I would also add:
- Persona 4 Revival
- Final Fantasy VII Revelations
- The Expanse: Osiris Reborn
- Until Dawn 2 (The significant other gets scared quite quickly)
Who ever came up with the idea of “Code in a Box” as a physical release is insulting. I can see somebody using MS PowerPoint before a board and having a convincing conversation of a pitch. Huge applause all around and somebody just promoted.
We managed to secure a final allocation on Onimusha Way of the Sword Premium Deluxe (Steelbook) edition PS5 - Arriving month end. Please do place orders as stock is limited an dthe last we will have access too
I don't envy Santa Monica Studio. The PlayStation developer had the massive task of not only following up 2018's God of War - a powerhouse of artistic and technical achievements - but also crafting a satisfying conclusion to a Norse saga on par with Kratos' violent Greek odyssey. God of War Ragnarok is more of an iterative sequel than a major leap forward, delivering a game almost as thrilling and emotionally resonant as its predecessor. While it fires on all cylinders in the gameplay department, an uneven narrative and rushed climax leave a bit to be desired.
Disclaimer:This review is completely spoiler-free. No important story beats will be discussed.
God of War Ragnarok drops Kratos and Atreus in the middle of Fimbulwinter, a long winter that preceeds the apocalyptic events of Ragnarok. It's been a few years and the family dynamic has shifted. Atreus is now a capable hunter as much as he is intelligent and observant, while Kratos loosens his grip on his stern soldier persona to embrace his fatherly role. However, a sudden turn of events sends the duo on a journey of self-discovery across the Nine Realms once again.
The biggest surprise in God of War Ragnarok is how much time it takes to flesh out its large cast of characters. Atreus undergoes the most radical character development, but Kratos' evolution is just as crucial in tying up loose ends from the series' beginnings. The standouts, for me personally, ended up being the dwarves, Sindri and Brok, who share a lot of screen time and deliver laughs and drama in equal measures. Without spoiling anything, another side character's arc completely caught me off-guard and ended up becoming one of the most captivating story threads to follow.
The first two hours of God of War Ragnarok are phenomenal. It easily blows the last game's intro out of the water, throwing as many physical punches as emotional hits. I won't spoil the big clashes that happen in these crucial initial hours, but mountains crumble, storms are stirred and angry words are exchanged that escalates into some jaw-dropping action. Sure, it may not be as memorable as God of War III's grandiose rage against Olympus, but the stakes are immediately set very high... just not carried all the way through.
After a very strong opening, the game's story falls into a comfortable low hum...
Here's where God of War Ragnarok's pacing and momentum begins to falter, though. After a very strong opening, the game's story falls into a comfortable low hum that attempts to slowly unravel mysteries and explore characters. Not to mince words, but the storytelling just isn't as consistently strong or engaging as its predecessor. The decision to not pursue a trilogy, while a bold move, means plenty of story beats are often rushed, oddly placed or end up feeling like detours. Superb action set pieces (there are plenty) grip your attention throughout, but it all culminates in a climax that was over as quickly as it began. By the end, I was watching the credits roll muttering "Wait, that's it?"
This isn't to say that God of War Ragnarok's story is weak. It delivers powerful moments where characters simply reflect, banter with each other or learn things about themselves that's so rewarding to experience on this journey. Dialogue is just as snappy and thoughtful as 2018's God of War with scenarios where the writing and characterisation truly shines. That said, it often struggles to maintain an enthralling pace when its impending, world-ending premise is constantly being swept aside for Kratos to deal with uneventful side activities.
My qualms with the storytelling aside, God of War Ragnarok features the same terrific gameplay with a few neat additions. Kratos now wields the Leviathan Axe and Blades of Chaos from the beginning of the game, each coming equipped with an extensive skill tree that unlocks new combos, movesets and buffs. The Leviathan Axe remains a fantastic, versatile weapon to use both in and out of battle while the Blades of Chaos dish out fast flurries of fiery swipes. Each weapon also doubles as useful tools when traversing environments and solving puzzles.
