God of War Ragnarok made a feature shine and a sequel should improve it


Reflexes

  • God of War Ragnarok marks a continuation of the series, potentially exploring new mythological pantheons in the next saga.

  • The game maintains previous iterations but lacks significant evolution, especially in cross-cutting mechanics.

  • An entry directed by Atreus could introduce dynamic movement options, offering a new vision of travel and gameplay.

The future is uncertain after the events of god of war ragnarokbut it’s safe to say that the series will continue to expand and develop from now on. If this means turning God of War Moving towards another mythological pantheon or simply continuing the narrative established by the previous two entries remains to be seen, but Santa Monica Studios might need to work a little harder to keep the franchise at the top of its game in the future.

2018 God of War The reboot was exciting not only for its inherently good design and narrative, but also for how much it shook up the series formula up to that point. Previously, God of War was a hack-and-slash action game in the same vein as The devil can cryusing a remote perspective, pitting the player against hordes of enemies and making the most of the spectacle possible. So, when God of War 2018 took a more measured approach, adopting core elements of the action RPG genre and narrative games such as The last of usIt was a breath of fresh air, breathing new life into the franchise. god of war ragnarok However, it only makes minor iterations to this new formula, and there are ways the next game can look more different.

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After God of War Ragnarok, the series would be wise to avoid retreading a plot point

The God of War reboot series has basically left a major plot point in the dust, so it would be wise to avoid it in the next game.

The next God of War game should double down on traversal mechanics

God of War Ragnarok doesn’t go far enough with crossover changes

god of war ragnarok makes some nice additions to the new series’ formula, but perhaps the biggest criticism that can be leveled at it is that it doesn’t evolve enough. Indeed, ragnarök It’s more of a polished 2018 iteration God of War That a significant evolution of what he brought to the table, at least from a mechanical standpoint. It’s a solid framework, but after the audacity shown by its predecessor, it’s hard not to feel a little disappointed.

A minor change to god of war ragnarok This is how players can get involved with the movement. It expands God of War The 2018 Boat Tour, which adds two different dog sled vehicles that allow for faster locomotion around the game’s core worlds, injecting the game with a much-needed sense of mobility and speed. In addition to this, Kratos can now jump over medium-sized walls thanks to a grapple feature via Blades of Chaos, making both combat and traversal more dynamic and efficient, maintaining the flow of the game.

But that’s all that is. ragnarök brings to the table on the cross front. The movement remains appropriately slow but often monotonous and static. This isn’t a big deal, as the environments are mostly small and segmented, but the gameplay in the following God of War may demand a more versatile movement toolbox.

An Atreus-led God of War game is rich in movement potential

It has long been suspected that the younger, smarter and more agile Atreus will lead the next chapter of the story. God of War history. If this is the case, it would be wise for the game to give him more dynamic movement options, perhaps leaning into its more agile and acrobatic approach to combat, implementing some light parkour elements. This does not mean that God of War has to become Assassin’s Creedbut a more fluid movement would make sense for this less bulky character.

a daring God of War The game could also take advantage of the character’s magical abilities to feel better. Atreus can transform into animals, so it’s possible that something like a wolf or cat form will be available to players, adding a new dimension to the game. God of WarThe combat is deep and expressive, so it would be great to see a similar level of depth in the moments between fights and puzzles.


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