God of War Ragnarök: A Masterclass in Storytelling and Expansion
Santa Monica Studio’s God of War Ragnarök stands as a monumental achievement, expertly building upon the foundation laid by its 2018 predecessor. The sequel delivers on the promise of its predecessor, enhancing the already exceptional production values, nuanced storytelling, and visceral combat. It’s a worthy second chapter that leaves players eagerly anticipating the next installment.
Surprisingly, the narrative arc of Ragnarök found its satisfying conclusion not in the main game itself, but in the unexpected Valhalla DLC. Released over a year after the base game, this free expansion, announced mere days before its release, initially lacked significant hype. Many viewed it as a pleasant bonus rather than a crucial component. However, this perception proved drastically inaccurate. Valhalla offers a unique take on the God of War combat system and serves as a poignant epilogue, culminating Kratos’ character arc in a deeply satisfying manner. Indeed, a playthrough of Ragnarök feels incomplete without experiencing Valhalla, setting a potential precedent for future entries in the series.
The God of War franchise, with its father-son protagonist dynamic, appears to be employing a two-pronged approach to storytelling. However, the narrative depth is more complex than initially apparent. The events of both 2018’s God of War and Ragnarök leave an indelible mark on Kratos. Once driven by bloodlust and vengeance, he now seeks a simple life with Laufey and Atreus in the Norse realms, yet still struggles to confront his past. He grapples with guilt and grief, employing a tragically common coping mechanism: suppression.
Only through confronting the reality of his past actions and actively choosing his future path can Kratos begin to reconcile with himself and achieve personal growth. These themes of change and acceptance, initially introduced in 2018, are nurtured in Ragnarök and reach full fruition within the Valhalla DLC. The year-long gap between Ragnarök and Valhalla’s release allows for a more impactful exploration of these narrative elements. Valhalla doesn’t introduce new plot points; rather, it refines and deepens the themes established in the base game, achieving a profound impact precisely because of its distance from the main storyline. Furthermore, Valhalla centers squarely on Kratos’ journey, offering focused character development for him, with only minimal advancement for Mimir; Atreus takes a backseat in this particular narrative.
Considering the future of the God of War franchise and how to maintain the high standard set by Valhalla, simply adding a roguelike mode post-launch would be a simplistic approach. While genre shifts can be successful, the true value of Valhalla lies not in its gameplay alteration, but its narrative significance.
A potential path for future installments might involve focusing on Atreus’ coming-of-age story. A post-launch DLC could then delve into the complexities of childhood and adulthood. Through a secondary narrative, Atreus could gain deeper understanding of responsibility, learning from mistakes, and personal growth. In essence, God of War could use Valhalla-style expansions to refine each game’s core themes, allowing players to form their initial opinions before experiencing the expansion’s focused perspective, ideally offered free of charge.