God of War Games: Why the Father-Son Pivot Actually Worked

God of War Games: Why the Father-Son Pivot Actually Worked

Kratos shouldn't have survived the transition to Norse mythology. Seriously. If you look back at the original God of War games on the PlayStation 2, the guy was a walking personification of a temper tantrum. He was a one-dimensional avatar of rage, fueled by a tragic backstory that mostly served as an excuse to rip the heads off various Greek deities. It was glorious, but it wasn't exactly deep storytelling. When Santa Monica Studio announced they were reviving the franchise in 2018, plenty of long-time fans were skeptical. We wondered if a "dad-sim" version of Kratos could actually capture the magic of the hack-and-slash originals.

The gamble paid off.

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It turns out that shifting the God of War games from a fixed-camera arcade experience to an over-the-shoulder narrative epic was exactly what the series needed to avoid becoming a relic of the mid-2000s. You've got to respect the sheer audacity it took to change the fundamental DNA of a flagship IP. They didn't just change the combat; they changed the heart of the character.

The Brutal Origins of the Ghost of Sparta

Before we talk about the snowy peaks of Midgard, we have to look at the blood-soaked marble of Olympus. The early God of War games—specifically the original trilogy, Chains of Olympus, and Ghost of Sparta—defined the action genre for a generation. David Jaffe and Cory Barlog created something that felt immense. When you fought the Hydra in the opening minutes of the first game, it wasn't just a boss battle; it was a statement.

The combat was built on the "Blades of Chaos," a pair of chained swords that allowed for wide, sweeping attacks. It was rhythmic. It was brutal. It was basically a dance of death.

But there’s a nuance here that people often forget. The original games weren't just mindless button-mashers. They were tightly designed Metroidvanias in disguise. You’d gain a new power—like Medusa’s head or the Boots of Hermes—and suddenly the world would open up. You weren't just killing things; you were solving environmental puzzles that required a surprising amount of thought. Still, by the time God of War: Ascension rolled around in 2013, the formula was starting to feel a bit thin. The rage was getting old. We'd seen Kratos scream at the sky enough times.

Moving North: The 2018 Soft Reboot

Then came the beard.

The 2018 entry into the God of War games library is widely considered one of the best games ever made, and for good reason. It’s a technical marvel—the entire game is presented as a single, continuous camera shot. No cuts. No loading screens (at least none that you can see). This choice forces an intimacy with the characters that the older games lacked. You are stuck with Kratos and his son, Atreus, every step of the way.

Combat shifted from the wide-angle Blades of Chaos to the Leviathan Axe. It’s a slower, more deliberate weapon. Every hit feels heavy. When you throw the axe and recall it to your hand with the Triangle button, the haptic feedback (especially on the later PS5 versions) makes you feel like you’re actually catching a block of sentient ice. It’s satisfying in a way that’s hard to describe until you’ve felt it.

The story focuses on a simple quest: spreading the ashes of Kratos’s late wife, Faye, from the highest peak in the realms. But it becomes a meditation on trauma. Kratos is terrified of his past. He’s terrified that Atreus will inherit his godhood and the curse that comes with it. Honestly, watching a former god-slayer struggle to give his son a compliment is more tense than any boss fight with a troll.

The Baldur Factor

A great protagonist needs a great foil. In the Greek era, that was Zeus. In the Norse era, it starts with Baldur. Unlike the hulking titans of the past, Baldur is a wiry, manic presence who can't feel anything—physical or emotional. This contrast is vital. Kratos is a man trying to suppress his feelings, while Baldur is a man desperate to feel literally anything at all. It’s a clever bit of writing that elevates the conflict beyond "angry guy hits blond guy."

Ragnarök and the Weight of Fate

If 2018 was about the internal struggle of a father, God of War Ragnarök (2022) is about the external consequences of those choices. This is where the God of War games really lean into the "God" part of the title. The scope expands to all nine realms. You see the industrial decay of Svartalfheim and the lush, overgrown jungles of Vanaheim.

The gameplay in Ragnarök doesn't reinvent the wheel, but it polishes it to a mirror finish. You get the Draupnir Spear, which might be the most fun weapon in the entire series. It allows for infinite projectile stacking and controlled detonations. It’s tactical. It’s fast. It makes you feel like a master of the battlefield again, but with the wisdom of an older warrior.

