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God of War Ragnarök for PS4 and PS5 is available for $41 at CDKeys

CDKeys is currently offering God of War Ragnarök 54 percent off.

Regularly available for $89.99, CDKeys currently has PS4 and PS5 digital codes for the title available for $41, first shared by RedFlagDeals user’ TheSlav.’

It’s worth noting that the title’s listing on CDKeys reads that the game can not be activated in Canada, but TheSlav’s RedFlagDeals post stated that to be false, and that the game code is not region locked.

I took the gamble and paid $41 for the game (I’ve been wanting to buy Ragnarök for a while now but didn’t want to shell out $89.99).

It’s safe to say that TheSlav was correct. Upon payment, CDKeys will send you an email with your order information and details on retrieving the game code. You can select to activate the code on the web via https://store.playstation.com/, or directly on your console.

Buy God of War Ragnarök for $41 CAD from CDKeys here.

Learn more about the game here.

MobileSyrup utilizes affiliate partnerships. These partnerships do not influence our editorial content, though we may earn a commission on purchases made via these links that helps fund the journalism provided free on our website.

Source: RedFlagDeals ‘TheSlav’

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Brad Shankar’s favourite things of 2022

It’s the most wonderful time of the year: best-of lists. There’s just something oddly therapeutic about putting these together and celebrating the year that was with others.

In the case of MobileSyrup‘s traditional annual ‘Favourite Things’ lists, it’s a chance to write about subjects beyond the purview of tech. This can be anything, really, but I’ve always liked to structure mine around one entertainment title per medium to keep things interesting. And boy, was 2022 a great year in this regard. Whether it was the end of one of my all-time favourite franchises, a reintroduction to a wonderful subset of cinema or that time I bonded with Kratos himself, this year was quite memorable — here’s why.

Favourite game: God of War Ragnarök

There are a lot of “father stories” in games, but God of War Ragnarök is easily my favourite. (Image credit: PlayStation)

I played around 50 new games this year, but God of War Ragnarök is easily my favourite. From its incredible and emotionally-charged narrative to engrossing and visceral combat, it’s a genuine masterpiece. But I’ve written about Ragnarök extensively at this point, and I’m not sure what else to say in regards to the game itself.

Instead, I want to touch on my experience following its release. Earlier this month, I wrote a personal essay about game’s central father-son story, which I related to more deeply than almost any other in gaming. Now, I was pretty nervous putting out that piece; I don’t talk about my “daddy issues” often, and I’d certainly never written about them publicly at length. Thankfully, the response to my piece was nothing short of incredible. First, Matt Sophos, Ragnarök‘s narrative lead, tweeted it alongside some lovely words. Having even one of the key creatives behind something so important to me saying such things was heartwarming and more than I could have imagined. And then he saw it.

Christopher Judge tweets

Chris Judge — what a class act.

Yep, Kratos himself, Christopher Judge, saw Sophos’ tweet and shared his own response. I was stunned. His soulful performance across 2018’s God of War and Ragnarök — so intense and commanding, yet wonderfully soft and understated — resonated strongly with me, so to have him give what was easily the kindest and most profound response to anything I’ve ever written just moved me. Naturally, such exposure led to my piece blowing up a little bit, and I was elated to have so many people share stories about their own fathers and express gratitude towards Judge and me. Nowadays, people are so quick to be nasty online, especially when you express any sort of emotional vulnerability, but I was overjoyed to see such universally positive reception.

 

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A post shared by Brad Shankar (@bradshankar)

Oh, and the week later, I actually got to thank Judge in person at The Game Awards after he won Best Performance and delivered a lengthy-but-beautiful speech. (Shoutout to CGM‘s Dayna Eileen for getting his attention while I stood there meekly!)
Video games have such a uniquely powerful ability to bring people together, and my entire Ragnarök experience was the perfect example of that.

Honourable mentions: Live A LiveCitizen SleeperPentimentHorizon Forbidden West

Favourite movie: RRR

Bheem and Raju dance in RRR

The “Naatu Naatu” dance number in RRR is the most purely joyful and smile-inducing scene in any movie I’ve seen all year. (Image credit: Variance Films)

In a sense, this was both the easiest and toughest decision to make, as there are so many films that could have taken this spot for me. Everything Everywhere All At Once for its tonally audacious exploration of generational trauma. Aftersun for its hauntingly beautiful exploration of a child’s empathy towards her struggling father. Marcel the Shell with Shoes On for being just so damn cute and heartwarming.

Ultimately, though, S. S. Rajamouli’s RRR encapsulates everything I love about movies. It has an utterly endearing friendship between Bheem (N. T. Rama Rao Jr.) and Raju (Ram Charan), a genuinely wholesome platonic pairing of two men unafraid to express raw emotion that feels so needed amid ongoing toxic masculinity. It has an incredible, delightfully over-the-top action setpieces that mix practical and visual effects in such a convincing way that it puts most of Hollywood to shame. It even has outstanding, make-you-get-up-and-dance-in-the-theatre-worthy musical sequences, including the absolutely rousing “Naatu Naatu.”

But beyond all of that, RRR actually had me feeling rather wistful. Growing up, much of my time with my dad’s side of the family consisted of watching Bollywood movies, and I have fond memories of watching them. That said, I’ve steered clear of those kinds of movies because I’ve since fallen out with that family and there’s baggage there. Watching RRR, however, I was reminded that there’s an entire world of Indian cinema that I’ve been missing out on. In many ways, I felt exactly like I was living out the Ratatouille meme, and that was just icing on the cake for such a joyful and thrilling movie.

Honourable mentions: Aftersun, Everything Everywhere All At Once, The Banshees of Inisherin, Marcel the Shell with Shoes On

Favourite TV show: Better Call Saul

Better Call Saul Kim and Jimmy sitting on bed

The relationship between Jimmy and Kim is the beating heart of Better Call Saul. (Image credit: AMC)

When people used to argue whether Better Call Saul was better than Breaking Bad, I would steadfastly stick with the latter, my all-time favourite series. But by the end of the Breaking Bad prequel’s six-season run, I am happy to say, definitively, that it’s easily better.

Sure, it has everything you loved about Breaking Bad — the rich plotting, stunning cinematography, top-notch performances and exquisite antihero characterization. But it does all of that and more. In a feat of utter brilliance, co-creators Vince Gilligan and Peter Gould took a clownish supporting character, Bob Odenkirk’s Saul Goodman, and made him more layered and interesting that Walter White. If Walt was a time bomb, Jimmy was a man in quicksand, slowly sinking while trying to claw himself out, and making his morality struggle even more fascinating as a result. Nowhere was that more apparent than in Season 6, where we see how Jimmy’s past failures inform where he ends up in the show’s post-Breaking Bad scenes. Through sharp writing and Odenkirk’s masterfully complex performance, Jimmy remains sympathetic even at his lowest, and it made for some gripping television.

And best of all, Jimmy’s not even the best character — that would be his partner, Kim Wexler, brought to life through a criminally overlooked, awards-worthy performance by Rhea Seehorn. Like Jimmy, her innate decency is put in constant conflict with a surprising mischievous side, and the ways in which she struggles with that are captivating. Fans knew going in that she’s not around come the events of Breaking Bad, but Gould, Gilligan and co. ensure that the directions they take her in are always far more compelling than you might have expected. All the while, supporting characters like Howard (Patrick Fabian), Nacho (Canada’s Michael Mando) and Breaking Bad favourite Mike (Jonathan Banks) go through their own surprising-yet-satisfying arcs. That’s to say nothing of Lalo (Tony Dalton), a dastardly charming villain who proved a brilliant foil to Giancarlo Esposito’s more measured Gus Fring.

After nearly 15 years, it seems like Gilligan and Gould are ready to leave Albuquerque behind with Better Call Saul, but man, what an unforgettable ride it’s been.

