combat we all loved since the PS2 era. Kratos also saw a personality change; no more was he the angry and violent man we grew to know him as. For us fans, he was a stranger, as was the game itself.

Cory Barlog (game director) and the rest of the team at Santa Monica were taking a massive gamble with God of War 2018. While the idea of rebooting a game was by no means a new one, it was rare that we would see such an endeavor ever succeed in gaming. Many studios have tried it, and many franchises have died because of it, or at the very least, saw losses from their attempts to deviate from a winning formula. So there was a risk here for the team, as it put them in a do-or-die situation. Thankfully, they managed to do the impossible, as God of War 2018 ended up paying off massively both with critics and fans loving it; so much so that the game garnered multiple game of the year awards, counting one from us.

It changed Kratos as a character in ways we never thought were imaginable, given his lengthy violent history that’s been established. Yet somehow, Santa Monica managed to reinvent him, adding layers of depth that fit perfectly in a new world where he was no longer content with the idea of slaying gods. He’s passionate, loving, and caring, all while simultaneously acknowledging his past and feeling remorse for everything he’s done. It shouldn’t have worked, but it astonishingly did.

So, a follow-up to this masterpiece would understandably put tremendous pressure on the team and its new director, Eric Williams. 

But how do you make a game bigger and better than the last? The answer is you don’t, or at least in Ragnarok’s case, that isn’t what it wants you to get out of it.

While I’ll undoubtedly admit that Ragnarok is in every way better than the last God of War, my experience throughout the entire campaign and its endgame content have given me a newfound appreciation for the former title.

Ragnarok isn’t built with the idea that it has to be better. That comes with the territory of being a sequel, after all. But rather than try to get into the loop of constantly needing to one-up itself, Ragnarok’s story brilliantly weaves itself with its predecessor, as if it wants you to not view it as a sequel but as one continuation of the journey through the Norse mythology — something Eric Williams said as much, too.

And I am not suggesting that it’s more of the same because it isn’t. The story told between these games is very, and I mean VERY, different. Yet Ragnarok is written in such a way that everything feels connected. When you start your journey, the question of whether or not Ragnarok is better quickly fades because it’s made abundantly clear that it’s not about being better. It’s about making both experiences better.

I’m saying that Ragnarok wouldn’t have worked the way it did if it wasn’t for the first game, which is evident for apparent reasons. However, at the same time, Ragnarok elevates the experience of GOW 2018. Moments that hit hard in the first game are called back in such a subtle and beautiful way that they become defining and memorable without shoving it in your face for the sake of nostalgia.

Looking back at GOW 2018, you understand a deeper meaning behind certain characters and plot points. Ragnarok pays off old story threads in ways you wouldn’t expect. It’s all connected one way or another. 

God of Ragnarok Review MP1st Perfect Meta

Now to focus on Ragnarok’s story, if you want more of what GOW 2018 delivered, as in the emotional rollercoaster it kept putting you through, well, let me save you the trouble by saying that you should probably go out and buy a box of tissues ahead of time. Yeah, the game hits that hard, and it’s not only because the moment is sad or anything, but how much weight there is in every piece of dialogue and the performance of every cast member.

Christopher Judge kills it as Kratos in Ragnarok, which is no surprise given his outstanding performance in 2018. But in comparison, you could say that was a warm-up, whereas, in Ragnarok, it’s clear he’s mastered the role.

We are so used to seeing and hearing Kratos with such an angry tone we forget that he’s still part human, meaning he has emotions, even if he tries his hardest to hide them. Kratos is always fighting with himself to upkeep this image that he’s a strong warrior, but we know exactly how much he’s lost.

GOW 2018 spent a good chunk chipping away at that shield, and in Ragnarok, we finally get to see him for all he truly is. Judge’s ability to voice Kratos’s inner conflict is impressive. There are a lot of facial expressions to help convey that, but when Kratos isn’t facing the camera directly, you can feel his emotion simply through Judge’s voice.

You’ll laugh, you’ll cry, you’ll get angry, you’ll be nervous, you’ll feel resent, you’ll feel accepted. Kratos may be a god, but once you get to know the real him, you realize he’s as human as the rest of us, thanks to Judge’s performance.

God of War Ragnarok Review Screen 5

Of course, this goes without saying that the rest of the cast is up there with him. Sunny Suljic (Atreus), Danielle Nicole (Freya), Alastair Neil Duncan (Mirmir), Robert Craighead (Brok), and Adam Harrington (Sindri) all make a return, and their roles are equally as incredible.

