Some sequels have to prove they belong. God of War Ragnarök doesn’t bother with that conversation. It arrives already certain of itself, confident enough to slow down, breathe, and let its characters sit with grief, resentment, and fear before hurling them into battle against actual gods. It’s a rare thing: a bigger, longer, more mechanically dense sequel that somehow feels more intimate than the game it follows.
Story & Premise: Prophecy, Fear, and Fatherhood
Picking up not long after 2018’s God of War, Ragnarök finds Kratos and Atreus (now going by his birth name, Loki, in certain circles) bracing for Fimbulwinter’s end — the prophesied trigger for Ragnarök itself. Odin wants something from Atreus, Thor is nursing a very personal grudge against Kratos, and the Nine Realms are fracturing under the weight of a war that’s been building since the previous game’s final moments.
What makes the story work isn’t the mythological spectacle, impressive as it is — it’s the central relationship. Kratos, a character built across two decades on rage, is now navigating something far harder: watching his son grow into independence, disagree with him, lie to him, and eventually confront him. Atreus, meanwhile, is wrestling with prophecy, identity, and the terrifying possibility that he might become something monstrous. The game gives both characters enormous room to breathe, and the voice performances — particularly during a handful of quiet, unscripted-feeling conversations while rowing between realms — are some of the best in the medium.
Thor, in particular, is a revelation. Rather than a one-note brute, he’s written as a man drowning in the wreckage of his own family, and his scenes with Kratos crackle with a weary, mutual recognition that neither character enjoys admitting to.
Gameplay & Mechanics: Refinement Over Reinvention
Ragnarök doesn’t reinvent the combat system introduced in 2018 — it deepens it. The Leviathan Axe and Blades of Chaos both return with expanded skill trees, and a new weapon, Draupnir Spear, adds a ranged, detonation-based playstyle that rewards aggressive positioning. Combined with Atreus’s now-expanded combat role (he’s a genuinely useful companion in this game, not a liability) and a rotating cast of allies who join specific story sequences, combat encounters feel more varied and tactically interesting than anything in the previous game.
Enemy variety has increased substantially too. Draugr and Nightmares from the first game are joined by Einherjar spirit warriors, Asgardian soldiers, and a genuinely excellent roster of boss fights that rank among the best the series has ever produced — one mid-game confrontation, in particular, is a masterclass in escalating spectacle without losing mechanical clarity.
The puzzle design has also grown more ambitious. Environmental puzzles built around the axe’s ice and the blades’ fire mechanics return, but new realms introduce fresh twists — light-manipulation puzzles in Alfheim and gravity-bending sequences elsewhere that keep exploration feeling mentally engaged rather than rote. Traversal remains mostly linear with pockets of open exploration, and the game is unashamed about that structure. It knows exactly what kind of experience it’s offering and never pretends otherwise.
The Realms: Bigger, But Smarter About It
All Nine Realms are explorable this time, several of them entirely new to players. Vanaheim, Svartalfheim, and Alfheim each get meaningfully expanded, filled with side content that — refreshingly — mostly avoids filler. Favors (the series’ term for side quests) tend to have actual narrative weight, character-driven writing, and rewards worth chasing, rather than existing purely to pad the runtime.
The game is also notably more generous with accessibility options than almost anything else on the market, offering an enormous range of settings for players with motor, visual, or auditory needs. It’s the kind of design choice that deserves more attention than it usually gets in review coverage, because the amount of care evident in these menus reflects a studio thinking seriously about who gets to experience the story at all.
Graphics & Presentation
Visually, this is close to a technical peak for the PlayStation 5. Character models carry an extraordinary amount of subtle facial detail — crucial, given how much of the story is told through quiet, close-up conversation — while environments range from frost-choked Midgard forests to the burning, molten expanse of Muspelheim, each realm distinct enough that you could identify a screenshot blind. The game’s signature single-shot camera trick, maintained (with clever cuts) across the entire runtime, remains one of gaming’s most impressive ongoing illusions.
