While not as shocking of a change as 2018?s God of War reinvention, God of War: Ragnar?k has proven itself a fantastic follow-up over the 40+ hours I?ve spent playing it. Ragnar?k, like a good, traditional sequel should, expands upon ideas and mechanics from God of War in ways that feel like a natural evolution of the 2018 game. Kratos and Atreus’ journey across the Nine Realms is fully realized here, making for a fantastic visual and gameplay feast that is sure to please the many fans that God of War: Ragnar?k?s predecessor gained.
Ragnar?k picks up shortly after the events in God of War, with a slightly older Atreus, and a somewhat more fatherly Kratos, but not without their fair amount of familial strife. Their relationship has improved, but isn?t completely mended, and is now being tested as the Nine Realms are fully engulfed in the results of Fimbulwinter, the precursor to the world ending threat of Ragnarok. Fimbulwinter gives the developers the opportunity to change the landscape in interesting ways, casting Midgard into a deep winter, but affecting other realms visited in the prior game in different ways, allowing for new gameplay mechanics and twists on familiar locales. It works well, and while you?ll likely see locations you recognize from the last game, the changes made to the world keep everything feeling fresh and new.
That said, the general map for each realm is my one big gripe about God of War: Ragnar?k, and was often a point of frustration for me. It very much feels like a form over function kind of thing, where the map provides some understanding of your general location and highlights points of interest, but does a poor job of representing different points of elevation, blocked paths, and also lacks the ability to place your own markers. If you?re looking to go back and pick up collectibles, or revisit areas once you?ve gained new abilities, it will start to feel cumbersome overall. Likewise, I found the compass function to be a poor substitute for an always on-screen mini-map, as it would often go haywire when I got too close to an objective marker.
Likewise, puzzle solving remains a big element, much like the prior game, with tons of environmental puzzles to solve. None of these are particularly challenging, but do play around with your various combat abilities a bit, and while the game does offer the occasional helpful tip from your companion, it still requires you to think a bit in order to solve an obstacle. That said, if you?ve struggled with timing on certain puzzles in the prior game, or had trouble seeing what you can interact with, you?ll also be happy to see there are a number of accessibility options that can affect all sorts of gameplay mechanics, including the puzzles. It?s nice to see this stuff included for people that need them, and it?s great to see these options utilized by more developers in this generation cycle.
I came away from God of War: Ragnar?k very impressed with what the team at Santa Monica Studio were able to put together, and I think you will be too. It?s a fantastic sequel to one of the better game releases on Sony hardware in the past decade, and delivers fully in every meaningful way, making this a true showcase game for current-gen hardware. It also doesn?t skimp out in the gameplay department, offering up lots of hours of enjoyment, while pacing itself out in a way that puts a lot of other open-world style games to shame, keeping you hooked throughout. I?d highly recommend checking out God of War: Ragnar?k when it drops on November 9th, you will not be disappointed.
Note: Sony Interactive Entertainment provided us with a God of War: Ragnarok PS5 code for review purposes.
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