
God of War Ragnarök
Mythology · Hack and Slash · Hack and slash/Beat 'em up · Combat · Action RPG
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Review
Kratos has left Greece behind and lives in the Norse realms with his son Atreus. Their journey to scatter his wife's ashes becomes a story about fatherhood, told in a single unbroken camera shot. Combat with the Leviathan Axe is heavy and satisfying, and the world opens up more than in the earlier games. Is it your kind of game?
Game Avant verdict
A single-shot camera, a throw-and-recall axe and a relationship between a father and son carry a reinvention that rarely puts a foot wrong for 20-plus hours.
By GameAvant · Published Oct 5, 2026 · Updated Oct 15, 2026 · 14 min read
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Pick what matters to you above and the result shows up here.
IGDB
94%
3,601 ratings
Steam:
95%
129,805 reviews
Fits you if
you want a cinematic action adventure with an emotional story.
Skip it if
you want an open world or a light-hearted tone.
Availability
Steam
$49.99
God of War is the point where Santa Monica Studio took a series defined for three previous games by spectacle and unchecked rage, and rebuilt almost everything about it around restraint. Released on 20 April 2018 for PlayStation 4, with a PC port arriving on 14 January 2022, it moves Kratos out of Greek mythology entirely and into a Norse setting, replaces the old fixed-camera hack-and-slash structure with a single unbroken shot that never cuts away for the entire game, and turns a character once defined as a wronged god smashing his way through Olympus into a father who genuinely does not know how to talk to his own son. None of that reinvention would matter if the combat holding it together were thin, and it is not: the series earns its reputation as having produced its best entry here, built on trusting a slower story and a single core weapon more than any God of War that came before it. The premise fits in one sentence. Kratos and his son Atreus set out to scatter the ashes of Faye, Atreus's mother, from the highest peak across the nine realms, and that journey keeps getting interrupted by gods, monsters, and a past Kratos has spent years trying never to mention. The Norse setting hands the studio an entirely fresh cast to build around, Baldur, Freya, Mimir, and the dwarven brothers Brok and Sindri among them, and crucially, the drama never needs to lean on Kratos's old god-of-war rage to generate tension. It comes instead from two people who clearly love each other and have almost no idea how to say so. The single unbroken camera shot is not a gimmick bolted onto the game for marketing purposes. It forces every combat encounter, every puzzle, and every conversation to flow directly into the next without a loading screen or a cut interrupting the pacing, which makes Kratos and Atreus's relationship feel like it is actually happening in real time rather than being assembled from disconnected scenes. Combat itself centres on the Leviathan Axe, a weapon you throw and recall mid-fight, layered with Atreus's own bow support and a measured, weighted combat rhythm that replaces the old series' button-mashing spectacle with something that rewards patience and positioning. Across more than twenty hours, the game rarely puts a foot wrong, and the handful of places where it does, some pacing lulls in the midgame, a few side activities that feel thinner than the main story, are minor next to what the reinvention accomplishes. This is a series rebuilt from the ground up around a father and son who do not know each other yet, and it remains the clearest evidence that restraint, used deliberately, can produce a far better game than spectacle alone ever did.
You may love it because
It removes every loading screen and cut, so a boss fight, a puzzle and a conversation with Atreus flow into each other without a seam.
It may frustrate you because
In a few tight corridors or against enemies that circle from above, the fixed over-the-shoulder framing can make it hard to see what is about to hit you.
You may love it because
Delaying Kratos's signature weapon turns its return into a real story beat rather than a menu unlock, and the axe alone proves it can carry combat on its own.
It may frustrate you because
Anyone who bought the game specifically to swing the blades from hour one will spend several hours waiting for a weapon that used to define the character.
You may love it because
Muspelheim's combat trials and Niflheim's mist-filled maze are tuned for a near-maxed Kratos, so clearing them feels like an actual achievement rather than a side quest.
It may frustrate you because
Wandering into either realm underlevelled turns a curiosity detour into a wall that teaches nothing except to leave and come back later.
14 min read
· By Game Avant
Three alternatives, one line each on why.

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