Review: ‘God of War: Ragnarok’ design and performances elevate storytelling

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Review: ‘God of War: Ragnarok’ design and performances elevate storytelling
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Kratos and Atreus’ adventure in “God of War Ragnarok” is more epic and sprawling but still manages to have heart

has never been afraid to take narrative chances. The series has been retconned here and there, and that hasn’t stopped developers from telling compelling stories about Kratos and his complicated relationship with the gods.

“God of War” was a masterpiece because of its tight thematic storytelling and revamped gameplay. The sequel, “God of War Ragnarok,” takes place a few years later, and under new director Eric Williams, it’s a project that’s more sprawling as it juggles several motifs. That conflict is reflected in the level design and gameplay, which is both familiar and constrained. Kratos and Atreus follow a mostly linear path with hints of a bigger world waiting to be unlocked and explored. It’s not until Atreus sneaks out for his own adventure and the narrative switches to his perspective that players experience a transition to more freedom.

Frey doesn’t exactly see eye to eye with Kratos at the beginning of “God of War Ragnarok.” In fact, she’s actively trying to kill him after he and his son kill Baldur in the 2018 “God of War.” The controls for Atreus are similar to those for his father, but his specialization with the bow and arrow makes him feel fundamentally different. His combat is focused on ranged attacks though he can still deal melee blows.

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