God of War: Ragnarok shows us the value of a slower pace and not playing by the rules – no PS5 game feels as definitively epic

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Five years into PlayStation 5’s life cycle, no first-party game from Sony has had a bigger impact on me than God of War: Ragnarok. For many, it was a bigger and louder sequel. Some celebrated this while others didn’t. Three years after hitting both PS5 and PS4, it remains a bolder follow-up than most.

On paper, Ragnarok checks all the right boxes for Sony and those who adore the video game giant’s usual first-party output: It’s was somehow even more cinematic than 2018’s soft-reboot, cuts much deeper with its brutal combat and stat-heavy build customization, and expands the scope of the world in ways I didn’t think possible – in just four years of development (that we knew of). Meanwhile, I’m just impressed by how much story co-directors Eric Williams and Cory Barlog – as well as narrative director Matt Sophos – crams in.

The best epics need more time, not more entries

Atreus and Angrboda sit next to one another in a forest in God of War Ragnarok

(Image credit: PlayStation)

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