God of War Ragnarök (PS4/PS5) | Price, Specs and Gameplay


God of War Ragnarök Cover Art
God of War Ragnarök


God of War Ragnarök

PlatformPlayStation 4
PlayStation 5
DESIGN
Genre(s)Action-adventure,
hack and slash
Developer(s)Santa Monica Studio
Publisher(s)Sony Interactive
Entertainment
Mode(s)Single-player
Director(s) Eric Williams
Cory Barlog
Producer(s) Chad Cox
Designer(s) Jason McDonald
Programmer(s) Josh Hobson
Artist(s) Rafael Grassetti
Writer(s) Matt Sophos
Richard Zangrande Gaubert
Composer(s)Bear McCreary
Release DatePlayStation 4 
(November 9, 2022)

PlayStation 5 
(November 9, 2022)
Download LinkPlayStation 
Price$69.99





God of War Ragnarök is the ninth installment in the God of War series, developed by Santa Monica Studio and published by Sony Interactive Entertainment. It was released worldwide on November 9, 2022, for both the PlayStation 4 and PlayStation 5, marking the first cross-gen release in the series.




The game is set in ancient Scandinavia and features series protagonist, Kratos, and his now teenage son, Atreus. Concluding the Norse era of the series, the game covers Ragnarök, the eschatological event which is central to Norse mythology and was foretold to happen in the previous game after Kratos killed the Aesir god Baldur.




The gameplay is similar to the previous 2018 installment, featuring combo-based combat, as well as puzzle and role-playing elements. However, the gameplay has been revamped in a number of ways, including the addition of a new magical spear and a more versatile shield for Kratos, as well as the ability to take full control of Atreus in some story missions. Additionally, there are more enemy types and mini-bosses than in the previous game.




Ragnarök was met with universal acclaim from critics, who praised its storytelling, characters, visuals, level design, music, and overall improvements to the gameplay over its predecessor. The game won Game of the Year at the Titanium Awards and was a nominee for the same award at The Game Awards 2022, where it won Best Narrative, Best Action/Adventure, and Innovation in Accessibility, among other awards and nominations. It also won Adventure Game of the Year at the 26th Annual D.I.C.E. Awards. It received a leading 15 nominations at the 19th British Academy Games Awards, the most nominations for any game in the history of the ceremony, from which it won six awards, including the EE Game of the Year Award. The game was a commercial success, selling 5.1 million units in its first week, becoming the fastest-selling first-party game in PlayStation history, with 11 million copies sold by February 2023.


Gameplay

Embark upon the saga of "God of War Ragnarök," an entrancing third-person odyssey that melds action and adventure into an exquisite tapestry of gaming prowess. Behold a world bathed in the luminance of a player-controlled camera nestled over the shoulder, a lens that never wavers, a canvas devoid of jarring interruptions or loading screens. Such is the symphony of gameplay reminiscent of its antecedent, "God of War" (2018), a solitary pilgrimage into the heart of epic storytelling.

Venture forth into the maelstrom of Norse mythology, a realm rife with adversaries of legendary stature. Confront an array of formidable foes, transcending the mere confines of its predecessor, boasting fresh adversaries like the centaur-like stalkers adorned with antlers, spectral phantoms that haunt the ethereal, human raiders navigating the treacherous terrain, and the enigmatic nokkens, among a constellation of others. A treasure trove of mini-bosses adds to the spectacle, infusing the adventure with a symphony of diversity.

At the helm of the tale stands Kratos, an enigma whose strings are deftly woven by the player's artful hand. Engage in a virtuoso performance of combo-based combat and cerebral puzzle-solving, a harmonious dance of art and strategy. Witness the cadence of Kratos as he wields the legendary Leviathan Axe, a vessel of elemental magic. Its frosty tendrils unfurl, felling adversaries with the precision of a master, summoned back to the grasp as if wielded by the very hand of destiny. Behold the symphony of the axe, a vessel to trigger explosive cataclysms, freezing objects and adversaries in place, an instrument of puzzle-solving prowess.

In tandem with the Leviathan Axe's frigid embrace, the incandescent Blades of Chaos surge forth, twin blades enshrouded in fiery ardor. Watch as they entwine, a ballet of destruction, sweeping through the air with a mesmerizing grace. An innovative twist unfurls in Ragnarök, as the blades transform








Synopsis

Setting

Ragnarök immerses you in the rich tapestry of Norse mythology, transporting you three years beyond the events of the previous game. Unlike its predecessor, this epic journey takes you through all nine realms of Norse myth, each with its own distinct flavor and challenges. 

Midgard, the central realm, has undergone a drastic transformation. It's now a frozen wasteland, the chilling aftermath of Fimbulwinter—a three-year-long winter that descended after the events of the previous installment. The once-navigable Lake of the Nine has succumbed to frost, now serving as a frozen expanse where Kratos skillfully maneuvers a sleigh pulled by two loyal wolves.

The realms you remember from before are back, each with its unique essence. Alfheim, the ethereal domain of dark and light Elves, beckons with its mysteries. Helheim, a frozen realm of the deceased, promises new encounters. Jötunheim, land of the towering Giants, awaits exploration. Muspelheim, the fiery abode, and Niflheim, the enigmatic fog realm now blanketed in ice and snow, remain to be uncovered once more.

But that's not all—Ragnarök introduces you to three new realms, each a distinct world unto itself. Svartalfheim, a realm steeped in industry and craftsmanship, is the Dwarves' haven. Vanaheim, a lush land ruled by the Vanir gods, introduces you to the formidable giant wolves Sköll and Hati. Asgard, the modest abode of the Aesir gods, makes a crucial appearance in the storyline, offering a glimpse into the divine. However, once your journey through its hallowed halls concludes, it remains off-limits, forever etched in your memories.