Honourable mentions: Severance, Andor, The Afterparty, Under the Banner of Heaven

Podcast: The Movie Podcast

One of the good things to come out of COVID for me was the discovery of more podcasts in my free time. One of my favourites of these has been The Movie Podcast, hosted by Daniel, Shahbaz and Anthony. The gents are all likeable and share a winsome rapport as they produce reviews, interviews and more on movies and TV, making every episode a real treat.

But what I most admire is how much they’ve built up the show this year. This started off as an independent passion project from a few Canadian boys, and it’s grown into something much bigger and more impressive. I’m in awe of the opportunities that have come their way as the result of their hard work, including interviews with the likes of Canada’s Hayden Christensen and Deborah Chow (Obi-Wan Kenobi) and Iman Vellani (Ms. Marvel), as well as Ewan McGregor and Ethan Hawke (Raymond & Ray), Sam Raimi and Michael Waldron (Doctor Strange in the Multiverse of Madness), almost the entire Mythic Quest cast, Michael Giacchino (for both Werewolf by Night and Lightyear), Brendan Fraser (The Whale) and many more. As someone who’s been trying to do more interviews lately, I find their journey truly inspiring, and I’m excited to see what they do in 2023.

Podcasts: Play, Watch, ListenSmartless, Better Call Saul Insider Podcast, Video Game Writing 101

Book: We Were Dreamers: An Immigrant Superhero Origin Story

At first glance, it might be weird to see a 33-year-old writing a memoir, especially less than a year after leading a Marvel movie. But We Were Dreamers: An Immigrant Superhero Origin Story, isn’t really about Simu Liu. Instead, the Canada-raised actor uses the book to pen a lovely, inspiring tribute to his parents, who emigrated from China when he was just four years old with hopes of a better life, which, in turn, paved the way for him to become Shang-Chi.

If there’s one theme among my more personal writing lately, it’s the idea of a young adult looking back on their formative years to gain a more nuanced and empathetic perspective on the people who populated it. That’s We Were Dreamers to a tee — Liu reflecting on his many early conflicts with his parents to come to a deeper appreciation for everything they did. It’s Liu being far more mature, earnest and funny than the Twitter folk who routinely hate on him for stupid years-old comments would lead you to believe, and it makes for an engrossing read. (The anecdotes about his life as a struggling actor and work on the likes of Kim’s Convenience are also quite fun.)

Above all else, though, We Were Dreamers also got me thinking more about my own family. My dad’s side came to Canada from Guyana when he just a few years old, while my mum’s parents were in their early ’20s when they came from Scotland. That’s something I, who’s only ever known Canada as home, have always taken for granted — that terrifying uprooting of your entire life on what’s effectively a colossal gamble in a completely different place. As a result, I found myself more grateful and proud — not only of what they went through, but the countless immigrant families who have done the same. We could all use a little more empathy in this world, and I’m grateful for Liu’s book for giving me just that.

Honourable mentions: I didn’t read too much this year, admittedly, so I’ll shout out Reggie Fils-Aimé’s Disrupting the Game


Header image credit: AMC/Variance Films/PlayStation

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MobileSyrup’s top 10 games of 2022

One of the things I love most about video games is their versatility as an art form.

Movies more or less all carry the same runtimes while adhering to similar visual languages, books are primarily relegated to text and TV shows have to follow an episodic format. All of these structures have their own benefits, to be sure, but the intrinsic beauty of games is that they can really be any combination of all three.

Looking back on the year that was for gaming, I’m reminded of that fact. After playing around 50 new games and keeping up with many more, I’m in awe at the staggering variety of the kinds of experiences that were created this year alone. An FMV game that uses interactivity and metatextuality to immerse players in a decades-spanning mystery. A grueling dark fantasy world that creates an unparalled sense of discovery and companionship. A cyberpunk RPG about finding hope and meaning in an unrelentingly harsh city. A cat simulator that captured the hearts of gamers and non-gamers alike. A 100-plus-hour existential odyssey. A fighter in which Batman, Shaggy Rogers and LeBron James can duke it out. Games can be pretty much anything.

Naturally, this has made putting together a top 10 list an enjoyably tricky challenge. I thought long and hard about this, which is why it’s coming mere days before 2023 rolls in. But in the end, I’m happy with what I’ve picked. Before I go further, though, I should fully acknowledge the quality of Elden Ring. Developer FromSoftware’s rich and freeing open-world design that encourages exploration without any hand-holding is extremely commendable and even ground-breaking. The action-RPG is, without question, a monumental achievement and absolutely worthy of all the Game of the Year accolades it’s received. However, it’s not something I got into, as I don’t generally enjoy experiences that are so punishing or lore-heavy without some core narrative hook. If I’m going to spend close to 100 hours playing a game, I typically need to care enough about the story and people who take part in it. Therefore, it’s not on this list.

With that out of the way, here’s the top 10!


10. Marvel Snap

Marvel Snap

Image credit: Second Dinner/Marvel

Platforms: iOS, Android, PC (early access)

As someone who almost never enjoys mobile gaming, I’m surprised that I fell in love with Marvel Snap earlier this year. That’s because developer Second Dinner crafted an experience that is absolutely perfect to play your phone. It’s an elegantly simple card game that’s designed around appreciably bite-sized matches using decks of just 12 cards, making it remarkably easy to pick up and play. The Marvel license enhances the novelty of collecting new cards, but even if you took that away, this is just a damn good game. Honestly, the only reason why this isn’t higher is that I forced myself to stop playing to get to other things — it’s that addictive.

9. Kirby and the Forgotten Land

Kirby and the Forgotten Land Karby

Image credit: Nintendo

Platform: Nintendo Switch

In the first five minutes of Kirby and the Forgotten Land, our titular pink hero sucks up an entire car and zooms around a post-apocalyptic city that looks straight out of The Last of Us. It’s an absolutely hilarious and outlandish sight to behold, and it sets the tone for the next 10 hours. Through the game, there’s a consistent joy in finding what new everyday object Kirby would comically stretch around and absorb next, be it a traffic cone to stomp on enemies with earth-shattering force, a lightbulb to navigate ghost-infested areas or a vending machine to blast pop cans like a machine gun. Throw in some gorgeously vibrant and charming stages, a solid assortment of upgradable enemy-copying abilities and a delightfully bonkers Platinum Games-esque final stretch and Kirby and the Forgotten Land is such a treat.

8. Neon White

Neon White

Image credit: Annapurna Interactive

Platforms: Nintendo Switch, PlayStation 4/5, PC

On a raw, moment-to-moment enjoyment level, Neon White might actually be the most fun I’ve had in a game this year. As the deceased assassin White, your job is to clear out demon-infested afterworld stages as quickly as possible to appease your heavenly overlords. The anime-inspired story is reasonably entertaining, especially thanks to stellar voice work from the likes of Steve Blum, but it’s mostly just an excuse for an utterly engrossing speedrunning-focused experience. It’s a breathtakingly thrilling gameplay loop in which you have to maintain momentum while collecting ‘Soul Cards’ to alternate between attacking enemies and executing unique traversal moves to continue forward. The balletic pace of ping-ponging between platforms as I jump, slide, shoot, dash and zipline my way through hellish creatures created an exhilarating rush I’ve rarely felt in games. Even as someone who otherwise couldn’t care less about speedrunning, Neon White‘s short, tightly paced levels and fast and frenetic traversal have me genuinely eager to continue to try to improve my clear times.

