As more and more PlayStation exclusives make their way to PC and other consoles, God of War Ragnarok remains one of the last bastions of first-party greatness from Sony this generation. The long-awaited sequel delivered the thrills, violence, and intense storytelling fans have come to expect from this new chapter in the God of War saga. Or did it?
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Now, I don’t want to make it sound like God of War Ragnarok didn’t live up to the hype – and I couldn’t even pretend Kratos’ latest Asgardian escapade could ever be considered a “bad game.” I’m saying that the game has been out for nearly a year now, which means the recency bias is beginning to fade.
When we take a deep, objective look into what made the God of War soft reboot such a unique gaming experience, we’ll find that most of the things that Santa Monica Studio did right in that game are more or less absent from God of War Ragnarok. There’s a reason why most players have fonder memories of the PlayStation 4 title instead of the latest one – and it has nothing to do with the PlayStation 5’s infamous scarcity.
One complaint fans of the original God of War trilogy frequently voice regarding the new saga’s direction involves the story’s more constrained focus. While Kratos used to fight literal deities and colossal enemies in big-budgeted setpieces, the new God of War and Ragnarok made things feel much more personal.
This is a divisive take, but it seems as if Ragnarök took things a bit too far with this approach. While the game certainly looks larger and involves a much more nuanced plot than its predecessor, the story seems unapologetically rushed at times. The whole “Ragnarok” part of the game feels like a
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