Prepare to be whisked away on an adventure that spans realms, seasons, and myths, where every step reveals a new layer of Norse wonder and danger.




Characters

In the spotlight of this Norse saga, we find our steadfast protagonists: Kratos, portrayed by Christopher Judge, and his teenage son, Atreus, brought to life by Sunny Suljic. Kratos, once the formidable Greek God of War, shares the stage with Atreus, a remarkable blend of Giant, god, and mortal blood, also known by his Giant name, Loki. United by blood and destiny, the father-son duo has sought refuge in the icy embrace of Scandinavia's Midgard, honing their skills in preparation for the inevitable clash that looms ahead. Guiding them with sagely insights is the enigmatic Mímir, portrayed by Alastair Duncan, who claims the title of the smartest being alive and stands as a trusted advisor.

Revisiting the stage are other key players, including the determined Freya, magnificently portrayed by Danielle Bisutti, a Vanir goddess, once Queen of the Valkyries, and the former spouse of Odin. A shadow of vengeance clouds her as she seeks retribution against Kratos and Atreus for the demise of her son, Baldur. The Huldra Brothers, the witty Brok and Sindri, played by Robert Craighead and Adam Harrington, return to aid our heroes with their masterful craftsmanship and the discovery of an alternate route between realms, bypassing Týr's Temple.

Stepping into the spotlight is a new figure, Angrboda, portrayed by Laya DeLeon Hayes, one of the dwindling Giants concealed within the secluded Ironwood of Jötunheim. A guardian of both the ancient trees and secrets, she adds a layer of mystery to the unfolding narrative.

Yet, as in any compelling tale, shadows emerge. Odin, masterfully depicted by Richard Schiff, emerges as the central antagonist—a cunning manipulator consumed by the dread of his own demise in the impending Ragnarök. The blind pursuit of his ambition drives his every action, and his watchful ravens, Huginn and Muninn, serve as his vigilant emissaries across realms. Thor, brought to life by Ryan Hurst, the God of Thunder, stands as another formidable adversary. As the eldest son of Odin, Thor is plagued by family bloodshed and wields the mighty hammer, Mjölnir, on a quest to fulfill his father's will.

The ensemble of opposition extends further with the entrance of Heimdall, portrayed by Scott Porter, a self-assured Aesir god bearing the weight of foresight. His presence as the "Herald of Ragnarök" casts an ominous shadow over the realms. Alongside the intricate web of fate, other figures take their place, such as Freyr, the resilient resistance leader of Vanaheim, portrayed by Brett Dalton; Týr, the God of War with a peaceful heart, embodied by Ben Prendergast; and Sif, Emily Rose's embodiment of Thor's Aesir wife, advocating for change.

Daughter of Thor and Sif, the spirited Thrúd, portrayed by Mina Sundwall, yearns to become a Valkyrie, while Surtr, a fiery Giant residing in Muspelheim, stands as a force to be reckoned with, portrayed by Chris Browning. Among the strings of destiny, the three Norns weave their intricate threads: Urð, the past (Kate Miller); Verðandi, the present (Emily O'Brien); and Skuld, the future (Shelby Young).

Last but not least, we glimpse Kratos' second wife, Laufey, tenderly portrayed by Deborah Ann Woll, also known as Faye, who guides him through poignant flashbacks, preparing him for her untimely passing and her poignant final wish that shaped the course of events in the preceding chapter.




Plot

As Fimbulwinter nears its end, Kratos and Atreus return to their homestead, battling a vengeful Freya's ambush along the way. A poignant encounter with their loyal wolf, Fenrir, unfolds as the wolf nears its final moments. In an unexpected turn, Atreus' grief-fueled transformation into a bear engenders a fleeting conflict with Kratos, eventually dissipating as his true self reemerges. The imminent clash of fate takes center stage with the arrival of Thor and Odin, triggering a tense standoff. Odin offers a fragile truce, proposing Atreus' withdrawal from his clandestine quest for Týr. Kratos' resolute refusal sets the stage for a stalemate, and the trio—Kratos, Atreus, and the ever-wise Mímir—seek refuge within the sanctum of Sindri's Yggdrasil dwelling, nestled amidst the nine realms.

Amidst the fabric of destinies and revelations, a confession from Atreus emerges—himself and Sindri have embarked on a search for Týr's elusive trail. While strained by Atreus' reticence, Kratos begrudgingly commits to assist. Their path unfurls to the rescue of Týr, ensnared within the enigmatic realm of Svartalfheim. The journey converges upon Gróa's sanctuary in Alfheim, a locale imbued with the prophecy of Ragnarök. An unsettling truth emerges—Gróa's prophecy reveals the annihilation of Asgard, yet the other realms are destined to persist under a novel champion, a figure veiled in the moniker of Loki.

Within the heart of their bond, conflict brews as Kratos and Atreus grapple with the enigma of the latter's destined role. The shadows of the night bear a momentous revelation, transporting Atreus to Jötunheim. Here, the elusive Angrboda unveils a mural that foretells Kratos' fall in the fires of Ragnarök, with Atreus succumbing to Odin's bidding. The truth, a stark shard of destiny, casts its weight upon Atreus, who unearths the secrets of the Giants' ethereal legacy. Encased within timeless stones, their essence preserved, Atreus becomes their guardian. A symphony of choices shrouded in silence, as Atreus rekindles Fenrir's existence by fusing his soul into the form of Garm, rekindling the ties that bind. Yet, discord lingers in the air, Atreus veiling his revelations from Kratos, a disclosure cloaked in silence and uncertainty.