7. Immortality

Immortality Marissa

Image credit: Half Mermaid

Platforms: Xbox consoles (and Game Pass), Netflix Games (iOS/Android)

Every once in a while, you come across a story that could only be told in a video game, and Immortality is the epitome of that. It seems simple enough at first; like other FMV titles, your job is to review live-action video files from three fictional movies to piece together the story — in this case, the strange disappearance of actress Marissa Marcel. But it’s how developer Half Mermaid has interwoven all of these clips — a ‘match-cut’ mechanic that lets you click on one person or object to jump to something similar in another piece of footage — that feels genuinely innovative. It’s a thoughtful way of encouraging you to carefully study clips to consider how they might connect to others. Adding layers to the narrative is the fact that hidden footage lies behind many clips that you have to figure out how to reveal, and discovering these proved to be some of the most fascinating, if bone-chilling, moments I’ve had in a game in years. To say more would spoil Immortality‘s many surprises, but suffice it to say that this is one mystery you’ll absolutely want to solve.

6. Mario + Rabbids: Sparks of Hope

Image credit: Nintendo/Ubisoft

Platform: Nintendo Switch

Admittedly, my initial interest in Ubisoft Milan’s Mario + Rabbids: Sparks of Hope almost entirely stemmed from the involved musical talent: my second-favourite composer of all time, Yoko Shimomura (Kingdom Hearts), as well as Grant Kirkhope (Banjo-Kazooie) and Gareth Coker (Ori and the Blind Forest). And sure enough, their soundtrack for the game is magnificent. But I was absolutely elated to discover an absolutely fantastic turn-based strategy experience in its own right.

The ability to move around in real-time adds a lot of thought to character placement, while the titular ability-granting Sparks allow for a wonderful level of mix-and-match customization. Whether it was giving ace sniper Luigi a cloaking power so he can sneak around and pick apart enemies or the punky blade-wielding Edge a regenerative ability to charge an area like a tank, I was constantly eager to keep building out my team for greater tactical efficiency. The amusingly self-deprecating humour about the Rabbids and impressive explorable 3D Mario-inspired overworlds only sweetened the deal.

5. Horizon Forbidden West

Horizon Forbidden West San Francisco

Image credit: PlayStation

Platform: PlayStation 4/PlayStation 5

With Horizon Forbidden West, Guerrilla Games meaningfully addressed pretty much every issue I had with its 2017 predecessor. The cast of characters was richer and more three-dimensional. The Breath of the Wild-esque glider made traversal a lot more seamless, encouraging greater exploration of its stunning post-apocalyptic, robot-infested world. The once-bland melee combat was significantly expanded to include a satisfying array of combos and upgrades. At the same time, everything else that was already great about the original game, including the tight bow mechanics and fascinating lore, were made better than ever. Bring on Horizon 3.

4. Pentiment

Pentiment murder

Image credit: Xbox

Platforms: Xbox consoles (and Xbox Game Pass), PC

Over the past few decades, Obsidian has made a name for itself for rich, choice-driven narratives, and Pentiment might just be the purest distillation of the developer’s strengths to date. In many ways, the mechanically-light experience is more like a visual novel (just look at Hannah Kennedy’s wondrous art!), but it’s ultimately better for it. Rather, Obsidian focused on crafting a magnificently well-realized version of 16th century Bolivia and an enrapturing murder mystery at the heart of it.

Best of all, the developer refuses to reveal a canon killer, forcing you to instead consider the ramifications of your choices on the townspeople over the course of the game’s sprawling 25-year tale. Seeing characters come and go — maturing or regressing, living or dying — in response to both the time period’s political and religious turmoil and my own decisions created a more profound connection to this world than I’ve had with many games. In a day and age where many people seemingly expect everything to be wrapped up cleanly, Obsidian’s restraint in keeping things ambiguous and thought-provoking is absolutely admirable.

3. Citizen Sleeper

Image credit: Fellow Traveler

Platforms: Xbox consoles (and Game Pass), Nintendo Switch, PC

Nowadays, it’s not uncommon in media to see variations on the “capitalism bad” type of story. And while that will always be inherently true, it can also feel fairly rote at times. Citizen Sleeper, however, approaches these themes in a much more unique way. Yes, it’s undoubtedly about capitalism, but what impressed me the most is its unflinchingly uplifting spirit. While the central dice-roll mechanic is a tacit commentary on how life can often deal you a shitty hand, it’s Citizen Sleeper‘s focus on the power of human connection that shines through.

Doing daily hard labour to scrape together just enough money to buy food and life-saving medicine, you have to make the best with what you’ve got, so how you choose to spend your time — be that by sharing a story with a local street vendor below the stars or bonding with a struggling father and his adopted daughter — is how one ultimately finds existence in your life. These moments create an achingly beautiful tenderness to Citizen Sleeper, made even more earnest when factoring its allegorical relevance to developer Gareth Damian Martin’s experiences as a non-binary person in the gig-economy. A soulful, deeply moving experience that I won’t forget.

2. Live A Live

Live A Live character artwork

Image credit: Square Enix/Nintendo

Platform: Nintendo Switch

I’ve been in love with Square RPGs like Final Fantasy for most of my life, so discovering that the company was remaking this once-Japan-exclusive SNES title with jaw-droppingly stunning HD-2D visuals was incredibly tantalizing. Thankfully, this long-lost game actually exceeded my expectations in practically every way. Where Octopath Traveler disappointed me with its repetitive structure and disparate storylines, Live A Live uses its seven standalone scenarios to great effect.

There was an unmitigated sense of wonder and excitement in exploring each time period, ranging from a charming, dialogue-free prehistoric love story and suave Sergio Leone-inspired spaghetti western  to near-future kaiju hijinks and the far-out Alien-esque spaceship murder mystery. If that weren’t enough, additional chapters later open up that tie everything together in a surprisingly gripping way, adding the deeper hook that Octopath always lacked for me. That’s to say nothing of Yoko Shimomura’s fantastic soundtrack, which is just full of bangers. All told, Live A Live was, for several months, the 2022 game to beat for me, until…

1. God of War Ragnarök

God of War Ragnarok Kratos and Atreus

Image credit: PlayStation

Platforms: PlayStation 4/PlayStation 5

At the start of this list, I mentioned that the games that resonate with me the most are the ones that have compelling stories and characters. That’s God of War Ragnarök to a tee — more so, in fact, than almost every game I’ve ever played. To be able to say that about an action game — a genre in which story is usually an afterthought — is no small feat. To be clear, there’s definitely a tightly constructed combat system that’s punchy and visceral while still allowing for experimentation through an engaging character customization systems. And make no mistake: there’s also expansive-yet-manageable interconnected world full of interesting sidequests, rewarding loot and fascinating world-building.

But why I love God of War Ragnarök — why it has quickly become one of my all-time favourite games — is its heartwrenching and personal father-son story. The intensely relatable specificity with which Santa Monica Studio tells this narrative hit me hard, and that was only strengthened by the expertly written and acted cast and enthralling twists and turns of the plot. By the end of my time with the game, I was moved to tears; I truly felt like I’d gone on this journey with these characters and changed with them. To me, that’s the real power of games, and God of War Ragnarök encapsulates that perfectly.

Honourable mentions: A Plague Tale: Requiem, Hindsight, Sifu, The Quarry and Stranger of Paradise: Final Fantasy Origin


What are your favourite games of the year? Let us know in the comments.

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How God of War Ragnarök helped me process my feelings towards my estranged father

Growing up mixed is a strange experience.

At times, it can be pretty isolating; you feel like you don’t really belong to either of the radically different groups that make up your background. For me, that’s being British-Canadian on my mum’s side and Guyanese on my father’s. In social settings with either parent, you become consciously aware that you stick out like a sore thumb. I’m not quite white, I’m not quite brown, so what am I? Making everything murkier for me is the fact that I’ve long had a strained relationship with my emotionally abusive paternal half of the family, and, consequently, my feelings about that part of me are complicated, to say the least. As a result, I’ve often felt like I need to carve my own path — to find my own sense of identity.

