>>FULL REVIEW
My earliest connection to God of War was watching my dad play the original games. Kratos was one of those characters who seemed larger than the games themselves. He was angry, violent, nearly unstoppable, and always fighting something that looked impossible to kill. I was excited for the 2018 game because of those memories, but I also wondered whether changing so much would take away what made the series special.
It ended up doing the opposite.
This version of Kratos is older and more controlled, though the rage is obviously still there. He now has a son watching everything he does, which forces him to become more than the guy who solves every problem by tearing it apart. His relationship with Atreus gives the story a purpose beyond revenge. Kratos is trying to raise him without passing down all the anger and damage that shaped his own life. He is not naturally good at it, and that is what makes their relationship believable.
The visual change was massive. The Greek games already had impressive scale, but the Norse world feels more grounded and detailed. Midgard is cold and dangerous without becoming visually boring. The Lake of Nine gradually opens into a hub full of side paths, hidden chambers, puzzles, and stories from Mimir. Even ordinary trips feel worthwhile because the characters continue talking while you travel.
Combat is slower than the original trilogy but every hit has more weight. Throwing the Leviathan Axe into an enemy and calling it back never stopped feeling good. The sound, controller feedback, animation, and brief pause when it lands make the weapon feel powerful rather than decorative. Mixing the axe with fists, the shield, runic attacks, and Atreus gives fights enough variety to stay interesting even when the enemy roster starts repeating itself.
I also enjoyed how naturally the puzzles fit into exploration. Most are simple enough that they do not stop the story for long, but they give me a reason to look around instead of sprinting through every area. Finding a route to a chest or working out how to hit a set of runes feels like part of traveling through the world rather than a separate puzzle room added to slow me down.
The game does have some rough spots. Fighting similar trolls and draugr begins to feel familiar well before the ending. The armor and stat systems are more complicated than they need to be, especially in a game where the combat itself already provides satisfying progression. Optional areas like Niflheim can also become grindy compared with the more carefully paced main journey.
Those issues never came close to outweighing what the game accomplished for me. Santa Monica Studio took a character I remembered from watching my dad and allowed him to grow without pretending his past never happened. Kratos is still capable of unbelievable violence, but the moments I remember most are usually quieter: trying to speak to Atreus, listening to stories in the boat, or struggling to show affection without knowing how.
God of War could have returned as a bigger and prettier version of what it used to be. Instead it grew up alongside the people who remembered those older games. That made it more than an impressive reboot for me. It felt like reconnecting with something from my childhood and discovering that it still had something new to say.
WHO THIS IS FOR
Players who want cinematic storytelling with satisfying combat, thoughtful exploration, mythology, puzzles, and a much more personal version of Kratos.
SKIP IT IF
You only enjoy the faster arcade style of the original games or dislike slower story scenes, equipment systems, backtracking, and over-the-shoulder combat.