Freya's return heralds tumultuous negotiations, a pact entwined with enigmatic motives. Freya's quest for emancipation from the curse that shackles her to Midgard unveils a fragile alliance, buoyed by her temporary transcendence in the guise of a falcon. As the tapestry of bonds and reconciliations unfurls, Kratos and Freya's hearts and histories find solace in shared confidences. The tender dance of redemption and understanding etches its presence within the narrative's weave.

Emotions surge anew, a tempestuous torrent breaking over the contours of Kratos and Atreus' dynamic. The ebb and flow of their connection culminate in a crossroads of revelation, Atreus ensnared within Asgard's whispering grasp, drawn towards a perilous path. A symphony of fate and resilience, Atreus finds kinship with Thor and Thrúd, racing against time in a quest to mend the shattered mask of knowledge that stands poised to alter the tides of destiny.

Amidst the undertow of determination, Kratos forges an unbreakable bond with Brok, fashioning a weapon that pulses with power and purpose—the Draupnir spear, an instrument destined to resonate through the annals of time. An inexorable journey leads to Helheim, unleashing ripples that cascade through the realms, punctuated by the return of Garm, revitalized by Atreus' touch, offering a semblance of symmetry amid realms teetering on the edge of oblivion. Atreus and Kratos' reconciliation weaves a new thread into their shared destiny, as they stand united against the impending cataclysm.

The momentum of confrontation intertwines with the dance of destiny, thrusting the spotlight onto the enigmatic figure of Asgard. The veil of deceit unravels, Týr's veneer of virtue cast aside to reveal a sinister enigma—a shapeshifting Odin, concealed within the tapestry of lies. A tempest of betrayal weaves through the group's midst, a tempest that distills sorrow and despair within the heart of Sindri.

United by the solemn oath of Ragnarök, Kratos and Atreus ascend the blazing tapestry of Muspelheim. An assembly of realms, a united front poised for the assault upon Asgard, coalesces under Kratos' leadership. The clarion call of Gjallarhorn resonates, heralding the beginning of a climactic siege. The realms unite, their banners unfurled against the backdrop of an impending reckoning.

The symphony of battle sweeps across the realms, evoking the clash of powers, both divine and mortal. The undercurrents of change surge, coursing through the tides of conflict. Angrboda emerges from the shadows, wielding the fierce might of Fenrir and Jörmungandr, shattering the balance of power. Thor's resonant clash with Jörmungandr sets the stage for a fierce duel. The realms' defenders rally, an alliance forged amidst adversity. Tides turn as allies shift, perceptions realigned under the weight of truth.

In a poignant convergence, Kratos, Atreus, Freya, and Mímir wage a final stand against Odin, an embodiment of cosmic malevolence. Atreus' conviction cleaves the mask of knowledge, entrapping Odin within a stone, mirroring the fateful vision glimpsed within Jötunheim. A resolute Sindri channels his grief into vengeance, sealing Odin's fate with a shattering blow.

As the storm of Ragnarök consumes Asgard, the tapestry of realms is rewoven, setting in motion an unforeseen future. Amidst the shattered echoes of fate, Atreus, guided by the specter of Angrboda, forges a new path—a beacon of hope amid the twilight. In the heart of Midgard, Kratos finds solace, contemplating a mural etching his transformation into a revered, serene deity.

As the echoes of conflict fade, Kratos embarks on a new journey of reconciliation, aided by Freya and Mímir, embracing a destiny that blooms with promise. As Asgard's specter is exorcised, peace takes root—a realm rebuilt, destinies entwined, and a harmonious symphony of realms coalescing into a tapestry of rebirth. Amidst the final scene, a profound note of reflection unfurls—a testament to resilience, kinship, and the triumphant crescendo of the human spirit.



Development

Cory Barlog.
Cory Barlog performed the role of a creative director


In the midst of sculpting the epic tale of God of War (2018), the game's visionary director, Cory Barlog, laid down a clarion declaration that resonated through the realms—this 2018 opus wouldn't be the swan song for Kratos, and the saga was far from its final chapter. A resounding proclamation echoed: the saga would persist in the Norse expanse, and Atreus would continue to be a lynchpin in the unfolding narrative. A tantalizing teaser crowned the conclusion of that odyssey—a harbinger of a sequel, the veil of Ragnarök poised to cast its shadow. Nestled within the very weave of this tale was a secret coda—a glimpse into a future where Thor's thunderous visage clashes with Kratos and Atreus against the backdrop of the chilling Fimbulwinter. The wind of anticipation carried an elusive whisper, a cryptic promise that "Ragnarök is coming," woven deftly into the fabric of pre-release intrigue.

Stepping into the spotlight of the PlayStation 5 (PS5) Showcase on September 16, 2020, a fresh odyssey in the God of War saga was formally unveiled. The revelation, etched in the digital aether, spoke of a forthcoming chapter poised to grace the year 2021—an entry that would redefine the narrative contours on the new-gen canvas. A commitment was made to extend support to the past console realm, a pledge echoing till the year 2022. And so, the forthcoming legend, God of War Ragnarök, would be more than a whisper of the future—it would be a bridge between eras, straddling the realms of PlayStation 5 (PS5) and PlayStation 4 (PS4), a convergence that defied convention and marked a historic cross-generational journey. A title emerged from the veils of anticipation—the saga's banner now bore the name God of War Ragnarök, a revelation that crowned the subsequent year's showcase event. This, though preceded by accidental leaks earlier in the year, only solidified the growing crescendo of excitement.

