Key Takeaways

  • God of War 2018 is a completely different game from the original Greek trilogy — not just a continuation
  • The single-shot camera design serves gameplay purposes beyond immersion
  • Atreus functions as a free damage multiplier when used strategically in combat
  • The Norse saga spans 5 years of in-universe time across both games
  • Accessibility features are built into core design, not added as afterthoughts

7 Things About the God of War Game Nobody Tells You

Most guides will tell you to block more, use your axe, and don't get hit by Valkyries. Useful. Deeply obvious. The God of War game is one of the best-designed franchises in PlayStation history — and the stuff that makes it genuinely brilliant is buried under a mountain of "top 10 tips" articles that all say the same thing. Here are seven things that actually change how you experience it. Consider this the friend who finished both games twice and wants to save you from your own mistakes. (You're welcome. Buy me a drink.)

TL;DR: God of War 2018 and Ragnarök are not the games you think they are — the combat, story, and design hide depths most players never touch. These seven facts fix that.

The 2018 Reboot Is a Completely Different Game from the Originals

The original God of War trilogy launched on PlayStation 2 in 2005 and concluded with God of War III on PS3 in 2010. Those three games reportedly moved approximately 30 million combined units. They were fixed-camera, wide-angle spectacle brawlers. Greek gods, chained blades, maximal chaos.

God of War illustration

God of War 2018 shares a name and a protagonist. That's roughly where the overlap ends.

The 2018 reboot shifted everything

: mythology (Greek to Norse), camera (fixed wide-angle to over-the-shoulder), combat philosophy (combo-heavy spectacle to methodical, position-based fighting), and tone (operatic rage to quiet grief). Kratos is now a father. He whispers more than he screams. That's not a downgrade — it's a complete redesign of what the franchise is for.

If someone tells you "God of War is just a button masher," they played the originals and assumed nothing changed. Don't skip the 2018 entry thinking you know what it is. You don't. Nobody did going in.

The Single-Shot Camera Is Doing More Work Than You Think

God of War 2018 and Ragnarök are presented as a single continuous shot — no visible cuts, no loading screens interrupting scenes, no title cards. The entire experience plays out as one unbroken take.

God of War illustration

This isn't a gimmick. It's structural.

Because the camera never cuts away, you're never removed from Kratos' perspective. You watch him parent badly, watch him hold grief at a distance, watch him fail to say the right thing. The camera sits just behind his left shoulder the entire time. You're not watching a story about a father and son. You're accompanying one, uncomfortably close, for the whole journey. Think of it like the single-shot opening of Atonement — except the film never cuts back to normal. It just keeps going, for 40-plus hours.

That choice alone puts God of War in a different category from most action games. It's a design decision worth knowing before you start, because once you notice it, you can't un-notice it.

Accessibility Features Are Genuinely Impressive — And Most Players Never Touch Them

God of War PS5 and the PC versions ship with accessibility options that most players scroll past in the opening menu. That's a mistake.

God of War illustration

The games include extended parry windows, auto-pickup for resources, high-contrast modes, button remapping, and adjustable HUD elements. The difficulty system itself is essentially an accessibility tool — "Give Me Story" mode reduces combat damage and enemy aggression significantly, making the narrative fully playable for people who don't want combat to be the obstacle.

This matters for a specific reason: a lot of people bounced off the original Greek trilogy because the combat was punishing in ways that felt arbitrary. The 2018 reboot and Ragnarök deliberately designed difficulty as a dial, not a gatekeeping mechanism. You can play the entirety of both games at your own pace without missing a single story beat.

Nine times out of ten, players who say "I tried God of War and it was too hard" tried it on Normal and hit a wall they didn't know could be lowered. Now you know.

Atreus Is Not a Liability — He's a Free Damage Machine

New players treat Atreus like flavour. He's Kratos' kid, he says things, fine, whatever. This is a significant tactical error.

In combat, Atreus fires arrows on command, interrupts enemy attacks, and — when upgraded — chains elemental damage that stacks with Kratos' hits. In Ragnarök, his combat role expands even further. He becomes a fully-functional second character in sequences where you control him directly.

