A Great Sequel, Held Back by Woke
Introduction
I played God of War: Ragnarök earlier this year on my PS5, spending over 90 hours to get the platinum for both the base game and the Valhalla DLC. You can check my stats and trophies here from the comments. After all those hours of gameplay, I can confidently say that Ragnarök delivers a great experience, though it has some issues that hold it back from being a masterpiece like its predecessor.
Not Just a DLC
One of the biggest criticisms people have thrown at Ragnarök is that it feels like a glorified DLC of the 2018 game, but I strongly disagree with that take. Sure, it has a similar design and gameplay structure, but that doesn’t make it a mere DLC. There’s more than enough new content, including new realms, characters, and abilities, to call it a full-fledged sequel. The combat, which was already excellent in God of War 2018, feels more refined. Plus, the new variety of enemies and more boss fights elevate the action to another level.
Expanded Gameplay and Content
The gameplay in Ragnarök is much more expanded compared to God of War 2018. There’s more variety in combat options, and the game offers deeper customization for your weapons, armor, and abilities, allowing players to tailor their playstyle in even more ways. Content-wise, the game also delivers far more to do, with a much richer world to explore. One major complaint about God of War 2018 was the repetitive enemy and boss fights. Thankfully, Ragnarök improves on this significantly. While there are still some repeated enemies and bosses, it happens far less often than in the previous game. One of the standout improvements in Ragnarök is the optional content. I've found them very fun to do and the same with hunting trophies once again, like the prequel. These side quests don’t feel like chores; they’re genuinely rewarding and worth doing. The post-launch Valhalla DLC is also a cool addition. While it’s much shorter than I expected and I wish there was more of it to sink into, but I can’t complain since it’s free.
The Woke Influence
There’s an undeniable feeling that Ragnarök leans into a more woke tone. This isn’t just a personal opinion. There’s actual evidence that points to this. The developers worked with Sweet Baby Inc., a company known for inclusive storytelling, and that influence is noticeable throughout the game. Certain plotlines and character decisions feel forced, and at times, the story becomes nonsensical. While this may not bother some players, I found it detracted from the experience, making the narrative feel weaker. Replacing Cory Barlog as the main director was a huge mistake.
https://steamcommunity.com/sharedfiles/filedetails/?id=3210225946
Story and Narrative Issues
Now, let’s talk about one of the game’s major drawbacks: the narrative. The 2018 game told a tight, focused narrative centered on the relationship between Kratos and Atreus. In contrast, Ragnarök introduces a lot more characters and plotlines, which can sometimes feel overwhelming. Unfortunately, the game doesn’t spend enough time fully developing these new elements, and as a result, the story feels rushed in certain parts. Instead of the tight, emotional focus of the first game, Ragnarök tries to do too much and wraps up many plot points too quickly. Compared to the more compact, well-told story of God of War 2018, Ragnarök struggles to find the same emotional depth and coherence. This is a huge bummer since I was really hoping for a great story and narrative after the bar set by the predecessor.
Graphics – A Missed Opportunity
Visually, Ragnarök is a step up from God of War 2018, but not by much. The graphics are definitely a little better, with sharper textures and improved lighting effects. However, I can't help but feel that the game’s visual potential was held back because it was also released for the PS4. If Ragnarök had been a PS5 exclusive, I think the graphics could have been way better and more impressive. By having to cater to last-gen hardware, the game wasn’t able to push the boundaries as far as it could have, which is a bit disappointing. Still, the game looked beautiful on the PS5 and I am sure it looks even better on PC.
Music – Less Memorable
Surprisingly, I didn’t enjoy Ragnarök’s soundtrack not even close to as I did the 2018 game's music. The composer, Bear McCreary, is the same for both, yet, the music in Ragnarök didn’t stick with me in the same way. That's because Ragnarök’s soundtrack mainly consists of redone versions of tracks from its predecessor, with not many new compositions that stand out. This lack of fresh and impactful new music made the soundtrack feel less original and less memorable. I still occasionally listen to God of War 2018’s soundtrack because it was so impactful, but I’ve never felt the urge to listen to Ragnarök’s music outside the game.
Expands, But Doesn’t Elevate
Overall, I feel like there’s not much more to say about God of War Ragnarök. The game’s strengths are obvious, and they are mostly the same as in 2018. I’ve also mentioned the negatives, such as the woke elements and narrative problems. On top of that, the fact that it plays so safe and similarly to God of War 2018, is a negative for me. When a sequel feels too close to its predecessor, it loses some of its impact for me. Don't get me wrong -Ragnarök is a great game, and I highly recommend it- it just doesn’t feel like the groundbreaking game that God of War 2018 was for me.
GOLDEN MEDAL
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