*Warning: this story contains full spoilers for God of War Ragnarök*

God of War Ragnarok Kratos confronts Atreus

Much to my surprise, then, when I discovered just how central this conflict was to God of War Ragnarök, the latest big-budget game from PlayStation and developer Santa Monica Studio. In Atreus, protagonist Kratos’ teenaged son, I saw a young man who embarked on a journey much like my own. He, too, has an intricate mixed lineage, and this leads him on a similar search for his own identity. That he also has a difficult relationship with his father only made him more relatable to me. Over the course of Ragnarök‘s 20-plus-hour campaign, I was deeply engrossed in ways I hadn’t been with most games. And when Ragnarök came to an end, I found myself balling. Through Kratos and Atreus’ story, I felt seen, and it created one of the most deeply cathartic experiences I’ve ever had in games.

The wolf that always seeks its own kind

God of War (2018) ended with the shocking reveal that Atreus was actually Loki. His mother, the Jötunn (Giant) known as Laufey, concealed this from both Kratos and Atreus, and it sets up the boy’s arc in Ragnarök. On top of hoping to prevent the prophesied Norse apocalypse, Atreus seeks answers about his past. Who were the Giants? Who was his mother? What’s his role in all of this? Immediately, this connected me to Atreus in a way I hadn’t been in the previous game.

And just a few hours in, Ragnarök further deepens that connection by actually letting you play as Atreus. While many expected this would happen, I certainly didn’t think it would so early in the game. By doing it then, though, Santa Monica Studio was able to achieve wonders. Structurally, it served to shake up the pace of the game by giving us a character who played remarkably different from Kratos. The way Atreus gracefully zips around the battlefield, leaping and twirling and hammering enemies with his bow, makes for a wonderfully refreshing gameplay experience from the slower, heavier Kratos, diversifying the game’s already really damn good combat. It also helps that actor Sunny Suljic, who’s grown so much since the last game, does a great job of bringing Atreus to life.

But narratively, taking control of Atreus only enhances his coming-of-age story. In God of War (2018), he was a support character, effectively teeing up enemies for Kratos to finish them off while relying on his father to literally carry him around everywhere. In Ragnarök, though, we see — or rather, experience — how independent Atreus has become. In the three years since the last game, he’s grown, and it’s led him to become independent. He can think on his own, fight on his own and climb an entire mountain on his own. By embodying Atreus, we can fully appreciate how he’s starting to become his own man. Best of all, he does this, consciously or not, by leveraging both sides of himself — marrying the best of both worlds of his lineage. The survival lessons from his father, coupled with the magic of his mother, have helped shape him into a capable warrior.

This was all rather touching to see. As someone who’s been estranged from his father for several years now, I can fall into the trap of trying to distance myself from that side of me. Brown people and culture can bring up unpleasant memories and push me to withdraw. But in Atreus, I saw someone who was empowered by embracing both halves. I saw someone who often felt lost and desperate like me, but didn’t run away from what made him who he was. If anything, it only helped motivate him in his journey. It reminded me that you don’t have to be defined by family, but what you take from them, on either side, can truly be beneficial.

The bear that keeps to his own line

The other side of the coin, of course, is Kratos. Part of the brilliance of the Norse God of War games is the fact that they don’t shy away from their past; all of the previous Greek mythology-inspired titles actually inform the current story. In this way, Santa Monica Studio contextualizes the central “father-child” dynamic far more deeply for me than the many other games that have tackled similar subject matter, be it The Last of Us, The Witcher 3 or Telltale’s The Walking Dead. We’ve seen the vengeful, loathsome, even evil man Kratos has been, and that adds significant weight to everything he now does.

What this means is that Kratos is a deeply flawed character and, as a result, an utterly believable and true-to-life father — one not unlike my own. While we understand Kratos’ efforts to protect his son stem from his guilt over the deaths of his previous family, that doesn’t change the fact that it leads him to exhibit decidedly toxic behaviour. His inability to properly show his love for Atreus, on top of his coldness and emotional unavailability and overbearingness, only serve to push Atreus away. These actions mirrored those of my own father, who often wasn’t around or, when he was, demanded respect and obedience without ever extending any of that to me. Kratos is even advised against this behaviour early on by Mimir, with whom he now shares a surprisingly close bond. “Brother, he’s going to walk his own path,” says Mimir. “If you don’t want him walking away from you, then smarten up and walk with him awhile.”

God of War Ragnarok headerAnd sure enough, Atreus does walk away — repeatedly. At first, it’s in small ways, like sneaking out with Sindri behind Kratos’ back, but this later manifests in more dangerous excursions. Take Jötunheim, where Atreus finds himself after Kratos effectively told him to shun his Loki side because “you are Atreus, my son, and nothing more.” Here, Atreus comes across Angrboda, a kind, bubbly young woman for whom he starts to develop feelings. Together, they explore the mythical Ironwood forests in a significant departure from the main Ragnarök quest. For some people, this section was “too long and absolutely boring,” but it’s one of my favourite parts of the entire game.

On the one hand, Ironwood serves as a lovely respite from the harrowing apocalypse that loomed in the background, instead giving us an infectiously sweet back-and-forth between Atreus and Angrboda. In God of War (2018), Atreus really only gets to spend time with adults — chiefly his cold, hardass father. Now, though, we see a new side of him; he gets to just be a kid. The sense of youthful innocence on display between the pair is utterly endearing, reminding me fondly of Ellie and Riley hanging out at the mall in The Last of Us: Left Behind. When Atreus races through the mountains with Angrboda, Bear McCreary’s cheerful and adventurous “A Son’s Path” blasting in the background, I had a massive grin on my face. In many ways, Atreus and Angrboda are the beating heart of Ragnarök, the future that Kratos will inevitably commit to fighting for.

But beyond that, Ironwood made me feel even closer to Atreus. Narratively, this section is as long as it is because the lad wants it to be. He doesn’t want to go back home and deal with all of that drama. After so much conflict with his father, who fails to accept him for who he is, Jötunheim offers an alluring sense of escapism, and he’s fully drawn in by it. For me, this hit close to home. Since my mum worked long, late nurse shifts, I’d have to spend a few days of each week with my father. Needless to say, that was not my preference. So, that sense of dread that Atreus felt in having to go back to his father, and his desire to prolong it as much as possible to be around a much warmer presence? Well, I got that.

Ragnarök also captures the little intricacies of an angsty teen who nonetheless has legitimate grievances with his father. After Ironwood, when Kratos returns from Vanaheim with Freya, he goes to confront Atreus about where he’d been. Mimir had asked him to consider a measured approach, but Kratos, acting out of frustration, rather forcefully declares “He will tell me where he’s been.” Naturally, this quickly leads to a heated fight, with Atreus upset that his father doesn’t trust him, and Kratos thinking that he’s recklessly plotting to seek Odin to prevent Ragnarök. With haste, the rest of their allies take Kratos’ side, essentially ganging up on Atreus by doing so.

Now, is Atreus being foolhardy for considering such things without much in the way of an actual plan? Absolutely! But Kratos and the group’s complete lack of empathy for this clearly scared and conflicted teen just leads him to feel even more alone. Everyone stands around and berates him — of course, he’d lash out, run away and do the exact thing he was told not to do. It brought back vivid memories of all the times I’d spend the summers in Florida to visit family, where everyone would take my dad’s side and make me out to be the villain. Was I perfectly behaved? Probably not (is any child?), but adults not being more understanding when dealing with a teen, especially one who clearly feels lost and scorned and far from the comfort of his home, just leads him to become even more bitter. Even the way Atreus rather astutely points out Kratos’ hypocrisy in lying to him rang true for me. The many times my own father would keep things from me — chief among them, how I found out about his wedding through Facebook, of all things — but then get mad should I also not be so forthcoming. “Wonder where I learned that?” Atreus says sarcastically when Kratos calls him out for lying. Every resentful remark, every anguished plea for his father to just listen to him, felt all too familiar.