Then you have newcomers joining the cast, Ben Prendergast (Tyr), Ryan Hurst (Thor), Richard Schiff (Odin), Laya Hayes (Angrboda), and so many others that all are a perfect fit. They may be new, but the moment you hear them speak, you can’t help but feel lured in by their exceptional performances. The chemistry between everyone is perfect, and seeing it unfold on the big screen is an absolute treat.

I spent 20 hours total finishing the main quest, but let me tell you, it certainly didn’t feel like that much because of how it kept me entertained. There was never a dull moment because anytime there was a moment of silence, Mirmir would open his mouth to tell us one of his many tales. Kratos even joins in, though hilariously, Judge purposely gives a tone-deaf performance that even the other characters will comment about.

It was funny, and there’s plenty of random humor this time around that were more hits, than misses. Everything came naturally, and you aren’t sure if they intended something to be funny, but it ended up making you smile anyway. Those moments are sprinkled throughout the game in some relatively healthy dosages. 

Mind you, the main campaign is very serious.

God of War Ragnarok Review Screen 2

I was surprised to see specific subjects being addressed in a God of War game, given its ultra-violent history. I won’t go into details because there are a lot of underlying themes the game hints at, but know it’s all done in such a well-written manner that only further enhances the story. 

I think you’re all going to love where the story goes and how it ends. I know I’m still thinking about it even weeks after beating it. The way they put Kratos through the paces and how he reacts and adapts to things is pretty wholesome. I almost feel like a father myself watching Kratos grow throughout this entire journey, and to say the least, I’m very proud of him. 

Love and Thunder

Not only did God of War 2018 introduce a new version of Kratos, but it also brought with it a completely overhauled combat. This new combat somewhat divided many fans, as it moved away from the intense, fast-paced action with hundreds of enemies being thrown at you at once to something that many considered to be slower, more along the lines of an RPG. 

I loved the change, found it to be enjoyable, and fit with the overall new direction, but I could understand the complaints. Although great, the gear system and skill trees did leave a bit to be desired, as did the general flow of it and its dumbed-down gore. 

Ragnarok addresses plenty of these, even expanding them further with deeper types of builds. 

For one, the combat itself has been sped up slightly. It’s not as crazy as it was in the original God of War games, but you’ll notice that Kratos moves with a lot more agility this time around. Even animations have been shortened, such as switching between the Axe and his Blades. That, in turn makes the combat flow better and chaining into combos effortless when switching between weapons. 

Elsewhere, the gear system has been expanded with more variety in types of armor, mods, and runes that you can collect. There are tons of them, and the game wants you to play around with the toys it gives you. But if you aren’t that big of a fan, there are options to automatically equip pieces of gear suited to a specific build, such as those wanting a health or damage build.

Labors also return, but specifically the ones centered around skills now grants something called Mod Tokens. Almost every skill has a labor that requires you to use it X amount of times, and once completed you are rewarded a mod token for that specific skill. This adds either extra damage, increased stun, or greater potent elemental damage. Mod tokens make for a fine addition, adding an extra layer of depth to what kind of builds you can make. 

What I found to be the greatest improvement to the combat has to be the gore itself. God of War 2018 was pretty light on it, and while Ragnarok is by no means God of War 3, it does make a good return in the gore factor. You’ll immediately notice that Kratos can dismember enemies, slicing away their arms, legs, and even heads. But it doesn’t just stop there, as he’ll also rip them right in half, in which you can see all the individual tendons pulling away with blood splattering all over Kratos and even Atreus. 

Speaking of, Atreus will even join in on the action himself. He is, after all, much more matured, and what better father and son bonding activity can there be for a pair of gods? The AI companion character has also been vastly improved, with Atreus making call outs, and being easier to control on the battlefield. He has real contribution to fights now that makes you better at playing.

These improvements also translate in the semi-open-world. Kratos is now able to run through large sections without being held back by Atreus. Before you would need to give him a lift only because he didn’t have the height, or strength to do things alone. Kratos will grapple to spots, as will Atreus. That may seem like a small change, but this has allowed levels to be designed differently. There is far more verticality to take advantage of during combat and offer more locations outside of combat that aren’t solely built with housing enemies.

Puzzles have also gotten more complex, though I’ll say I’m not a big fan on any of the ones that involved chaining arrows together. I found them to be frustrating, and at times would spend hours trying to get arrows to align correctly, all for a small chest. I have to admit,  arrow puzzles are the one thing I disliked in Ragnarok. 

As for the semi-open-world, Ragnarok makes it’s side activities a lot more meaningful this time around. God of War 2018 introduced these hub style worlds that the main story would take you through, but outside of that there wasn’t a whole lot to them to adding to the overall experience. Sure, it had side missions, but they felt kind of just thrown in there. 