Yet, the forge of creation was not without its trials. The tendrils of the COVID-19 pandemic reached far and wide, and even the hallowed halls of development were not spared. In June 2021, the oracle of PlayStation Studios, Hermen Hulst, spoke a sobering truth—a delay, an inevitable consequence of a pandemic-stricken world. The realm of performance capture and talent acquisition bore witness to tribulations, and the symphony of creation was temporarily muted. Santa Monica Studio, a stalwart custodian of gaming realms, issued forth a statement—a testament to the studio's resolve to craft a masterpiece. It wasn't just about the game, but also about the artisans behind it. A pledge was etched—an unwavering commitment to forge a paragon of excellence, while keeping the beacon of safety alight for all who tread the path of creation. It was an ode to the marriage of artistry and humanity, a harmonious echo amidst the tumultuous backdrop of a pandemic-stricken world.

The delay posed a unique challenge with Sunny Suljic, the actor portraying Atreus, as he was going through puberty during production. This led to a change in his voice, prompting dialogue designer Jodie Kupsco to remark, "We had to fine-tune that performance so that in the game, it sounds like it occurred over a brief period of time." Meanwhile, senior producer Ariel Angelotti clarified that the delay didn't impact the cinematics, but it did require them to adopt creative strategies in content creation. Adhering to pandemic guidelines, they had stand-ins for background characters in certain scenes to ensure a manageable on-set environment.

In a series of tweets posted by Christopher Judge, the actor behind Kratos, he revealed in late September 2021 that his own surgery back in August 2019 had contributed to the game's delay. Santa Monica Studio granted him the time needed for recovery and rehabilitation before resuming production.

At the 2021 PlayStation Showcase event, Eric Williams, a veteran from previous installments, was confirmed as the game's director, keeping up the series tradition of having different directors for each game. It was unveiled that Ragnarök would serve as the conclusion to the Norse era of the series. The decision to wrap up the Norse era with Ragnarök stemmed from the game's monumental scope. The development duration of both the 2018 installment and Ragnarök spanned around five years each. With a desire to avoid stretching the storytelling timeline to almost 15 years, the team resolved to conclude the narrative here.

Rich Gaubert, lead writer, highlighted the pros and cons of either a trilogy or concluding the Norse era in two games. The idea of splitting Ragnarök into two games was contemplated due to its expansive nature, exceeding the original scope. Concerns also arose over whether a single game could do justice to the apocalyptic concept of Ragnarök. This deliberation even raised doubts within the team, as they initially envisioned the Norse era as a trilogy with Ragnarök divided into two parts. Ultimately, the decision to conclude the Norse era was entrusted to Barlog, and Williams confirmed that while they made adjustments for pacing, the story's depth remained intact.

Barlog conveyed to Williams that the second game would conclude the Norse saga, highlighting three pivotal plot elements: Ragnarök's occurrence, Atreus departing from Kratos in the game's climax, and the demise of Brok. This decision to kill off Brok had been made during the development of the 2018 installment, as he was affectionately referred to as the "family dog." The thematic exploration delved into the personas Kratos and Atreus would assume in the absence of each other. A glimpse into an early concept involved Kratos succumbing to Thor during their initial battle, followed by a two-decade leap where Atreus would rescue him from Helheim. This idea was discarded as it didn't align with Williams' vision and risked repeating elements from the Greek games. The heart of Ragnarök's narrative, its emotion and core intrigue, was lacking in this proposed scenario. The chosen ending resonated better, emphasizing that prophecy and destiny aren't predetermined. Williams also hinted at the unlikelihood of a story-based expansion post-launch.

On July 6, 2022, a fresh cinematic trailer was unveiled, unveiling a worldwide release date of November 9, 2022. Sony's 2022 State of Play event in September showcased another trailer, confirming that Ragnarök, like its 2018 predecessor, was achieved in a single continuous shot. The game provides players with options to optimize their experience, either in higher resolution or enhanced performance. These options include 4K resolution at 30 frames per second (fps), 1080p resolution at 60fps, a high frame resolution mode at 4K and 40fps, and a high frame performance mode synced at 120 hertz. Notably, the latter two high frame options are exclusive to the PS5 version and necessitate HDMI 2.1 compatible monitors.

Animation director Bruno Velazquez underlined Santa Monica's commitment to ensuring Ragnarök's full optimization for the PS4, which meant not exploiting all the PS5's capabilities. While the PS4 version boasts visual enhancements over the 2018 installment, Velazquez emphasized that the PS5 version amplifies what's already achievable on the PS4. Exclusive features unique to the PS5 hardware include 3D audio, haptic feedback, higher frame rate, and superior graphics. In terms of design, Velazquez stressed that no compromises were made for the PS4 version, assuring that the game delivers a consistent experience on both consoles. Furthermore, Santa Monica confirmed the game would incorporate a photo mode, although it would be introduced in a post-launch update.

Santa Monica's announcement on October 7, 2022, heralded the game achieving gold status. The revelation also disclosed the contributions of eight additional studios to Ragnarök's development: PlayStation Studios Creative Arts, Valkyrie Entertainment, Bluepoint Games, Red Hot, SuperAlloy Interactive, Jetpack Interactive, Super Genius, and Original Force. While specific roles of each studio weren't detailed, SuperAlloy played a key role in motion capture. Their involvement encompassed combat choreography, stunt coordination, and performance work for pivotal characters. Eric Jacobus reiterated his role in the combat motion capture for Kratos, similar to the 2018 installment, and extending to other characters as well.