Calling Atreus in combat costs nothing. He doesn't share a resource bar with Kratos. He's a free button press that deals real damage and disrupts enemy patterns. Ignoring him in mid-game combat is roughly equivalent to playing with one hand because the other hand "didn't want to get involved."

Use. The. Boy. He's not there for emotional resonance only. (Although the emotional resonance does eventually destroy you. That's a separate issue.)

The Norse Saga Spans Approximately 5 Years of In-Universe Time

According to reports, the Norse narrative arc — from the opening of God of War 2018 to the conclusion of Ragnarök — spans approximately 5 years of story time within the game's world. That's a compressed but coherent arc for Atreus to grow from a child learning to hunt to a figure central to Norse prophecy.

This matters because it explains pacing choices players sometimes find frustrating. Moments where Kratos seems to be withholding information, or where Atreus seems to leap from naive to capable — the timeline supports those transitions if you're tracking it. The games aren't being sloppy. They're trusting you to do the arithmetic.

The real-world development timeline runs parallel: God of War 2018 reportedly took approximately 5 years in active development, and Ragnarök followed with approximately 4-5 years. That's roughly a decade of craft for a story that covers half a decade in-universe. Make of that ratio what you will.

Christopher Judge Rewrote What Kratos Could Sound Like

The original Kratos was voiced by Terrence C. Carson — operatic, loud, built for a character defined by screaming at gods. Completely correct for those games.

Christopher Judge, who reportedly took over the role for the 2018 reboot and Ragnarök, made a different choice entirely. He plays Kratos as a man who has learned that words are dangerous. Kratos speaks slowly, sparsely, with the deliberate weight of someone who has said catastrophic things before and is trying very hard not to again.

Judge reportedly won a BAFTA for the role. That's not a trivia footnote — it signals that a performance in a video game was considered awards-worthy by an institution that has historically been snobbish about the medium. It's worth listening to his line readings as performances rather than just dialogue delivery. There's a lot happening under the surface of "Boy."

(If you've never clocked how much emotional freight is in a single word in these games, start with the boat scenes. You'll see.)

God of War PC Is the Best Way to Play It in 2024 If You Don't Own a PlayStation

God of War 2018 arrived on PC in January 2022. Ragnarök followed. The God of War PC versions support ultrawide monitors, unlocked framerates, and full keyboard/mouse control alongside controller support. According to reports, the PC port was well-received for its technical quality — which is not always the case with PlayStation-to-PC conversions. (We don't need to name names. You know who you are.)

If you've been sitting on the fence because you don't own a PS4, PS5, or didn't pick them up during the PlayStation generation — God of War PC removes every barrier. You don't need a Sony console. You need a PC and a few hours you weren't planning to sleep through anyway.

The Difficulty Settings Have a Philosophy Behind Them — And the Names Are Part of It

This is the bit competitors miss.

The God of War game difficulty options aren't named Easy, Medium, Hard. They're named "Give Me Story," "Give Me Balance," "Give Me a Challenge," and "Give Me God of War." These aren't just rebranded difficulty tiers. They're a statement about what the developers think you're allowed to want from the game.

"Give Me Story" doesn't carry shame. It's framed as a legitimate choice — you want the narrative, the characters, the world. That's a complete reason to play. "Give Me God of War" is for players who want to be punished by a video game, which is also a legitimate desire, even if it says something concerning about their relationship with leisure time.

The naming philosophy matters because it communicates player agency clearly. The developers at Santa Monica Studio were saying — publicly, through UI text — that there is no wrong reason to play. That's a design value statement. It's also why these games sell to a wider audience than the original trilogy ever reached. God of War Ragnarök reportedly sold over 11 million copies in its first year. The accessibility philosophy is part of why.

Strong Take: Ragnarök Is Better Than 2018 — And That's More Controversial Than It Should Be

God of War Ragnarök reportedly sold over 11 million copies in its first year, compared to God of War 2018's approximately 10 million. By sales, Ragnarök edges it. By critical reception, both sit at the top of the PlayStation catalogue. By player consensus online, 2018 wins more arguments — because it was the surprise, the reinvention, the thing nobody expected.

Here's my actual opinion: Ragnarök is the better game, and the reason it gets underrated is that 2018 earned all the credit for the reinvention.