Finally being better

This isn’t to say that Kratos is a terrible father — far from it. It’s evident that he does care, and the ways in which Ragnarök uses not only main story missions but an ample amount of sidequests to illustrate this are absolutely masterful. Nowhere is this more apparent than in the heartwarming Hafgufa “Jellyfish” quests in Alfheim. After Atreus asks to track down and free a wounded creature, the boy is surprised when his father is willing to traverse eerie, barren deserts and Elven warrior-infested caves to do so. Eventually, Atreus’ curiosity gets the better of him — he just has to ask why his father has even bothered to go on all of these excursions.

“Have you ever considered..? He just wants to spend time with you lad, while he still can,” asks Mimir.

“We do not know what lies ahead, but if Ragnarök approaches…” Kratos adds sternly before his voice softens, “I wish to enjoy the time we have left.”

This little exchange encapsulates so much of what I love about Kratos and Atreus’ relationship. No father is perfect, and it’s certainly not uncommon for one to be guarded with his emotions. But it’s the effort that counts. Kratos going on these grand adventures with his son is, in his own way, the ultimate expression of love. For someone like me, with a father who lived just 10 minutes away yet barely ever made the time to see me, Kratos was exhibiting everything I ever really wanted. The beautiful subtleties in Christopher Judge’s performance — which he’s candidly admitted serves as both a “love letter” and “apology” to his own children — only adds to the sincerity and emotional weight of such scenes.

We also see Kratos grow more empathetic. When Atreus returns to Brok and Sindri’s, ashamed of having let the deadly Garm free, the others start to admonish him. Kratos, though, acts a bit differently — he actually stands up for his son. Instead of making him feel even worse, he puts a hand on his shoulder and reassures him that together, they will fix this mess. Atreus even asks if he’s going to be reprimanded, and Kratos simply says, “No. I am… relieved you are safe.” What’s more, this entire experience brings Kratos to a major epiphany. After they stop Garm and prepare to return home, Kratos has a heart-to-heart with Atreus, candidly acknowledging how he’s wronged Atreus. “I have been… falling back into my own ways. Angry. Distrustful. With you, now… and before. I… I chased you away.” What’s more, he actually says, “I’m sorry,” with Judge expertly capturing all of the guilt and self-loathing in his tone. It’s a far cry from the Kratos in God of War (2018) or even Ragnarök up until this point. All of this, in turn, helps Atreus see the good influence his father’s watchful eye has had, and the two come to an understanding.

It’s a moving exchange and one I’d have killed to have with my own dad, even once. Never did he accept responsibility for anything; it was always me, the petulant child, to blame. When I had to call my mum at 3am on Father’s Day to pick me up from a party he dragged me to, my 13-year-old self fearful of how intoxicated all of the adults were, was at fault. When I saw him weeks later, he complained about how embarrassing that was, how I was the only child to do that and cause a scene. If I told him I didn’t want to go to Waterloo, Ontario with him so he could see his fellow beer-loving cousin, I was being disrespectful and disobedient — who cares if I just wanted to spend the day just the two of us? In that moment, I saw something I always dreamed about — my father recognizing his harmful traits and genuinely apologizing for them. Throughout his entire journey in the first game, Kratos told Atreus about the need for them to be better — now, he’s actually doing that, and my heart was full.

God of War Ragnarök Kratos and Atreus in tentFrom here, everything we see between Kratos and Atreus is just icing on the proverbial father-son cake. When Atreus feels immense guilt over the murder of Brok, Kratos tries to comfort him by accompanying him on a deer hunting trip and, later, tries to apologize to Sindri. The night before they make the climactic charge on Asgard, Kratos lets Atreus sleep in his tent and tells him a story to help him go to sleep, all while trying to keep his weariness and reservations about the coming battle in check. Ragnarök takes its time to get to these tender, oh-so-human moments so that they feel earned when we get them. But Santa Monica Studio saved the best of them for last.

Letting go

Much praise has been heaped upon the ending of God of War Ragnarök, in which Kratos weeps as he discovers a prophecy depicting him as a peaceful and beloved god, and, finally, having hope for his own future. I certainly adore this, as it’s a magnificent and beautifully poetic cap to his arc; somehow, the thinly written, one-note rage monster of the old God of War games was given some of the most profound character development I’d ever seen in a game. Not forgiving him for his actions, but making sure he puts in the work — going around the Nine Realms with Freya to clean up Odin’s mess — to earn his new lease on life.

But it’s the other half of that ending that resonates even more for me. After the war with Asgard, Atreus takes the opportunity to tell Kratos that he’s decided to find the remaining Giants. After everything he’s been through, all of the soul-searching to forge his own identity, he’s now certain of who he wants to be — a hero to his people. As he attempts to explain his reasoning, Kratos quickly tells him he understands why — to truly become his own man, he has to take a risk and venture out, even if it frightens him. What’s more, he tells Atreus that the reason they overcame Odin is because his kindness — his innate ability to believe in good — led him to entrust the allies who ultimately saved them. Ultimately, Kratos says, “you are ready,” a wonderful full-circle moment for the man who has been saying the opposite for nearly two full games. “Loki will go… Atreus remains,” says Kratos, choking up as he utters those last two words, embraces his son and a solemn version of the God of War theme swells.

Kratos embraces Atreus at the end of God of War Ragnarök

This final interaction moved me to tears. For so much of my life, this is something I’ve longed to have gotten from my own father. No, Kratos wasn’t the kindest, most forthcoming or even thoughtful of dads. But at this crucial juncture in his son’s life, as he’s about to become a man, he’s there for his son — to put a hand on his shoulder, tell him he was proud and give him his blessing to go forward. Atreus, the conflicted mixed youth who I saw a lot of myself in, got what he needed from his father. As someone who went through university, graduation and real-world employment without any fatherly support or encouragement, this hit hard. Sure, the circumstances were a bit different between Atreus and me. He parted with his father on the best of terms, lovingly and with the knowledge that someday, they will surely reunite. Meanwhile, I don’t know if I’ll ever be ready — or even willing — to reconnect with my own father. Still, seeing Atreus step out from Kratos’ shadow and successfully carve his own path was nonetheless so meaningful to me. Me even writing this about this publicly for the first time is, in many ways, doing something that scares me, just as Kratos mentioned. And in a way, hearing Kratos say, “you are ready” also felt like a direct address to me — a reminder that whatever happens, I can also move forward without my father.

As Kratos descends the mountain with Mimir and Freya in tow to start a new heroic journey, McCreary’s commanding and stirring score hitting a stupendous crescendo, I felt a surprising sense of resolve. Kratos and Atreus will be okay. And you know what? I will be, too.


God of War Ragnarök is now available exclusively on PlayStation 4 and 5.

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God of War Ragnarök is PlayStation’s fastest-selling first party title

Sony’s Santa Monica Studio’s God of War Ragnarök is the fastest-selling first-party game in PlayStation’s history, and this is no shock.

Sony tweeted an infographic with the details, stating that the game has sold more than 5.1 million copies in its debut week, which also sets a God of War franchise record.

I’m absolutely thrilled to learn about all of this. God of War is probably among one the best games I’ve ever played, and I’m about three-quarters through Ragnarök.

Brad Shankar covered the game for MobileSyrup and said that it’s “a genuinely moving narrative and sweeping gameplay improvements across the board make Kratos’ latest outing an absolute masterpiece.”

Shankar and I also hosted a SyrupArcade Cast episode focused on God of War Ragnarök.

Source: PlayStation

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Here are the Game of the Year, Canadian nominees at The Game Awards 2022

The full list of nominees for The Game Awards 2022 has been revealed.