Casting

At the 2021 PlayStation Showcase, game director Eric Williams pulled back the curtain on some exciting casting choices. Richard Schiff was revealed to be stepping into the shoes of Odin, adding his depth to the character. The lineup expanded with Ryan Hurst as Thor, Ben Prendergast as Týr, Laya DeLeon Hayes lending her talents to Angrboda, and Usman Ally taking on the role of a dwarf named Durlin. Returning to their iconic roles, Christopher Judge and Sunny Suljic were confirmed as Kratos and Atreus, while the esteemed Danielle Bisutti and Alastair Duncan reprised their roles as Freya and Mímir. The Huldra Brothers, Brok and Sindri, saw Robert Craighead and Adam J. Harrington returning to give life to their characters once more.

An interesting twist in the tale was when Christopher Judge initially stepped back upon learning about Eric Williams directing the game. An air of uncertainty surrounded Williams' capability, causing Judge to momentarily step away. However, Cory Barlog's persuasive prowess managed to reassure Judge, eventually leading him to affirm Williams' directorial competence after their collaboration.

SungWon Cho chimed in with his own announcement, taking on the voice and motion capture for the quirky character Ratatoskr, the squirrel. His contribution extended beyond performance, as he worked hand-in-hand with the writers to craft the character's scenes, adding a unique touch to the portrayal. Just before the game's release, Scott Porter unveiled his role as Heimdall, further enriching the ensemble cast. Notably, the game's music composer, Bear McCreary, also found his place in the game as a Dwarf musician named Ræb.

Diverging from the more familiar portrayal of Thor by Chris Hemsworth in the Marvel Cinematic Universe (MCU), the game's depiction of Thor aligns more closely with his representation in Norse mythological tales. Thor's formidable presence is captured with a robust physique, flowing red hair, and a voluminous beard. A similar approach was adopted for other Norse gods, including Odin. Contrary to the grandiosity of Greek gods, Odin is depicted as a middle-aged man with a genial demeanor, in line with his literary depiction. In capturing the essence of Thor, Ryan Hurst found inspiration in the Marvel Comics' Hulk, tapping into the character's primal fury and power. He also drew from Tommy Lee Jones' portrayal of Sheriff Ed Tom Bell in "No Country for Old Men" (2007), recognizing the compelling fusion of strength and introspection in the character.




Pre-release fan backlash

The news of Ragnarök's delay to 2022 triggered a distressing wave of harassment from a faction of fans toward Santa Monica's developers. Shockingly, some of these fans resorted to issuing threatening messages, crossing lines that no fandom should cross. This troubling episode unfolded shortly after Alanah Pearce's involvement in Ragnarök was revealed, leading to a misguided connection between her presence and the game's delay. Regrettably, Pearce became the target of abhorrent sexual harassment, a deeply troubling response to an unfortunate situation.

Stepping in to quell the unjust finger-pointing, Cory Barlog emerged as a staunch defender of not only Pearce but the entire Santa Monica team. With resolute clarity, Barlog declared that the decision to delay the game rested squarely on his shoulders, disentangling lower-level staff from the blame. His unwavering support aimed to protect the integrity and well-being of the team, showing that decisions are made at the highest levels with the best intentions.

In a disheartening twist, as the speculated release date announcement window came and went, certain fans took an even darker route. Some developers received explicit and unsolicited images from agitated fans, in a misguided bid to manipulate them into divulging the release date. Such actions underscored the unfortunate lengths to which some individuals were willing to go, betraying a disturbing disregard for boundaries and ethical conduct.

Dissension also flared up in response to the revelation of Angrboda's ethnicity. The decision to depict her as black was met with backlash from a subset of fans, who contended that the setting of Scandinavia should have dictated a different portrayal. However, the development team offered a steadfast defense of their choice. They pointed to the broader diversity they had introduced to the game, including variations among the Dwarves, and the intriguing fact that Angrboda hailed from a mythological race endowed with transformative powers. This response underlined a commitment to creative interpretation and a willingness to embrace storytelling that transcends conventional boundaries.

Adding fuel to the controversy fire, the announcement that Ragnarök would launch on both the PS4 and PS5 ignited concerns within the fan base. Worries emerged that the PS4 version might inadvertently hinder the potential of the PS5 edition. Barlog, drawing upon the past, drew a parallel to the 2007 release of God of War II, which had launched exclusively on the PlayStation 2 despite the availability of the PlayStation 3. He noted how this precedent had navigated similar waters successfully, echoing that sometimes, history can serve as a guide.




Soundtrack

The original soundtrack of God of War Ragnarök, was published on November 9, 2022, a result of a dynamic collaboration between musical virtuoso Bear McCreary and Sony Classical Records. And guess what? It's not just your ears that get to enjoy it; the soundtrack is also part of the game's special editions, adding an extra layer of delight for fans.

Bear McCreary.
Bear McCreary, who composed the score for the 2018 God of War, returned to compose the score for Ragnarök.



Bear McCreary, the genius behind the musical magic of the previous game, returns with a seamless transition from the 2018 installment to Ragnarök. Eivør, an incredible Faroese singer, lends her enchanting voice to several tracks, including "God of War Ragnarök," "Holding On," "Svartalfheim," "Pull of the Light," and "Remembering Faye." Eivør's ethereal contribution isn't new to the franchise—she left her mark on the 2018 opus as well.

In an unexpected twist that took the gaming community by storm, Irish folk sensation Hozier makes his gaming soundtrack debut on the track "Blood Upon the Snow." Hozier's interest in this venture stems from his love for the series and his fascination with the evolving landscape of digital arts. Hozier's signature tones and poetic depth create a song that speaks to the evolution of the medium in a truly compelling way.