In Ragnarok ,side activities feel like the kind of activities you would expect to see from a fully priced expansion. I couldn’t believe some of the side stories the game had me go on, because they’re so damn good. It’s almost comparable to the ones offered in The Witcher 3, especially its story expansions that followed shortly after release. Yeah, they’re that great, and don’t be surprised to be sucked into them as you make your way through the campaign. Heck, the game really pushes the idea of it too you, with characters always mentioning some unfinished business as you pass through locations. 

Beauty Across the Nine Realms

Despite God of War Ragnarok being a cross-gen title, the visuals Santa Monica is pushing for are anything but last-gen on the PS5. I would debate that God of War Ragnarok might be one of the best games I’ve ever played visually, with a performance worth of a god to match.

While Midgard’s introductory and snowy environments come off as minor visual bumps over the last, once the game opens up, and you begin to travel to the other realms, you truly start to see just how much of a graphical leap Ragnarok is.

I’ve discussed in our preview how Svartalfheim was jaw-droppingly gorgeous. Not just in its visual fidelity but how many tiny details are crammed into a scene. You’ll be in awe when you play and see for it yourself.

God of War Ragnarok Review Screen 4

If there’s any worry about the other realms having the same look, don’t be. Ragnarok is loaded with environmental variety. The same is true regarding the enemy types, which is significantly improved over the last game.

I’ve had to double-take several times at how incredible this game looks because it doesn’t come across as a cross-gen title. At one point in my playthrough, there was a moment when the visuals looked so photorealistic that I couldn’t believe the PS5 was achieving them, let alone the PS4. And sure, the PS5 can probably push its visuals even further, but it’s not even something I was thinking about during my playthrough.

For PS4 owners, you can expect to see Santa Monica pushing the console to its limits with this one, as it runs perfectly. Granted, some compromises include decreased shadows, lighting, textures, and particle effects. Still, it’s a technical marvel on the console and a perfect send-off to show players that it has a bit more to give.

Sticking to the PS5, there are some hardware advantages that Ragnarok offers, such as the mentioned graphical improvements and even a frame rate mode that is up to 120fps. DualSense features, such as haptic and adaptive, are used fantastically in Ragnarok. However, if one thing shows that the PS4 is holding back the PS5, then it would be how the team is trying to hide background loading.

For the most part, you don’t have to worry about waiting too long unless you’re fast traveling, which will take you to the realm between realms with characters taking the time to get some dialogue out. But when it’s not story related, you are typically there for just a few seconds on the PS5, where on the PS4 can be a bit of a long wait.

But looking at the amount of squeezing through small corridors, it’s clear when comparing this to other games that the PS4 version is holding back the PS5. There are many, and although I firmly believe these will never go away due to the narrative nature around them, you can’t help but feel a little distracted.

While I understand the PS4 needs them to conceal loading, the PS5 has been marked up as a machine with instant loading. Despite all of Santa Monica’s efforts to hide the loading, they missed a few corridors where you can peek all the way through and see the level load as you inch closer to the other side of these corridors.

Is it enough to ruin the experience? Far from it, but it’s also just one of those things that makes you wonder how much of these would there be if this was a PS5 exclusive title.

Ascending to Asgard

I could spend hours upon hours talking about God of War Ragnarok, but at the end of the day, the only thing that should matter to you is if it’s any good — and it is. It’s better than good; it’s a downright masterpiece. I know that word gets thrown around everywhere, and a lot, but I genuinely mean it. The story is beyond anything I would have imagined, and by the time I finished watching every line of credit roll, I couldn’t help but give everyone a standing ovation. Like the first game, God of War Ragnarok will forever be etched in my memory as a timeless experience; a remarkable, unforgettable journey that I’ll keep talking about for the years to come, and probably for the rest of my life.

I could not be more confident in saying this, but I’ve found my Game of the Year for 2022.

Score: 10/10

Pros

  • Visually breathtaking.
  • Incredible story, filled with rich and engaging dialogue. It’s easy to get lost in one of Mirmir lengthy tales. 
  • Excellent voice and motion capture performance. I have never felt for a character in the way God of War Ragnarok made me feel. The cast deserves a round of a applause for this one.  
  • Side missions are some of the best crafted ones I’ve ever seen for an a game of this scope. Loads of secrets I’m still coming across well past 100% completion.
  • Generally a huge improvement over the last.
  • One of the best video games I’ve ever played.

Cons

  • It ended. I demand more!

A review code for God of War Ragnarok was provided by Sony Computer Entertainment. Played on the PS5. You can read MP1st’s review and scoring policy right here.

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