God of War Ragnarok Thread

hanselthecaretaker

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And developers have already come out and said that the hallways are NOT loading screens. They use Hallways to do a couple of things.

1. Block players from easily leaving the set piece environment they are about to enter.

2. Set up a cut scene or situation that they need the players to enter from an exact angle. By forcing you through a hallway the player emerges into the scene EXACTLY where the developer needs them to be. Otherwise this is done for cinematic purposes more than anything now a days.

These hallways and tight squeezes USED to be for loading, but that's not the case anymore. In fact you can showcase this a lot by going through the Yggdrasil tree. Whenever you load into the tree to go to a new realm or location, the exit will NOT appear until any dialog has finished because they want the player to hear the dialog. However, if you try to jump to a new realm and the characters have nothing to say, (towards endgame and post game) then the exit appears almost instantly.
On PS4 there have been a few tree warps where there isn’t much of any dialog and it still takes half a minute or more, whether standing still or running the ring. They fill it up with dialog usually but it’s still essentially a fast travel system, and last gen hardware just doesn’t have that magic SSD juice. The only exception might be if you warp right back to where you were just at, it seems a bit faster.
 
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CriticalGaming

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On PS4 there have been a few tree warps where there isn’t much of any dialog and it still takes half a minute or more, whether standing still or running the ring. They fill it up with dialog usually but it’s still essentially a fast travel system, and last gen hardware just doesn’t have that magic SSD juice. The only exception might be if you warp right back to where you were just at, it seems a bit faster.
I wouldn't know. I haven't played on PS4 in two years. But yeah, I imagine that's because the Ps4 cant load like Ps5 can so you get a bit of a different experience there. The PS5 instant loads are the intended way the game is to be experienced though, so that'll be what I'll consider the "cannon" player experience.
 

Old_Hunter_77

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Long Walk sections are fine on the first playthrough, but if you're doing repeat playthroughs or going for a harder difficulty, it's just another glorified and unskippable cutscene and longer down time not needed. I know that they can't be skipped right now.
Ok fair enough, since I have no intention of replaying the game I was only thinking about that first (and for me, only) play-through. Which just further emphasizes my observation at the huge gap of how I feel about both GoW:Viking games- main campaign = GOTY, post-game f***-about = blech.
 

CriticalGaming

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Ok fair enough, since I have no intention of replaying the game I was only thinking about that first (and for me, only) play-through. Which just further emphasizes my observation at the huge gap of how I feel about both GoW:Viking games- main campaign = GOTY, post-game f***-about = blech.
How'd you do on that triple fight?
 

hanselthecaretaker

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I’m thinking difficulty is no longer being taken into consideration for Sony 1st party games’ trophy lists, especially with the increased focus on accessibility. Not saying I wouldn’t be tempted to do a GMGOW run for platinum, but I appreciate the time save.
 
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Casual Shinji

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My apathy toward the story is unfortunately hitting me way harder on my second playthrough as soon as I got to the Freya section of the game. In part because, being honest, I really don't like Freya. I found her to have the weakest performance in '18, but in Ragnarok it's even worse. Something about the actor's overt articulation of every word in a sentence, like she's in a boardroom meeting or something, seriously irks me. What doesn't help is her dialoge still needing to provide (heavy) guidance for the player, and apparently requiring light-hearted banter, eventhough she's spent the last three or so years fueled with murderous rage toward Kratos. Her whole redemption section already feels incredibly rushed as it is - giving her cheeky quips reduces the sincerity of her fury, and her overcoming it, even more.

I also find the free-roam sections to be very lifeless and disconnected from anything character or plot related (eventhough gameplay wise these were probably my favourite parts of the game). This was a bit of an issue in '18, but because there it was situated in the Lake of Nine it meant at almost any moment you either had a view of the Word Serpent, the mountain peak where you meet Mimir, or the cave entrance to Freya, geographically linking the side content to the main quest. In Ragnarok this isn't the case, you're just in a random jungle river, a random tropical lake, a random desert with convenient purple leopards tied to a sled, or a random giant optional level that just gets squeezed in at the tail end.
 

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I got to the Freya section of the game. In part because, being honest, I really don't like Freya. I found her to have the weakest performance in '18, but in Ragnarok it's even worse. Something about the actor's overt articulation of every word in a sentence, like she's in a boardroom meeting or something, seriously irks me. What doesn't help is her dialoge still needing to provide (heavy) guidance for the player, and apparently requiring light-hearted banter, eventhough she's spent the last three or so years fueled with murderous rage toward Kratos. Her whole redemption section already feels incredibly rushed as it is - giving her cheeky quips reduces the sincerity of her fury, and her overcoming it, even more.
Still better than the cycle of revenge fest that was Last of Us Part 2. My problem with Freya was her sense of self-righteousness at the very beginning when you start the quest with her. She and Odin were the cause of Balder's needless death. At least multiple characters call her out on this more than once. I will say that if you perform her personal side quests with her after, doing the main line was with her, she develops better, and it transitions smoother. I do find it ironic that a God of War game does themes of revenge better than you know what. Hell, the two character side quests for Lady Misako and Noriko does it better in Ghost of Tsushima. And they're not even the main plot in the game.
 
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Old_Hunter_77

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How'd you do on that triple fight?
I guess you mean the Berserker that has two lady Berserkerettes with him? That was actually less difficult than the double fight because the Berskerettes have their health linked, so I was able to wail away on one right away and almost kill them both.