The collaborative process between Hozier and McCreary was more than just composing music; it was about weaving storytelling into melody. Guided by director Eric Williams, Hozier delved into the emotional journey of Kratos and Atreus, infusing his lyrics with the essence of the protagonists. Nature's whispers and the allure of the natural world added an extra layer of inspiration, resulting in a song that beautifully captures tenderness and awe.

The song made its live debut at The Game Awards on December 8, 2022, with Hozier and McCreary taking the stage in a mesmerizing performance that mirrored the game's narrative power. Paolo Ragusa of Consequence perfectly summed up the track as "a daring, cinematic number," a true embodiment of the game's themes that transcends traditional musical boundaries. The live performance was a spellbinding fusion of melody and emotion, showcasing the enduring impact of music in the digital age.




Release

Marking a monumental moment in gaming history, God of War Ragnarök made its worldwide debut on November 9, 2022, setting ablaze the screens of both PlayStation 4 and PlayStation 5 enthusiasts. The journey doesn't stop there for players opting to level up their gaming experience, as those who grab the PS4 version have the golden opportunity to ascend to the PS5 version for a mere $10.

The game comes in a variety of flavors to suit every taste, with three special editions leading the pack: the Jötnar Edition, the Collector's Edition, and the Digital Deluxe Edition. Early birds who snatched up the initial copies were treated to a Launch Edition, boasting the Risen Snow Armor and Tunic skins for Kratos and Atreus—goodies that also grace the three special editions. The gates of pre-orders swung open on July 15, 2022, offering eager fans the chance to secure their epic journey.

The Jötnar Edition and the Collector's Edition, both tucked within the Knowledge Keeper's Shrine (a featured sanctuary in the game), come armed with a SteelBook game case. But hold up, folks, there's no physical game copy to be found here—only digital versions for both PS4 and PS5. The pièce de résistance of these editions is an awe-inspiring 16-inch replica of Thor's hammer, Mjölnir. Not to be outdone, a pair of 2-inch carvings showcasing the Vanir twins (Freya and Freyr) add a touch of divine charm. The Jötnar Edition boasts some additional physical marvels, including a 7-inch vinyl record packed with Bear McCreary's melodies, a trio of pins depicting the Falcon, Bear, and Wolf (symbolizing Faye, Kratos, and Atreus), a replica Draupnir ring, Brok’s dice set, and a Yggdrasil cloth map unveiling the realms' secrets. On the other hand, the Collector's Edition offers a Dwarven dice set in lieu of Brok's, but the goodies keep flowing.

The Digital Deluxe Edition steps onto the scene with its own perks, featuring the Darkdale armor and weapon skins for our dynamic duo, Kratos and Atreus. Add in the official God of War Ragnarök soundtrack, a mini art book crafted by Dark Horse Comics, a PlayStation Network avatar set, and a PS4 background theme, and you've got yourself a digital treasure trove. And yes, all this enticing downloadable content (DLC) is also up for grabs in the physical special editions.

For those yearning to infuse their gaming realm with a touch of Ragnarök flair, a limited edition DualSense controller for the PS5 is available separately. And if you're ready to plunge into the gaming adventure with style, two PS5 bundles—both for the disc and digital versions—are ready to sweep you off your feet. Each bundle comes complete with a regular DualSense controller and a downloadable voucher for the standard game version.

Let's not forget the treasure trove for the art connoisseurs among us. Dark Horse Comics proudly presents The Art of God of War Ragnarök, an art book that delves into the game's visual wonders. Available in standard and deluxe editions, this masterpiece of design was released on November 29, 2022, inviting fans to savor the artistic brilliance that brought the game to life.

In the realm of ongoing support, Santa Monica has been hard at work, dishing out patches to squash software bugs and introduce exciting new features. The much-anticipated photo mode joined the party as part of update patch 3.00 on December 5, 2022. This captivating feature empowers players to capture stunning in-game snapshots, allowing for customizable adjustments such as field of view, depth of view, filters, and even the expressions of major characters. Not stopping there, the New Game Plus mode crashed onto the scene in update patch 4.00 on April 5, 2023. To unlock this mode, players need to conquer the game on any difficulty level. As they dive into New Game Plus, experience levels and gear from the previous playthrough carry over, accompanied by a raised level cap, new gear, resources, and spicier enemy challenges. And yes, they even threw in the option to skip cutscenes for that swift replay enjoyment.




Reception

God of War Ragnarök took the gaming world by storm upon its release on November 9, 2022, captivating both PlayStation 4 and PlayStation 5 players alike. The verdict is in, and the critical reception has been nothing short of extraordinary, with a stellar score of 94/100 on Metacritic, marking it as a standout in the series. This triumphant achievement ties it with the revered original 2005 installment and the 2018 hit for the highest Metacritic score in the saga's history.


Reviewers heaped praise upon Ragnarök for its gripping narrative, well-crafted characters, stunning visuals, meticulously designed levels, and substantial gameplay enhancements over its predecessor. The consensus was that it didn't just excel—it triumphed over the 2018 iteration in numerous aspects, providing a satisfying and fitting culmination to the Norse era of the saga. However, it wasn't completely immune to scrutiny, with some minor quibbles, such as the occasional overabundance of puzzle hints and certain gameplay mechanics.