During a stream, Geoff Keighley, the Canadian creator and producer of the show, announced which games are up for awards across more than 30 categories.

Most notably, here are the six games up for Game of the Year:

  • A Plague Tale: Requiem (Asobo/Focus Home Interactive)
  • Elden Ring (FromSoftware/Bandai Namco)
  • God of War Ragnarök (Santa Monica Studio/PlayStation)
  • Horizon Forbidden West (Guerrilla Games/PlayStation)
  • Stray (BlueTwelve Studio/Annapurna Interactive)
  • Xenoblade Chronicles 3 (Monolith Soft/Nintendo)

Overall, God of War Ragnarök, Elden Ring and Horizon Forbidden West lead in the nominations.

Meanwhile, here are the nominees for Best Mobile Game:

  • Apex Legends Mobile
  • Diablo Immortal
  • Genshin Impact
  • Marvel Snap
  • Tower of Fantasy

A number of Canadian games are also up for awards, including:

It’s also worth noting that The Last of Us Part I is up for Innovation in Accessibility, and the co-director of the game who also spearheads Naughty Dog’s accessibility efforts is Montreal’s Matthew Gallant. Additionally, The Cuphead Show!, based on the beloved Cuphead game from Canada’s Studio MDHR, has been nominated in the inaugural Best Adaptation category.

As always, a percentage of votes for which games actually win comes from the fans themselves. You can vote in all categories via  The Game Awards’ official website and Discord server from now until December 7th.

The Game Awards will be held live on Thursday, December 8th and streamed on a variety of platforms worldwide, including on The Game Awards’ YouTube and Twitch channels.

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God of War Ragnarök developers on crafting the ultimate sequel

Ragnarök is finally upon us.

Four years after the beloved God of War reboot, developer Santa Monica Studio is back with its highly anticipated sequel, and it’s nothing short of a masterpiece. In the game, Kratos and Atreus are tasked with finding a means to prevent Ragnarök, the prophesied Norse apocalypse, while learning more about Atreus’ illusive identity as Loki.

To learn more about what went into crafting God of War Ragnarök, we sat down with two members of Santa Monica Studio: Bruno Velasquez, animation director, and Erica Pinto, lead narrative animator. They touched on the work that goes into bringing characters to life through animation, responding to feedback regarding a lack of enemy variety in the last game, Kratos’ flashy new combat moves and more.

Note: This is a spoiler-free interview.

Question: The cast of characters is so much larger in Ragnarök. You still have that core emotional story of Kratos and Atreus, but the ensemble is so much bigger now. So I’m curious — among all of these characters, who were your favourites to work on from an animation perspective?

Kratos in God of War Ragnarok

Pinto: My favourite… Even with a large cast of characters, there’s so many, and I worked God of War (2018) as well. But Freya really resonates with me, and the opportunity to really dive into her story, and try to give her some closure with what happened in the last game in [Ragnarök] was fairly exciting for me to to explore.

“We gave Kratos almost like a glow-up — we increased the number of joints in his face.”

Velasquez: I’m going to cheat a little bit because I’m going to pick two. I’m going to say Brock and Sindri. Because I feel that we have seen them evolved from 2018, where their role was a supportive role and they would interact with Kratos and Atreus in a very fun way. But I feel like this time around, they feel more like a family — they’re part of a family. And now that they’ve reconciled after the ending of the last game, they’re back together as brothers. So I think it’s fun to see their interactions with Kratos and Atreus and how they’ve evolved and grown over the past three years that Fimbulwinter [the prelude to Ragnarök] has been happening. And then Brock is just hilarious — Brock is so much fun. Robert Craighead, who’s the actor that plays Brok, just did an amazing job. And we even brought him in to shoot some of Brock’s navigation running around and it was so much fun. He really brought the character to life.

Pinto: I feel like everybody on the team is going to give you a different answer.

Velasquez: Oh, yeah!

Pinto: Some people really love some of the Aesir characters [Odin’s gods]. And some people love the returning characters. There’s something for everybody.

Velasquez: Our hope, actually, is that the players find and gravitate to one of their favourite characters. We don’t want them to like a certain one only — we want them to gravitate to who they identify with the most.

God of War Ragnarök Brok

Brok, the dwarven smith, returns from God of War (2018).

Q: This game is so emotionally powerful, and you’re taking Kratos, especially, into more emotionally vulnerable places. And there are so many quiet, dialogue-free moments where it’s an interaction between him and Atreus and we see all these little subtle animations on his face. Obviously, you don’t want him to be melodramatic, but you also want to take his character and evolve him. So I’m curious — how do you strike that balance, where you have the great writing and [Kratos actor] Christopher Judge’s understated performance, and then on the animation end, you have to bring that to life? What’s the the animation work that goes into conveying that emotion and making these scenes that just floor you?

Velasquez: There is so much that goes into it — it’s definitely a full team effort. It starts with the writing, right? It starts with a really powerful strict script that the actor can connect with and relate to, and a lot of that is really driven by Chris’s performance on how he himself feels as a father, and he puts his personal experiences into into Kratos as well. And when it comes to the performance, yes, the basis is there from Chris, and our animation team then comes in takes that over and finds the moments where we could push things or enhance things or just let it be. We have a very talented group of animators on our team that have really helped us to bring Kratos to life.

Pinto: Even on the technical side, we didn’t just take the same rig from the last project. We gave Kratos almost like a glow-up — we increased the number of joints in his face. We partnered very closely with our Visual Arts Group to really capture all of the performance that Chris Judge gave us, and get all those little micro expressions, and really see how much we could bring out of every character — not just Kratos, but every character got that same amount of attention. And even like our engineering department would work on, like, ‘what is the maximum compression we can squeeze out of our engine to make sure all of that facial performance comes across and doesn’t get wiped away from for memory purposes.

Q: One of the pieces of feedback you got from God of War (2018) was to increase the enemy variety. Having beaten the game, I can attest to just how many more enemy types there are in Ragnarök. When you were making the sequel, what was the process of conceptualizing these enemies — drawing from the Norse pantheon and deciding how each enemy moves around and attacks differently?

God of War Ragnarök Dreki

The Dreki.

Velasquez: Yes, that was one of the biggest things that we wanted to set off and accomplish based on the feedback from God of War (2018) — to increase the amount of enemies that you faced, and bosses, and make them as epic as possible. And one of the things that we wanted to do as well, other than just increase the variety of them, was also come up with a lot of different types. So you have dragons and you have big giant beasts, and you’ve got small characters that slither across the floor. So we really wanted to give a write a nice variety. We did look at Norse mythology and see what we could pull from that made sense and kind of give it our own twist and adapt it. But really, it just comes from great imagination of our visual development team that come up with.

They’d been working together with the combat designers to come up with these really interesting creatures that then goes through all the pipeline and gets to us. And then we get to have fun deciding like what type of style we want to give them. We do base a lot of stuff off of nature. Like, we have a creature called the Dreki, which is like a giant alligator lizard dragon thing. So we look at a lot of references to see how they slither across the floor. But then again, the animators, that’s where they come in and give it that spark of life and have them do things that you wouldn’t see an alligator through, like leap through the air and slam Kratos. So it’s a combination of a lot of things, like having fun with it from an animation perspective, but also basing it off of real life.

Q: You mentioned the Dreki. Some of the finishing moves for enemies, including the Dreki, involve  Atreus, who’s a little older and more experienced now. What the process of coming up with moves that incorporate both him and Kratos to take down an enemy together?

Velasquez: Everything that we try to do in the game across everything is tell a story, right? So even those moves were designed in that way, because you tend to see those moves where Kratos and the Atreus collaborate together usually against bigger enemies. And the reason is we wanted to drive home that now Atreus has grown up and he’s more in tune with his dad. And it’s more like they’re a fighting unit that works together. So we wanted to showcase those moments with these big creatures and that’s that’s why there’s a couple of them with involves both of them. And that was purely the decision of not only to make it cool and make it awesome, but also showcase that growth in relationship between them and make them feel like they’re like a fighting unit that has been training for three years getting ready for Ragnarök.