And yes, u/hanselthecaretaker, difficulty and accessibility setting are ignored for trophies. The trend for Play Station exclusives of late has been to make platinum acquisition a LOT easier- no difficulty setting dependencies, no replays required, no missable trophies. Basically a platinum just means you've seen everything in the game. This is true for Gods of War, Horizons, Spidermen, Tsushima. Heck even Bloodborne doesn't require multiple play-throughs if you're willing to do a little save scumming.

That's why I do them. I have like 30 platinum trophies on my PSN account but only one of them includes a difficulty-dependent trophy and that is for Witcher 3, the only game I ever beat on hardest difficulty 'cause it's my favorite.
 

CriticalGaming

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Basically a platinum just means you've seen everything in the game.
IMO This is what a platinum should be tbh. I don't think a Platinum should be based on having the biggest challenge the game can possibly offer, but rather encouraging the player to see and do all of the available content. Some game could have challenges within, like the Bezerkers or Valks or whatever, because those fights will still be challenging even on the easiest setting (as you can confirm). But the point is, they aren't crushing challenges.

I think Platinums should avoid having insane grinds, or require going through the same content as ball crushingly as possible.

So Sony's policy of Platinums basically being offered for simply doing 100% regardless of difficulty setting is great.
 

Casual Shinji

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Still better than the cycle of Revenge yes that was Last of Us Part 2. My problem with Freya was her sense of self-righteousness at the very beginning when you start the quest with her. She and Odin were the cause of Balder's needless death. I will say that if you perform her personal side quests with her after, doing the main line was with her, she develops better and it transitions smoother. I do find it ironic that a God of War game does themes of Revenge better than you know what. Hell, the two character side quests for Lady Misako and Noriko does it better in Ghost of Tsushima. And they're not even the main plot in the game.
I wouldn't say it does it better. I mean, it was shorter, so I guess. My problem with Freya in this game, and with the majority of the character arcs, is that it just can't sell me on it. I agree with what the game has to say about these characters, but it feels like I have to do the legwork for the story, rather than the story carrying me along.

And yes, Lady Masako, that was a good revenge journey. The ending of it left me rather cold, but that whole story was just an old embittered woman who had nothing left to live for other than the hollow satisfaction of getting payback. And it sold me on it.
 

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wouldn't say it does it better. I mean, it was shorter, so I guess.
Which automatically makes it better already for me.


My problem with Freya in this game, and with the majority of the character arcs, is that it just can't sell me on it. I agree with what the game has to say about these characters, but it feels like I have to do the legwork for the story, rather than the story carrying me along.
Then you would have to wait another 5 years for a third game, for all that to be developed fully and properly. They did the best thing could do, and I don't blame them for ending it. I'll take that over stretching it. Pick your poison, if you consider it that way.


And yes, Lady Masako, that was a good revenge journey. The ending of it left me rather cold
That was kind of the point for both quests, but for different reasons. Masako had no one left aside from a grand niece, if I remember correctly (that we never see and is only mentioned by the very end of the last quest). Noriko got his proper vengeance, but nearly went insane because of it, and still felt pain and despair. The pain never permanently goes away, but heals with time.
 
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Casual Shinji

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Then you would have to wait another 5 years for a third game, for all that to the belt fully and properly. They did the best thing could do, and I don't blame them for ending it. I'll take that over stretching it. Pick your poison, if you consider it that way.
Frankly, I don't think even a third game might've been enough. I think Santa Monica got a way to eager at the end of '18 with the amount of things they were setting up. I remember at the time when finishing it that I felt sorry for the developers that had to make all the sequels necessary to do all of this set-up justice.

But speaking of which, this game still leaves so much open for more sequels. So even if they crammed all of this story in to finish it up in one more game, they didn't even really succeed in that, because we know we haven't seen the last of these characters. And Santa Monica's next game will in all likelihood (also give the sales of Ragnarok) be another GoW game.
 

CriticalGaming

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And Santa Monica's next game will in all likelihood (also give the sales of Ragnarok) be another GoW game.
Doubtful. Corey Balrog is working on a new IP for the studio which is why he didn't direct GodRag. That project is already years in development so whatever it is, is going to be the next game.
 
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Casual Shinji

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Doubtful. Corey Balrog is working on a new IP for the studio which is why he didn't direct GodRag. That project is already years in development so whatever it is, is going to be the next game.
Well, that's good at least. But even so, if the point of GoW: Ragnarok was to put this Norse world to bed, it still feels remarkably wide awake.
 

Casual Shinji

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Mythology never ends.
Well I mean, the Greek one did. A couple of characters were unaccounted for, but we can assume they got shallowed up by the primordial chaos that was left. Not that I'm saying the Norse world should've ended like that, just that for a game that was supposed put a period behind it there's a lot of sequel hooks.
 

CriticalGaming

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Well I mean, the Greek one did. A couple of characters were unaccounted for, but we can assume they got shallowed up by the primordial chaos that was left. Not that I'm saying the Norse world should've ended like that, just that for a game that was supposed put a period behind it there's a lot of sequel hooks.
Sometimes not answering EVERY question or wrapping up EVERY plot line does not mean there is any intention of sequels or spin offs. Sometimes it's better to let the audience answer those questions and finish those plots in their imagination.
 
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