Simon Cardy of IGN lauded Ragnarök for its fresh and unique interpretations of familiar Norse mythological characters. He highlighted the distinctiveness of the characters' portrayal, setting them apart from their Marvel Cinematic Universe counterparts. Tamoor Hussain from GameSpot found Ragnarök's take on Norse mythology to be exceptionally memorable, applauding its deconstruction and reimagining into a powerful narrative centered around family dynamics. On the flip side, Eurogamer's Chris Tapsell felt that the game's ambitious attempt to incorporate the entire series history could at times result in a slightly bloated and crowded experience. Despite this, he emphasized that the lengthier gameplay meant more enjoyment for players. Kyle Hilliard of Game Informer acknowledged that while Ragnarök might not have the same groundbreaking impact as its 2018 precursor, it effectively retained all the elements that made the latter a triumph.


When it comes to gameplay, Ragnarök builds upon the foundation of its predecessor, introducing some new mechanics to keep things fresh. Hussain noted that the core gameplay remains fundamentally familiar, which he viewed as a positive, allowing players to seamlessly dive into the experience. Tapsell, on the other hand, offered a more critical perspective, desiring a more systematic approach to combat and feeling that the combat lacked room for creative expression despite its weapon skills synergy. Cardy, in contrast, found combat to be exhilarating, praising the added layer of performing weapon attacks while leaping off ledges. He highlighted the combat's nostalgic nod to the series' roots, particularly in the revamped Blades of Chaos mechanics. The enhanced shield mechanics were also well-received, with Hussain noting that it heightened the offensive feel of combat. Cardy concurred, seeing the shield as a potent offensive tool, while Hilliard found it to be a satisfying component, stressing the importance of mastering parrying.


Enemies and bosses received unanimous acclaim for their diversity and challenge, earning kudos from multiple reviewers. Nevertheless, Hilliard noted that the gameplay's similarity to the previous installment might be perceived as a downside for some players. Hussain also voiced some concerns, particularly in more demanding scenarios, where he felt the mechanics struggled under increased speed and aggression. Tapsell echoed this sentiment, seeing it as a potential obstacle during intense battles. A recurring critique revolved around excessive puzzle hints, with reviewers feeling that the accompanying character's guidance arrived a tad prematurely and frequently, leaving players with limited time to ponder solutions.


The RPG elements garnered praise for affording players diverse play styles, though some felt that the system didn't break new ground. Tapsell observed that while there were fresh ideas, they lacked the memorability and expressiveness found in other RPGs. Cardy, however, appreciated the streamlined nature of the system, applauding its accessibility and lack of overwhelm. Clay Halton from PCMag wasn't as generous, describing the RPG system as the game's "most tedious aspect," due to challenges in determining which gear to upgrade—a complication that seemed more pronounced in the sequel compared to its predecessor.


Environments were yet another standout feature, commended for their grandeur and dynamic transformations. Hussain admired the portrayal of Fimbulwinter's effects and the introduction of new areas to explore. Tapsell concurred, celebrating the enhanced variety and allure of the realms, as well as the resolved sense of scale that was somewhat lacking in the 2018 version. Halton acknowledged that, while the differences might not be immediately obvious due to the cross-generation release, Ragnarök's meticulously crafted realms and environments remain an aesthetic triumph.





Sales

God of War Ragnarök roared onto the gaming scene with impressive sales figures, leaving an indelible mark on the global gaming market. In Japan, during its debut week, the PlayStation 5 version claimed the illustrious third spot in the bestselling retail game rankings, selling an impressive 29,377 physical copies. The PlayStation 4 version also made a strong showing, securing the sixth position with 11,260 physical copies sold.

Across the pond in the United Kingdom (UK), the game's release made history, outselling its predecessors by a significant margin. On its very first day, Ragnarök's physical copies sales exceeded the first-week sales of any prior God of War title. Impressively, 82% of these sales were on the PS5, with the remaining 18% on the PS4. Notably, 12% of the PS5 sales originated from the PS5 bundles. The game's success continued to soar, achieving 51% more sales in its debut week than the 2018 installment did. This remarkable achievement marked Ragnarök as the UK's largest launch within the series, attributing its success in part to being the series' first cross-gen release. In the realm of physical copies, it secured the second-largest launch of the year in the UK, trailing only FIFA 23. It outperformed heavyweight titles like Call of Duty: Modern Warfare II, Elden Ring, and Pokémon Legends: Arceus. By the close of 2022, the game had achieved an astonishing 670,617 copies sold in the UK, earning it the esteemed sixth place in the country's best-selling game list for the year.

On a global scale, Ragnarök soared to unprecedented heights. It claimed the title of the fastest-selling first-party game in PlayStation history, selling an astonishing 5.1 million units in its inaugural week, a testament to its widespread appeal and anticipation. In Germany, the game exhibited robust sales, surpassing 200,000 copies sold by the close of December 2022. The momentum persisted, with Ragnarök reaching an impressive milestone of 11 million copies sold worldwide by February 1, 2023.



Awards and Accolades

God of War Ragnarök garnered a slew of prestigious accolades and nominations, cementing its status as one of the most highly anticipated and celebrated games in recent history. At the 2020 Golden Joystick Awards, the game was granted the coveted title of Most Wanted Game, a testament to the fervent excitement it had stirred within the gaming community. In the same year, it also secured the honor of PlayStation.Blog's Most Anticipated Game, further solidifying its position as a highly anticipated masterpiece.

The Game Awards also recognized the game's exceptional potential, nominating it for the coveted Most Anticipated Game award in both 2020 and 2021. Numerous prominent media outlets echoed this sentiment, including it on their respective lists of the most anticipated games of 2021 before its release was deferred to the following year.

The accolades didn't stop there. At the 2022 Golden Joystick Awards, the game's extraordinary accomplishments earned it a nomination for the Ultimate Game of the Year title, a testament to its remarkable impact. Time magazine, a prestigious publication, crowned Ragnarök as the #1 game of the year, underscoring its exceptional storytelling and gameplay.