Pinto: Yeah, I think that was a natural progression from 2018 to here. You saw the progression of Atreus throughout that game and now here, he’s a little older, and he’s not hanging on to Kratos for dear life anymore. He gets to do his own thing. He’s branching out. But they’re still working together. It was fun to establish — both in the combat and also on the story side — what that relationship is like.

Q: Bruno, I’ve seen you mention this is the first God of War game to have weapon-specific finishers. I’m curious — how much time goes into designing these, especially when you have many more enemy types now? Do you sit around in a room just brainstorming the most violent ways Kratos can kill enemies with the Leviathan Axe vs. the Blades of Chaos? What’s that whole process look like?

God of War Ragnarök Kratos vs Elf

One of the new enemy types, the Light Elves.

Velasquez: Definitely, that’s been a dream that the team has had for a long time — even as far as like God of War 2 or 3. We had so many different weapons and then Kratos would always default to one animation when he disposed of them. So yeah, it was definitely a goal for us to be able to, for the first time, have weapon-specific kills. Now, you get them on the majority of the enemies — there’s some certain enemy types that you’re going to use their own weapons against them, and then you mentioned the special team up attacks with Atreus and Kratos. But the majority of the enemies that you encounter the most, we focused on them to ensure that they would have like those special animations.

And I promise you we’re nice people, but there’s definitely a dark side to us. [laughs] Because yes, we do get together with the animation team, we get together with the combat designers, we get together with some of our stunt performers, and we just come up with, like, ‘alright, what can we possibly do here to really up the cool way that Kratos can finish off enemies?’ And we try also to draw inspiration from the old games? Because our fans have been with us for a long time and want to make sure that they feel that, ‘oh, that’s a cool callback to that certain kill.’ So it’s a combination of coming up with new ideas and looking at the past and drawing it forward.

Pinto: That’s always the challenge, but also the creative thing. Like, ‘oh, we did that in God of War 2, do we bring it back or what can we make new?’ Because Kratos has been around for a while, so you want to make sure you’re not just copying yourself. We also want to have fun and let the animators stretch their creative flexes.

Q: You have all these new Norse gods, and I won’t spoil some of them here. But for a lot of reviewers, myself included, Odin was a real highlight. Then there’s Thor, who you’ve shown a lot more in the marketing. When you design these characters, how do you give them that sort of unique Santa Monica Studio twist? And how do you bring that to life through animation, especially when you have characters who are shorter or taller or larger, like Thor?

Pinto: It starts all the way from script and our visual development team saying, like, ‘what is something we can try? That’s new.’ And I’m really proud of the diversity we were able to bring to our cast, trying different body types, different genders, different roles, and just seeing how many different types of stories can we tell and then be inclusive in that sense. And the actors bring a great deal to their performances — giving them the script, but then letting them bring their own thing into it. You mentioned Thor — like, Ryan Hurst is huge as well. So just seeing him on the stage and seeing how he relates to other actors, it’s a great collaboration. Bruno, do you want to talk a bit about the size difference a little bit? [laughs]

Kratos vs Thor God of War Ragnarok

Thor has a bone to pick with Kratos.

Velasquez: Oh yeah, of course. We had to do a lot of tricks on stage when we were performing with our actors. Because the actor who plays Tyr [Ben Prendergast] is not nine feet tall, right? So we have to get very creative. For example, for the actors that played Brok and Sindri, we would put a picture of their [characters’] heads on their chests, because that was about the height in relation to Kratos where their heads would stand. So Chris Judge would have to look and act to their chests, essentially, where the face plates of Brok and Sindri sweetie were, and that would help us sort of get the eyeline correct and get the connections between them. And of course, there’s a lot of work that needs to be done sometimes to clean up the motion capture data to make sure, especially when they shake hands or they exchange items or something, there’s a lot of alignment things that need to happen. But yeah, we try to make it as easy as possible to visualize for the actors what it would be like to be those characters. And one thing that’s really helpful on stage is that once they have put on the gear, the suits, they can see themselves as a characters up on screen. So that already puts them in the mood and they can see a size and relationship between the characters happening live on screen. So that is very, very useful to help us accomplish our goals.

Pinto: That was also pretty essential for our cinematic arts team who are controlling the camera and the choreography. You need to be able to see how you’re going to frame the characters so they have a virtual camera to say, ‘okay, we need to look up more for Tyr and down more for Brok and Sindri, so having that real-time preview was very important.

Q: The word “epic” is used a lot, but I think it’s very true, in every sense of the word, for this game. Even in the first few hours you have two incredible setpieces — Freya chasing Kratos in the sled and then Thor comes in fights Kratos. And there’s many more that I won’t spoil. But when you design these set pieces, which are so rooted in narrative but also have such big scale and action to them — what kind of work goes into that? Even when you’re animating everything, even little things like when Freya attacks, then Kratos falls off the sled, gets back on it, they swerve left and right… How do you conceive of and ultimately create these kinds of setpieces?

Velasquez: It’s a full team effort. It’s a collaboration between our combat design team who designs those big epic moments, big fights, but then we collaborate with animation and also our cinematics group. Because, as you see a lot, especially in the two moments that you talked about, there’s a lot of gameplay, but then it’s interwoven with these personal moments where you get really close to the characters. And then you need to have these cool transitions that happen between the gameplay moments. So there’s definitely a lot of collaboration that happens. Erica’s team, for example, in the Thor fight, especially towards the end, they had to intermingle this, going from gameplay over to this really cool epic cinematic that I won’t spoil. But it’s definitely a collaboration. Do you want to add anything to that, Erica?

Freya is holding a sword in God of War Ragnarök.

Freya also isn’t happy with Kratos.

Pinto: Yeah. From a narrative standpoint, it’s about, ‘what is the story we’re trying to tell and what are the beats that make sense there?’ And then from a technical side, it’s like, ‘well, if the player can be anywhere in this arena, how do we work them into place so that we can have a cinematic happen in the right place so that they’re looking in the right direction? And at the end of the cinematic, lead the player to where they want to go next?’ There’s definitely a combination of artistic and technical endeavors to pull this off.

Velasquez: Yeah, there’s definitely a lot of tricks under the hood that the player may not perceive and see, but that are happening to make sure that things get lined up and everything gets to the point where we need it to be.

Q: One of my favourite things about the combat this time around is that the levels are bigger and more interactive. Specifically, there’s a verticality, with a fluidity of going to higher platforms or further platforms using the blades. Where did that idea come from? And from an animation perspective, what did you have to do to ensure that it feels seamless? Where you’re maybe fighting on the ground, then you maybe you see a Draugr up high, you launch yourself up there, then jump back down and slam an enemy. There’s a seamlessness to it. What did you have to do to ensure that and maintain that combat rhythm?

Velasquez: One of the goals we set out to accomplish in Ragnarök was to give the combat and give it boost and make it more fluid. So I think one of the biggest things was like, ‘Hey, let’s create some arenas that have verticality so that you’re constantly going up and down, jumping off platforms, reaching higher places. So, of course, the grapple hook made the most sense, because it was something that Kratos did before in the past games. We do look to our previous games to see what we can bring back to the forefront and present it in a new way. So to me, that was an immediate early idea that was conceived: ‘yes, we need to have Kratos have more mobility.’ And now that Atreus is more independent as well, he didn’t have to wait for him to jump on his back or anything like that. So now, Kratos is able to move around the arena more freely. And that was just a perfect way that was drawn from the past games that for him to be able to do that. And we just needed to make sure that it felt snappy and responsive. It was treated almost as a combat move in and of itself, because it needs to feel as good as a combat move. And I think that’s the secret to making it flow.