One thing that people get wrong about Ragnarök is the pacing. Some critics felt the "Atreus sections" dragged. I disagree. Seeing the world through the eyes of a teenager trying to find his own identity—away from the shadow of his legendary father—is essential for the emotional payoff. Without those moments of exploration in Ironwood, the ending wouldn't land with nearly as much impact.

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The Valhalla DLC: A Love Letter to Fans

In late 2023, Santa Monica Studio released the Valhalla DLC for free. It’s a roguelike mode, but more importantly, it’s a psychological epilogue. Kratos literally walks through his own memories. He confronts the ghost of his younger self.

It bridges the gap between the Greek and Norse God of War games in a way that feels earned. For years, there was a divide in the fanbase between those who loved the old "angry" Kratos and those who loved the new "dad" Kratos. Valhalla tells us that they are the same man. You can't have the wisdom of the old man without the scars of the young one. It’s a rare instance of a developer acknowledging the "cringe" or "edginess" of their past while still respecting the legacy of what came before.

What Most People Miss About the Lore

A lot of people think the Norse God of War games are just a loose adaptation of the Eddas. They’re actually a subversion. In traditional Norse myth, Thor is often the hero. In Kratos’s world, Thor is a tragic, alcoholic enforcer for a manipulative, narcissistic Odin.

Odin isn't a wise All-Father here. He’s a cult leader. He’s a guy who talks about "peace" while he’s gaslighting his entire family. This change is brilliant because it gives Kratos a reason to fight that isn't just revenge. He’s fighting for the freedom of these realms.

Why the Combat Changed (Technically Speaking)

  • Camera Placement: The shift to a close-third-person view changed the spatial awareness. In the old games, you worried about being surrounded. In the new games, you worry about what's directly in front of you, using Atreus as a "support" to manage the enemies you can't see.
  • RPG Elements: The addition of armor sets, enchantments, and runic attacks added a layer of customization. You can build a "cooldown" Kratos who spams magic, or a "strength" Kratos who just hits things really hard.
  • Verticality: While the old games had platforming, the new ones use the environment as part of the combat. You’re knocking enemies off cliffs, using the Blades of Chaos to pull yourself toward them, and interacting with elemental hazards.

Real Talk: Is it "Too Long"?

There is a valid criticism regarding the length of the modern God of War games. The original 2005 game could be beaten in about 9 hours. Ragnarök can easily take 40 to 50 hours if you're doing the side quests (the "Favors").

Does more content mean a better game? Not necessarily. There are moments in the Norse saga where the momentum stalls. Some of the "crawling through cracks in the wall" transitions—used to hide loading screens—can get tedious on repeat playthroughs. However, the depth of the side content, like the "Crater" region in Vanaheim, often contains better storytelling and boss fights than the main path. If you skip the optional stuff, you're missing about 40% of the game's soul.

Practical Steps for New Players

If you’re just getting into the God of War games, don't just jump into Ragnarök. You’ll be lost. The emotional weight depends entirely on the history established in the previous entries.

  1. Watch a Recap of the Greek Era: Unless you have a PS3 or a decent PC for emulation, playing the originals can be a hurdle. At the very least, watch a "Story So Far" video. You need to know about Ares, the Sisters of Fate, and why Kratos has ash-white skin. (Spoiler: It’s the literal ashes of his first family. Yeah, it’s dark.)
  2. Play God of War (2018) First: It’s available on PS4, PS5, and PC. It’s usually on sale. It’s the essential starting point for the modern era.
  3. Don't Ignore the Favors: In both 2018 and Ragnarök, the side quests are where the best character development happens. Specifically, do the quests involving Mimir’s past and the Huldra Brothers (Brok and Sindri).
  4. Master the Parrying: In the old games, you could dodge-roll your way through most things. In the new games, learning the parry timing with the shield is the difference between feeling like a god and feeling like a target.

The God of War games have evolved from a teenage power fantasy into a mature exploration of what it means to change. It's a rare feat in any medium, let alone gaming. Kratos didn't just find a new mythology; he found a soul. Whether we see him head to Egypt or Japan next is anyone's guess, but for now, the journey through the frozen north stands as a masterclass in how to grow up without losing your edge.

To get the most out of the experience, focus on the relationship between the characters rather than just the kill count. The "action" is the hook, but the "growth" is the reason you'll remember these games years after the credits roll. Stick to the balanced difficulty setting for your first run—it offers enough of a challenge to make the bosses feel threatening without the frustration of the "Give Me God of War" mode, which is really designed for those who have mastered every single mechanic.