The Game Awards 2022 proved to be a monumental moment for Ragnarök, securing an astounding six out of its 11 nominations and setting a record for the most nominations and awards won at the event. Among its notable wins were Best Narrative and Innovation in Accessibility, highlighting the game's storytelling prowess and commitment to inclusivity. The standout performances of Christopher Judge and Sunny Suljic were also acknowledged, with Judge clinching the Best Performance award. The crowning achievement was undoubtedly the Game of the Year accolade, a testament to the game's overall excellence and impact.

The accolades continued to pour in, with the game triumphing at the 2022 Titanium Awards by securing the esteemed Game of the Year title. The Game Audio Network Guild Awards witnessed an awe-inspiring sweep, with Ragnarök clinching all 14 of its nominations, showcasing its exceptional sound design and audio quality.

The British Academy Games Awards, hosted by the British Academy of Film and Television Arts (BAFTA), heralded Ragnarök's monumental impact by presenting it with a staggering 15 nominations, the most ever for any game in the history of the event. The game went on to claim an impressive six awards, including the coveted EE Game of the Year Award, solidifying its place in gaming history.

In essence, God of War Ragnarök's exceptional reception, triumphant victories, and trailblazing achievements have cemented its status as a gaming masterpiece, lauded and celebrated by players and industry experts alike.




Awards 

God of War Ragnarök garnered widespread recognition and acclaim across various prestigious award ceremonies. At the 2020 Golden Joystick Awards, the game secured the title of Most Wanted Game, an accolade that underscored the immense anticipation it had generated within the gaming community. This sentiment was echoed at The Game Awards 2020, where the game received a nomination for Most Anticipated Game, a testament to its highly anticipated status. In the subsequent year, at the 2021 Golden Joystick Awards, the game's allure was again acknowledged with a nomination for Most Wanted Game. The same accolade, Most Anticipated Game, was granted at The Game Awards 2021, reaffirming the game's significant impact.

The game's triumphant journey continued into 2022, with multiple victories at the 20th Game Audio Network Guild Awards. The title clinched the Best Game Trailer Audio award, a testament to its exceptional audio design. At the 13th Hollywood Music in Media Awards, God of War Ragnarök's original score by Bear McCreary earned a nomination for Original Score — Video Game, while the track "Blood Upon The Snow" won in the Original Song — Video Game category. The Titanium Awards celebrated the game's triumph by conferring upon it the coveted Game of the Year title, along with victories in the Best Narrative Design and Best Game Design categories.

At the Golden Joystick Awards, the game's impact was evident with a nomination for Ultimate Game of the Year and Best Performer (Christopher Judge). The Game Awards 2022 witnessed Ragnarök's exceptional achievements, securing nominations for Game of the Year, Best Game Direction, and Best Art Direction. Notable victories included Best Narrative, Best Score and Music (Bear McCreary), Best Audio Design, Best Performance (Christopher Judge), and the prestigious Innovation in Accessibility award.

The New York Game Awards acknowledged the game's excellence with nominations for the Big Apple Award for Game of the Year, the Herman Melville Award for Best Writing in a Game, the Statue of Liberty Award for Best World, and the Tin Pan Alley Award for Best Music in a Game. The 21st Visual Effects Society Awards recognized the game's visual prowess with a nomination for Outstanding Visual Effects in a Real-Time Project.

Further acclaim followed at the 26th Annual D.I.C.E. Awards, where the game was nominated for Game of the Year, Outstanding Achievement in Game Direction, Outstanding Achievement in Game Design, and Adventure Game of the Year. The exceptional achievements of Ragnarök were highlighted by wins in categories including Outstanding Technical Achievement, Outstanding Achievement in Story, and Outstanding Achievement in Audio Design.

The 50th Annie Awards celebrated the game's excellence with a nomination for Best Character Animation – Video Game, while the 70th Golden Reel Awards recognized its outstanding sound editing and music editing achievements.

Ragnarök's remarkable accomplishments extended to the 23rd Game Developers Choice Awards, securing nominations for Game of the Year, Best Audio, Best Design, Innovation Award, Best Narrative, Social Impact Award, Best Technology, Best Visual Art, and the Audience Award. The title emerged victorious in the Best Audio and Best Technology categories.

At the 21st Annual Game Audio Network Guild Awards, the game's exceptional sound design and music earned it an impressive array of accolades, including Audio of the Year, Best Audio Mix, Best Cinematic & Cutscene Audio, Best Game Foley, Best Game Trailer Audio, and many more.

The 19th British Academy Games Awards celebrated the game's outstanding achievements with nominations in categories such as Best Game, Animation, Artistic Achievement, Audio Achievement, Game Design, Music, and Narrative. The title triumphed in several categories, including Music, Audio Achievement, and Performer in a Leading Role.

In essence, God of War Ragnarök's triumphant journey through numerous prestigious award ceremonies stands as a testament to its remarkable impact, exceptional storytelling, audio design, and overall excellence within the gaming industry.




Prospective God of War Game Releases

Cory Barlog hinted at the exciting possibilities for the future of the God of War series. He mentioned that after the Norse era, the games could potentially venture into the area of Egyptian or Maya mythology, sparking intrigue among fans. The game itself cleverly dropped hints about other mythologies co-existing in its world, with nods to Celtic, Japanese, and Irish mythology. This trend of allusions continued with Ragnarök, adding to the anticipation and speculation surrounding the series' next steps.

Post a Comment

0 Comments

Post a Comment (0)

#buttons=(Ok, Go it!) #days=(20)

Our website uses cookies to enhance your experience. Check Out
Ok, Go it!