Ragnarök takes every system from 2018 and refines it. More weapons. More enemy variety. More playable characters. A story that pays off a mythological arc across two full games and sticks the landing — which is genuinely rare. The complaint you'll hear is that it "felt like DLC." That complaint is wrong. It felt like a second act, which is what it was.

The actionable consequence: if you've played 2018 and thought "good but maybe slightly overrated" — play Ragnarök before you make up your mind. The full arc requires both games. You wouldn't judge The Two Towers on its own either.

If you're choosing which to start with: play 2018 first. Ragnarök assumes you did. And unlike some sequels, it's not being coy about that assumption.

Frequently Asked Questions

What is the God of War game about?

God of War is an action-adventure game series following Kratos, a former Greek god who survives into Norse mythology and raises his son Atreus. The 2018 reboot focuses on grief, fatherhood, and the weight of a violent past. It's less about killing gods and more about what you become when you stop. The killing-gods part still happens, though. Frequently.

How many God of War games are there?

The main series includes God of War (2005), God of War II (2007), God of War III (2010), God of War: Ascension (2013), God of War (2018), and God of War Ragnarök (2022). There are also handheld entries. In total, the franchise spans approximately eight titles. The original Greek trilogy and the Norse duology are the chapters most worth your time.

How do you beat the Valkyries in God of War?

The Valkyries are optional bosses and among the hardest fights in the game. The core rule: watch for their wing-spreading animation and dodge immediately — it telegraphs nearly every attack. Runic attacks help. High Luck stat increases how often perks trigger. Patience matters more than aggression here. The Valkyrie Queen is a separate problem entirely and requires a full build. You'll know when you meet her.

Which is better, God of War 2018 or Ragnarök?

God of War 2018 gets credit for the reinvention. Ragnarök gets credit for delivering on it. By sales, Ragnarök edges out 2018 — over 11 million copies in year one versus 2018's approximately 10 million. By refined gameplay and story payoff, Ragnarök wins. By surprise factor and emotional gut-punch, 2018 holds the edge. Play both. The debate is only interesting if you've done that.

How long does it take to beat God of War Ragnarök?

Main story only: approximately 26-30 hours. Full completion including all side quests, collectibles, and optional bosses: closer to 50-60 hours. Ragnarök is a large game. It doesn't overstay its welcome in the main narrative, but the optional content is substantial. Rule of thumb: budget a weekend for the story, a month for everything.

Do I need to play the old God of War games first?

No. God of War 2018 functions as a standalone entry. You need no knowledge of the Greek trilogy to follow the Norse saga. Ragnarök assumes you've played 2018 — that one you should do in order. The original trilogy is worth playing if you enjoy the series, but it's not homework. The 2018 reboot was designed specifically so new players could walk in cold.

What is the best skill build for Kratos in God of War Ragnarök?

There's no universally "best" build, but high-Luck builds that stack Runic damage work reliably for most players. Prioritise Runic Attack upgrades early, invest in cooldown reduction, and don't neglect the Shield — the Dauntless shield parry deals significant damage when timed correctly. Atreus skills are free to invest in and multiply your effective DPS without touching Kratos' resource pool.

Is God of War actually worth playing?

Yes. The God of War game is consistently cited as one of PlayStation's strongest franchises for a reason. The 2018 reboot and Ragnarök both sit in the top tier of action-adventure titles across any platform. The God of War PC ports make it accessible without a Sony console. If the price point is the hesitation — watch for sales. Both regularly discount. The experience holds up at any price point below "bought it twice by accident."

The Short Version — For the Person Who Skipped to the Bottom

The God of War game is not what you think it is. It's not what it was in 2005. The 2018 reboot reinvented the franchise so completely that it shares a name with its predecessors mostly out of stubbornness. The single-shot camera, the redesigned combat, Christopher Judge's quietly devastating performance, the accessibility options that make it playable for everyone — these aren't marketing bullet points. They're the actual reasons it sold over 21 million copies across two games.

Go in knowing these seven things. You'll spend less time confused, more time appreciating what Santa Monica Studio actually built, and — if you follow the advice about Atreus — significantly less time getting murdered in Midgard.

The Boy is right there. Use him.