When God of War made its return in 2018, it completely overhauled the gameplay and combat mechanics to introduce a new era for Kratos. With a son, he had grown more reserved in his brutality but was no less strong or violent when the situation called for it. The focus on action-adventure elements in the story also allowed players to see a new side to the character, and even though he still moved like a tank on the battlefield, he was more methodical thanks to the addition of the Leviathan Axe. In short, 2018's God of War completely reinvented the franchise into something completely new and incredibly welcome.

Following the first game's conclusion, God of War Ragnarök was highly anticipated because of the story it promised and the fact that the game would be released after the PlayStation 5 hit shelves. That said, the title is still available on PlayStation 4 and serves as a sign of what things would change and what would remain similar. In essence, God of War Ragnarök, while new and expansive, plays it safe in many of its elements. However, rather than hinder the game's impact, it actually works fantastically well for the experience.

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God of War Ragnarök Lightly Expands on the Franchise's Formula

 God of War Ragnarok promo image

2018's God of War introduced an over-the-shoulder camera experience that brought the player closer to Kratos. This also allowed for new forms of traversal, including a raft, and let the player utilize light RPG elements to craft and upgrade attacks, amulets, and more. These elements helped redefine Kratos for a new generation, and God of War Ragnarök promised that change would be on the way as well. However, the changes that are present are more quality-of-life advancements than another massive overhaul for the series. In doing so, the changes helped to further exciting elements in the game's traversal and combat.

Now, players can use the Blades of Chaos, a late addition in the previous game, to zip to new and higher locations much faster. Similar to Batman's grappling hook, the blades make Kratos much more versatile regarding how he gets around. Plus, with the addition of Fimbulwinter, players can now operate a sled to traverse the forest and frozen lake. Gamers can also upgrade Kratos' shield in new ways and even change its look, allowing for more complex attacks when his other weapons are unavailable.

Even Atreus has received new upgrades to his arrow-based attacks now that he's older and can really hold his own in a fight. Coupled with other additions to the upgrade system, the overall mechanics feel familiar but expanded so that new and veteran players won't feel overwhelmed.

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While Mostly Unchanged, God of War Ragnarök Is Still a Fun Time

God of War Ragnarök entering combat

What God of War Ragnarök has proven by delivering a fun experience with only minor changes is that games and their sequels can remain successful without relying on hefty overhauls to the formula. God of War's combat was incredibly innovative for the franchise in 2018 and set a new standard for Kratos and company. Much like the games that came before it, expanding on what's established has allowed the developers to focus on elements that would keep players coming back. Essentially, updating combat and traversal mechanics are more like gifts for sticking with the series, allowing for more fun and creative options. However, the real draw and focus of each sequel have been their stories.

2018's God of War showed huge moments of growth for Kratos and allowed him to be reformed as a new type of hero. That same story was what mainly pulled players back and allowed God of War Ragnarök to remain such a fun sequel. Remaining largely unchanged allows players to remember what they had done in the past, the strategies they used, and how they could be improved with its minor additions. In its simplicity, God of War Ragnarök made a massive impact by keeping what worked and improving on it, leaving more time to create a powerful story of adventure and family.