>>FULL REVIEW
Ragnarök had a difficult job. The 2018 game had already made me care about Kratos in a completely different way, introduced Atreus, rebuilt the combat, and set up a war involving nearly every major figure in Norse mythology. The sequel had to pay all of that off without losing the smaller father-and-son story that made the first game work.
For most of the journey, it manages both.
The scale is immediately larger. More realms are available, the cast expands, and the story moves between several characters who all have their own reasons for fearing or welcoming Ragnarök. Thor and Odin could have been simple boss fights saved for dramatic trailers. Instead they become actual characters. Thor is dangerous but damaged. Odin is calm enough to be more unsettling than someone constantly shouting threats. Their presence gives the conflict a personal edge that fits this version of God of War.
Kratos remains the reason I was most invested. He is still trying to protect Atreus, but he gradually understands that protection cannot mean controlling every decision his son makes. Atreus is older and wants answers that Kratos cannot simply order him to stop seeking. Their disagreements can be frustrating, though they feel appropriate for a father and son who love each other while moving toward different futures.
The combat is an excellent extension of the previous game. The Leviathan Axe and Blades of Chaos each have clearer uses, shields offer different play styles, enemy variety is much stronger, and gaining another major weapon later in the story gives the system a fresh boost instead of saving every new idea for a sequel. I enjoyed experimenting with abilities and equipment, though the menus still make simple upgrades look like financial planning.
Puzzle solving and exploration remain a major part of the experience. Ragnarök offers more elaborate environmental puzzles and some excellent optional areas, especially once the larger parts of Vanaheim open up. My main complaint is that companions often start explaining the solution before I have had enough time to think. I like having help available. I do not need the answer while I am still walking into the room.
The pace is less consistent than the first game. Certain Atreus sections are important for his development but continue longer than I wanted. The story also has so many characters and unresolved problems that the actual final conflict feels quicker than the buildup suggests. I still found the ending satisfying, but I would have traded some of the slower middle material for more time during Ragnarök itself.
What stayed with me was not the amount of content or even the huge battles. It was seeing where Kratos ends up emotionally. The original games built him around rage and revenge. These two newer titles ask whether someone defined by that past can become anything else. Ragnarök does not excuse the things he has done, but it allows him to imagine that his future might be shaped by more than fear.
The visual and audio presentation makes every part of that journey feel expensive in the best possible way. The realms are dramatically different from one another, character performances are incredibly detailed, and Bear McCreary’s music gives major scenes the exact weight they need. The game can move from a quiet conversation to fighting a god without either side feeling like filler.
Ragnarök is slightly less focused than its predecessor, but it also contains more of nearly everything I enjoyed: better enemy variety, deeper combat, stronger side quests, larger environments, and more time with characters who had become important to me. The free Valhalla content later gave Kratos an even more personal conclusion and showed that future stories still have meaningful places to take him.
Growing up watching my dad play the original games made Kratos important to me before I fully understood his story. Watching him change across these newer games made that connection much stronger. I am excited for whatever comes next, not just because I want another great combat system or another mythology to explore, but because I genuinely care about the man Kratos is still trying to become.
WHO THIS IS FOR
Players invested in Kratos and Atreus who want stronger combat, larger environments, emotional storytelling, rewarding puzzles, and a full conclusion to the Norse storyline.
SKIP IT IF
You disliked the direction of the 2018 game or want a short focused campaign without extended story sections, side exploration, equipment management, or companion dialogue.