God Of War Ragnarok Review: 7 Ups & 3 Downs (No Spoilers)
1. Taking An AGE To Feel Like A Sequel
Spoilers are for the WhatCulture Gaming Podcast feed or supplementary chats and videos we produce after this review, but it's worth pointing out that God of War Ragnarok doesn't truly feel like a sequel, until about 15 hours in.
Not saying what comes before this moment in the story and through gameplay isn't fantastic, enjoyable, utterly gorgeous and still memorably propulsive, but there's a specific tenor to Ragnarok that's intended to put you in a specific headspace, and pay it off later.
Even without this element of "waiting" in a narrative sense, we have a first half that sees you re-unlock moves you likely already had at the close of the last game. Combat that doesn't meaningfully change until you acquire at least the [LIGHT SPOILER FROM EARLIER], and a general feeling - not unlike Horizon Forbidden West - of "more of the same of what you love".
The second half of the game is where I fully understood everything Sony Santa Monica intended, and where the game hits stratospheric new highs for interactive entertainment, and video game storytelling.
It is hands down a Game of the Year contender and every bit a worthwhile, rousing followup to everything 2018's God of War set in motion. It may not have the tightness of that past entry, but that's almost by design.
This is a story I can't wait for you to experience, and props to every last person involved in allowing it to be.
Rating: ★★★★½