Sound & Music
Bear McCreary’s score leans harder into choral, Nordic-influenced arrangements than the first game’s, and the result is stirring without tipping into bombast. Percussion swells during combat, strings carry the emotional back half of the story, and the ambient sound design — creaking ice, distant war horns, the low groan of Jörmungandr somewhere beneath the water — does enormous work in selling the scale of the Nine Realms.
- One of the best father-son narratives in gaming
- Combat depth improved without losing accessibility
- Thor and Odin are genuinely great antagonists
- Best-in-class accessibility options
- Technical presentation near the top of the generation
- Structure remains fairly linear despite larger realms
- Some middle-act pacing sags under sidequest density
- Puzzle mechanics rarely surprise returning players
- A handful of Favors still feel like padding
Difficulty Options and Accessibility in Depth
It’s worth dwelling on the accessibility suite a little longer, because the scope of it genuinely sets a new bar for the industry. Beyond standard difficulty sliders, the game offers granular control over combat assist features, navigation assistance for players with visual impairments, adjustable puzzle-solving assistance, and an extensive audio description system for cutscenes. High-contrast visual modes, customizable subtitles with speaker indicators, and full remapping for players who can’t use a standard controller layout round out a genuinely impressive package. This isn’t accessibility as an afterthought bolted onto a finished product — the sheer granularity of these options suggests they were considered from early in development, and the result is a game a meaningfully wider range of players can actually finish and enjoy.
The Supporting Cast: A Deeper Bench Than Ever
One of the quieter strengths of Ragnarök is how much it invests in characters who could easily have remained background dressing. Freya, still processing her son’s death and her own complicity in the events that led there, gets one of the game’s most satisfying arcs, evolving from a figure defined by grief and anger into someone actively choosing what kind of person she wants to be next. Mimir continues to provide levity without undercutting the story’s heavier moments, and newcomers like Angrboda bring a grounded, weary perspective on prophecy that helps contextualize Atreus’s own fears about his destiny.
Even Odin, who could have easily been written as a straightforward tyrant, is given genuine menace through charm rather than raw power — his scenes are unsettling precisely because he’s rarely overtly threatening, preferring manipulation, false hospitality, and long games over brute force. It’s a smarter villain than the genre typically bothers with, and the game is better for investing the writing time in making him feel like a real threat rather than a prophecy-shaped plot device.
New Game Plus and Longevity
A story-focused playthrough sits comfortably in the twenty-five to thirty hour range, but players chasing full completion — every Favor, every collectible raven, every optional boss, all nine realms fully explored — are looking at fifty-plus hours without much padding along the way. The New Game Plus mode, added post-launch and refined over subsequent updates, lets you carry over gear and abilities into a harder difficulty tier with additional cosmetic rewards, giving the combat system a genuine reason to keep existing after the credits roll.
The Muspelheim and Niflheim trial realms return as well, offering some of the toughest combat challenges in the game and serving as a proving ground for players who want to test mastery of the full ability tree rather than simply progress the story. These optional gauntlets are genuinely difficult, occasionally punishingly so, and stand as some of the best pure combat content the series has ever produced.
Who Should Play This
Anyone who finished the 2018 game owes it to themselves to see this story through — the character work here rewards that investment directly and would lose significant impact played in isolation. Newcomers can technically start here thanks to recap options, but the emotional stakes land so much harder with the prior game’s context that it’s worth playing in order if at all possible. If you’re looking for a more open, exploration-driven action RPG, this remains firmly on the more linear end of the spectrum, and that’s worth knowing going in — but as a tightly directed, cinematic action experience, few games this generation match its craft.
Rating Breakdown
| Story | 9.7 / 10 |
| Gameplay | 9.2 / 10 |
| Graphics | 9.6 / 10 |
| Sound Design | 9.5 / 10 |
| Replayability | 8.3 / 10 |
9.5 / 10
Depplo Editor’s Choice
Final Verdict
God of War Ragnarök is a rare sequel that understands exactly why the original resonated and doubles down on it rather than chasing a bigger, louder version of the same idea. Its scale has grown, its combat has deepened, and its cast has expanded — but the emotional core, a father learning to let his son become his own person, remains untouched and is arguably stronger for the added weight of everything happening around it. This is a franchise, and a genre, at the top of its game.

