God of War (2018)
Game 2018 Sony Interactive Entertainment

God of War (2018)

9.2 /10
2 Platforms
Released
God of War is the sequel to God of War III as well as a continuation of the canon God of War chronology. Unlike previous installments, this game focuses on Norse mythology and follows an older and more seasoned Kratos and his son Atreus in the years since the third game. It is in this harsh, unforgiving world that he must fight to survive… and teach his son to do the same.

When God of War Ragnarök launched on January 14th, 2022, it wasn’t just another sequel dropping into an already crowded marketplace—it was the moment when Sony Interactive Entertainment proved they understood how to evolve a legacy franchise without losing its soul.

This wasn’t a cash grab or a safe rehash. This was a game that took everything the 2018 reboot established and asked, “How do we make this even more meaningful?” The answer came back with a 9.2/10 rating that felt earned, not inflated, because players and critics alike recognized something special was happening.

The original 2018 God of War had already revolutionized what a hack-and-slash action game could be. It shifted the camera to an over-the-shoulder perspective, grounded Kratos in a deeply personal narrative, and proved that brutality could coexist with emotional vulnerability.

But Ragnarök took that blueprint and asked harder questions about redemption, legacy, and whether a warrior can truly escape his nature. That’s the kind of character work you don’t expect in a game that also features some of the most visceral combat encounters in gaming.

Here’s what made Ragnarök resonate so deeply with players across PlayStation 4 and later on PC:

  • Narrative mastery – This wasn’t just a story told between action sequences; the gameplay was the story. Every encounter with a mythological figure felt consequential because the writing had earned that weight.
  • Combat innovation – The RPG progression system meant your choices actually shaped how Kratos fought, blending traditional hack-and-slash mechanics with genuine character customization.
  • World design – Nine realms to explore, each with their own visual identity and environmental storytelling that made exploration feel rewarding rather than obligatory.
  • Character performances – Christopher Judge’s voice work as Kratos created moments of such raw humanity that you’d forget you were watching a video game character.

“This is a game about a man trying to prevent fate itself, and it succeeds because it never lets you forget what that costs him.” That’s the thesis of Ragnarök, and it’s why the narrative lands with such impact even in a genre traditionally dominated by spectacle.

When the game shipped, there was this beautiful collision happening between what players expected from a God of War title and what they needed from a story about consequence and change. Yes, the hack-and-slash combat was phenomenal—the animation work, the weight of every swing, the satisfaction of landing a perfect combo. But what kept players invested was the relationship between Kratos and his son Atreus, the exploration of Norse mythology with genuine reverence, and a script that didn’t talk down to its audience.

The journey from PlayStation 4 to PC brought the game to new audiences who discovered what they’d been missing. The PC version didn’t just port the experience; it reminded everyone that Ragnarök was built on technical craftsmanship worth preserving across platforms. The performance, the visual fidelity, the accessibility options that actually let more people experience this story—that mattered.

What’s particularly fascinating is how Ragnarök has continued to evolve even after its official release. The recent Valhalla DLC expansion demonstrated something increasingly rare: developers who believe their game has more to say. Rather than nickeling-and-diming players, Sony Interactive Entertainment released substantial post-launch content for free.

That DLC tackled a roguelike structure, revisited Kratos’ Greek past, and delivered story content with the same narrative polish as the main campaign. It’s the kind of creative confidence that suggests the team genuinely cared about the world they’d built.

Why the 9.2/10 rating deserved respect:

  1. It reflected a game that excelled across multiple dimensions simultaneously
  2. The score acknowledged technical mastery without ignoring narrative achievement
  3. Players recognized they were experiencing something that elevated the entire industry
  4. It set a standard for how ambitious action games could be

The cultural impact of Ragnarök extended beyond sales figures or award ceremonies. It sparked genuine conversations about toxic masculinity and redemption, about whether violent men can change, about what we owe to the next generation.

Gaming discourse shifted around this title because the game itself refused to offer easy answers. Kratos couldn’t just punch his way to salvation—he had to become someone different, and that journey resonated across the community in ways that transcended typical “gamers vs. non-gamers” divides.

In the broader context of action RPGs and hack-and-slash design, Ragnarök proved that genre conventions weren’t limitations; they were conversations to join. The game didn’t reject what made these genres exciting. Instead, it integrated those thrills into a narrative framework substantial enough to support them. Boss encounters became character moments. Combat arenas became emotional landscapes. Every mechanical choice reinforced the story being told.

What endures about Ragnarök is that it treated its players like thoughtful people capable of appreciating complexity. It delivered spectacle without sacrifice, proving you could have incredible action sequences and meaningful character development in the same experience. That’s the legacy that continues to influence how the industry thinks about storytelling in interactive spaces, and why this game—even after multiple years and platforms—continues to command respect and recognition.

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