Kratos is once again accompanied by Atreus who controls chaotic fights with ranged bow attacks and offers general support. Atreus' bow is also imbued with new magical abilities like arrows that slow down and freeze enemies in mid-air, or creates spheres that can chain-link explosions when ignited by Kratos' Blades. The combat synergy between them is fantastic and feels just as good, if not better, than the last game. Apart from Atreus, though, Kratos is also accompanied by other companions which I won't spoil. Each of them also have specific skill trees that can upgrade their abilities.
It's not anything you haven't seen before, but if it worked once, it works perfectly fine again.
Gear also makes a return in God of War Ragnarok and it pretty much works identically to 2018's God of War. Individual armour pieces offer varying upgrades to attributes like health, attack and defense, though it takes some experimentation and digging through side quests for specific gear to make an ideal build. Runes can also be equipped that offer additional moves and buffs, so there's a good amount of versatility with the gear system. It's not anything you haven't seen before, but if it worked once, it works perfectly fine again.
With all Nine Realms to fully explore, there's no shortage of things to do and see. Familiar locations from the last game have now been transformed into cold wastelands due to Fimbulwinter, changing the landscape from what was once beautiful scenery into harsher terrain. It's bigger in scope with more side content to digest, but like I mentioned before, these detours tend to derail the pacing of the main quest. It isn't helped by the fact that you'll have to visit realms multiple times, platforming through the same ruins and caves, to unlock new paths because of skills or items earned in the late game.
One aspect that's vastly improved upon in God of War Ragnarok is the boss fights. There's at least double the amount of bosses than the last game, each presenting formidable challenges. The scale of some boss fights are insane, with one in particular spanning an entire realm. Santa Monica Studio continues to impress with its penchant for crazy spectacle.
Enemies in general are diverse with more than just Draugr to slay. Amphibian-like creatures stick to walls and fire acid at you from a distance, while hulking behemoths spit out small salamander monsters that are quick and chip at your ankles. That's not even counting the bandits, wild animals and variety bucket of Norse monstrosities. Most require some strategy to defeat, like mixing fire and ice for the elemental weaknesses of specific creatures. It keeps the momentum flowing from one encounter to the next without ever getting stale.
The art direction and world design is once again awe-inspiring and gorgeous...
The presentation of God of War Ragnarok is unparalleled and a testament to Sony's efforts in delivering high-quality, polished big budget exclusives. The art direction and world design is once again awe-inspiring and gorgeous, with rich detail jammed into every corner of Midgard. With so much care and attention packed into the experience, it's hard not to be impressed. A game that takes full advantage of the PS5 to show off the potential of current-gen, it is sadly not, though.
It's clear that Santa Monica Studio focused its efforts on pushing the PS4 to its utmost limit and while it still looks mesmerising, you can't escape the feeling that it's, in fact, a very polished PS4 game. Those hoping for a larger graphical or technological leap with the PS5 might be disappointed. The game finds clever ways to mask loading screens, like slow crawls through small tunnels or long walks in a winding cave, ensuring that the immersion is never broken. It does become a bit distracting when you eventually start noticing what the game's trying to hide, though, and how frequently this happens.
Accessibility features are quickly becoming the norm for most video games and God of War Ragnarok offers the most I've ever seen, with over 60 options available. Subtle tweaks like changing subtitle sizes and even the entire font put significantly less strain on my eyes. Other welcomed features like auto-sprinting, auto pick-ups and directional indicators in combat went a long way in delivering an experience that can be tailored to just about any player and their preferences. PlayStation remains among the best gaming companies currently offering great accessibility features for its biggest titles.
God of War Ragnarok is certainly ambitious in scope and highly enjoyable but falls short of being truly remarkable. On one hand, it's an iterative sequel that delivers more of the same greatness from 2018's God of War. For many fans, that will be perfectly fine and exactly what's expected. On the other hand, this only brings its narrative shortcomings and pacing problems to the forefront - things that weren't really an issue in the last game. Santa Monica Studio has brought the Norse chapter of Kratos' life to a close... We've finally reached the destination - for some, it may not be an ideal one - but all things considered, it's still a journey worth taking.
*PS5 Review code provided by PlayStation
8.5
Very strong opening hours
Combat is still fantastic
Beautiful visuals
Hits those emotional notes
Great accessibility features
Narrative pacing issues
Rushed climax
8.5
Reviewed on PlayStation 5See our scoring policy here