5 most annoying things about God of War Ragnarok that prevents it from being the perfect video game experience | Pages Da

God of War Ragnarok, since its release on November 11 this year, has been making headlines. It received an overwhelmingly positive reception from fans and critics alike, and record-breaking sales made it PlayStation’s best-selling first-party title.

The previous entry in the series, God of War (2018), was already a master class in storytelling and world building. And while it was indeed a challenging and daunting task for developer Santa Monica Studio to improve on their previous title, they somehow managed to do just that.

All the accolades and accolades that God of War Ragnarok is receiving are well-deserved, as it actually exceeds every expectation players had from the sequel to God of War (2018), both in terms of gameplay and narrative depth.

Having played the entire previous title over a dozen times, I was really skeptical going into God of War Ragnarok. However, it really surprised me with its quality gameplay, and a stunning and satisfying narrative conclusion to Kratos’ Norse saga.

Evolving on basically every aspect of the previous title, be it the combat system, world building, exploration and narrative, God of War Ragnarok is a masterpiece in every sense of the word. Even so, it’s still not without its fair share of flaws that, in my eyes, keep it from being the “perfect video game experience.”

Here are five of the most annoying things about God of War Ragnarok that keep it from being the perfect video game.

Note: This article reflects the personal opinion of the author and contains spoilers for God of War Ragnarok.


God of War Ragnarok is almost the perfect gaming experience, if it weren’t for these five annoying things

5) Having to crawl, crouch and squeeze to move between areas feels counterintuitive

As mentioned in our God of War Ragnarok review, having to crawl, crouch, and squeeze through tight cracks, crevices, and tunnels feels downright archaic. In my opinion, this action hinders the smooth and fast pace of action.

While I understand that these animations are probably added to disguise loading screens, they still really left me loathing the game’s exploration sections.

It’s even more tedious to go through multiple sections of crawling, ducking and squeezing back-to-back when hunting Odin’s pesky ravens or collecting items required to get the game’s platinum trophy.

I remember feeling exhausted every time I had to go through Vanheim, knowing that I would have to row the slow, clunky boat, and push and crawl through several passages just to grab one object or crow.

God of War (2018) also had the same problem, where transitions between areas were masked by fairly slow climbing, crawling, shrinking or squeezing.


4) Friends and NPCs talk too often during normal gameplay

One of the biggest complaints many players have with God of War Ragnarok is its NPCs. In narrative segments, the non-player characters that Kratos meets along his journey include familiar faces and quite a few amazing new ones.

However, the over-reliance on companions to help players with puzzles, and unnecessary banter between Kratos and some NPCs, feels really out of place.

The biggest problem I have with over-talking NPCs is the way they point out solutions to environmental puzzles, without giving the player enough time to figure out the solution. I feel this would be a great addition to the game as an accessibility option for those who might need it.

However, having NPCs point out solutions before players can even evaluate the possible solutions feels like an insult to their intelligence.

I also have a personal grudge against Londa, the new blacksmith added to God of War Ragnarok, who feels the need to respond every time I upgrade my gear or craft a new one. The first few times it was fine. However, by the time I got to the end of the game, when I had multiple sets of armor to craft and upgrade, often in quick succession, I grew tired of her spouting the same few lines of dialogue ad nauseum.


3) The elemental status “Bifrost” is borderline broken

While I personally like to have a bit of a challenge in battle, the newly added elemental status “Bifrost” feels more like a nuisance than a real challenge in my honest opinion. The idea behind Bifrost is pretty cool, once Kratos has the status ailment, any additional damage, even a single enemy hit will cause a massive HP loss.

Bifrost itself does no harm, and like poison, burn and frost, it slowly dissipates over time. However, the ability of the status for current players with low Vigor stats makes it a really annoying effect to deal with.

The enemies that cause Bifrost damage are mainly the Einhejar. However, some late-game bosses, such as the Berserkers and the Valkyrie hidden in Muspelheim, Ghana, are also able to cast Bifrost.

The worst enemy in God of War Ragnarok that is actually able to one-shot Kratos at the end of the level 9 game is the Berserker King – King Rolf Kraki. He has a move where he rises into the air and causes a massive blast of bifrost that covers Kratos’ entire health bar, and follows up with a dangerous attack.

This one combo, which the boss can perform multiple times during the fight, is the only reason that made me hate the Bifrost status effect in God of War Ragnarok. While there are some shield shields and armor sets that can somewhat reduce its effect, they come at a heavy cost of reduced power or vitality.


2) Mainly reusing the same runic attacks from God of War (2018)

Runic attacks were the highlight of the last game’s combat system. They are more like get out of jail free cards that players can use to deal a ton of damage while staying safe due to the hyper armor during Runic Attack animations.

It’s understandable why Santa Monica Studios reused some of the runic attacks in God of War Ragnarok, such as Rampage of the Furies, Meteoric Slam, Njord’s Tempest, Breath of Thamur, and my personal favorite, Ivaldi’s Anvil. However, I expected newcomers to take the spotlight this time, which unfortunately was not the case.

Quite a few fun new Runic attacks were added for Leviathan Ax and Blades of Chaos, but nothing surpassed the effectiveness and damage of the old versions. I was also a little disappointed to see how much these special abilities were compromised in the sequel, making them pretty redundant during the first half of the game.


1) Omitting the hangman’s plexus in favor of the snake trap

When I played through God of War Ragnarok, one thing I really missed from the last game was the highly charged heavy attack called the Executioner’s Cleave. The skill was basically my basic combo finisher for the whale axe, as it allows Kratos to “split” enemies in half at the end of the combo of light attacks.

While the Serpent’s Cleave is a cool addition and lets Kratos flip enemies or even throw them off cliffs, it’s no substitute for Executioner’s Cleave, which felt much more satisfying to pull out in the heat of battle.

I feel like Santa Monica Studios should have given players like me at least the option to switch between the classic R2 loaded finish and the new one.


While these five points are the flaws that were apparent to me during my 55 hour playthrough, these are nothing but my personal faults in the grand scheme of things of a flawless narrative and combat experience.

God of War Ragnarok, despite having these “flaws”, is nothing short of a masterpiece, and one that satisfactorily concludes the Norse saga of Kratos and his son Atreus.

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