Q: And part of the change with Ragnarök is you have the Blades early on, so you come up with all these ways to integrate them into combat that — verticality being one of them. What are some of your favourite new moves with that? For me personally, from an animation perspective, the one where he’s like spinning the blades kind of like a lasso.

Pinto: [laughs] That’s still my favourite!

Q: [laughs] Yeah, so I’m curious if you could kind of touch on some of that — your favourites and the sort of the philosophy behind coming up with them.

God of War Ragnarok enemy

Velasquez: Do you want to elaborate on why you like that move so much, Erica? [laughs]

Pinto: [laughs] It almost feels like a callback, like he’s just playing with his food. Just the power of it — the bigger flames and bigger effects, it just feels more epic and just feels good to play it.

Velasquez: For me, personally, speaking of the addition of the verticality to the fight spaces, I love doing the off the ledge moves. you get a different one whether you have the Blades, the Axe or you’re bare-handed. You can even summon the Axe in the middle of it, too. So jumping off a ledge and coming down on enemies then seeing them pop up in the air and then you’re able to continue the juggle. It’s so much fun. I’ll never get tired of doing that move.

Pinto: Part of what’s fun is being able to change different moves together. Combos, you know — that adds so much variety visually and just makes things stay fresh.

Q: One of the other new things about this game is all of the accessibility options you have. I think a lot of people don’t necessarily understand why these are important. So for the team, why was it significant to add these? Why is accessibility important?

Pinto: One of our core mantras is, ‘how do we reach as many players as we can?’ And I think accessibility just opens it up for anybody to be able to play. We don’t want to limit it just because of what we created. So I think that we took a lot of feedback from the last game and said, ‘Well, okay, how can we make this even more available for anybody to play?’

Velasquez: Yeah, absolutely. And we draw a lot of inspiration from some of the other PlayStation Studios teams that have done great accessibility features, like Naughty Dog. They’ve always pushed forward in their games a lot of these things that make it easier for people to play. So we were inspired by them and wanted to go ahead and offer as many options as possible. And with some of these things, they could help any player feel more comfortable and change the way that they experience the game. I think that’s very important, because in the end, just like Erica said, we want as many people as possible to be able to enjoy and play the game and get to experience that adventure with Kratos and Atreus and really get the most out of it.


This interview has been edited for language and clarity.

God of War Ragnarök will launch exclusively on PlayStation 4 and 5 on November 9th.

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God of War Ragnarök is magnificent, moving and easily my Game of the Year

When the credits started rolling in God of War Ragnarök, I was surprised to feel tears running down my face.

Not necessarily because of anything that happened in the final moments, mind you, though that certainly contributed to it. Rather, it was the catharsis of seeing this second chapter in the deeply affecting father-son story of Kratos and Atreus through to the end that hit me so hard. Upon completion, I began reflecting on the powerful journey I went on with these characters, and, in turn, just how much they’ve come to mean to me.

Rarely do I have such a reaction upon finishing a game, so when I do, I know I’ve experienced something special. But Ragnarök is indeed special — a brilliant culmination of everything developer Santa Monica Studio (SMS) has learned while making its nearly 20-year-old God of War series to create something truly unforgettable.

Open your heart to it

2018’s soft reboot of the God of War series won many over, myself included, for its riveting, sophisticated tale of fatherhood. As someone who’s estranged from his dad, Kratos’ parental struggles — the desperate attempt to prevent Atreus from suffering from the sins of the father — hit particularly close to home. “We must be better,” Kratos tells his son in the reboot, imploring that they break the cycle of violence perpetuated by both god and man. But what does that actually mean?

God of War Ragnarok Kratos confronts Atreus

Despite a far bigger cast this time around, Kratos and Atreus’ relationship remains the beating heart of Ragnarök.

In God of War Ragnarök, SMS’ attempt to answer that question results in one of the most gripping stories I’ve seen in a game. Faced with the titular Norse apocalypse, Kratos and Atreus set off on a journey to save the Nine Realms while seeking answers about the latter’s mysterious identity as Loki. Naturally, our story begins with Kratos hesitant to leave their home, concerned with putting Atreus in too much danger by falling into conflict with Odin and his fellow Asgardians. But over the course of the narrative, the world-weary warrior undergoes a profound — and even soulful — arc in which he develops just a bit more empathy for both his son and the world around him. He realizes that it’s not enough to just tell your son to do something — you have to lead by example. The lengths to which Kratos goes for his son in Ragnarök — something I would have yearned to see from my own father — proved to be genuinely moving to me.

Sure, he may not be the kindest or most forthcoming parent, but he demonstrates his love in the ways he can. And as is the case with the first game, Ragnarök doesn’t shy away from the atrocities that Kratos has committed, but it also never fails to remind us of our innate capacity for good. All of this depth is believably conveyed through a mesmerizing performance from Christopher Judge (Stargate SG-1), who expertly balances Kratos’ intimidating gravitas with his tender and more emotionally vulnerable side. And with the one-shot camera‘s return in Ragnarök, SMS is able to provide us with lingering close-ups that really let you soak up all of these raw, subtler moments.

Freya is holding a sword in God of War Ragnarök.

Freya is one of Ragnarök’s best and most nuanced characters.

Of course, none of that succeeds unless Atreus himself is also compelling, and thankfully, he’s arguably more so than Kratos himself. Certainly, Ragnarök had tricky ground to navigate with Atreus, given that he’s now three years older and could have come off as an overly angsty and annoying teen, but SMS and actor Sunny Suljic (Killing of the Sacred Deer) effortlessly imbue Atreus with so much heart. Suljic, who’s grown so much since the last game that his voice had to be edited in parts, is impeccable, shifting between Atreus’ rebelliousness, complicated feelings over his mysterious identity and proclivity to help people with ease. Like Kratos, Atreus has a splendid arc; if the first game was about him proving himself to his father, Ragnarök is a coming-of-age story about discovering his own self-worth — something to which we can all undoubtedly relate.

Returning characters also have significantly more screentime and nuance. Much of Mimir’s (a spellbinding Alastair Duncan) role in this game revolves around confronting figures from his past to atone for the sins he committed when trying to curry favour with Odin. In this way, he finds common ground with Kratos, and the pair share some strong heart-to-heart conversations. Freya, meanwhile, is back to seek vengeance against Kratos for killing her son, Baldur, in the first game, but we also come to learn far more about her troubled past. Sensitive writing and actress Danielle Bisutti’s incredible performance beautifully convey all of this anguish, and it results in Freya being Ragnarök‘s most sympathetic character. Even Brok (Robert Craighead) and Sindri (Toronto’s Adam J. Harrington), the two Dwarven smiths who previously served as comic relief, have much more meaningful parts to play, with the latter even striking up a friendship with Atreus.

Kratos vs Thor God of War Ragnarok

Rest assured that there are many more surprises beyond Kratos vs. Thor.

Then we have Ragnarök‘s new characters. Part of the intrigue in the first God of War were the constant teases that Odin and the rest of the Norse pantheon were quietly observing Kratos and Atreus. Naturally, then, there was much anticipation as to how SMS would ultimately portray them. That’s to say nothing of the fact that many people already have their own impressions of these deities based on the versions seen in the Marvel Cinematic Universe.

Given all of that, you’ll be pleasantly surprised by how cleverly they’re used in Ragnarök. As voiced by Richard Schiff, Odin has a rather James Woods-in-Hercules sort of panache, which makes him feel simultaneously charming and sleazy. By contrast, there’s more than meets the eye with Thor (Ryan Hurst), whose gruff and drunken demeanour belies his complicated family dynamics. And in spite of the ridiculous pushback from racist trolls, Angrboda (Laya De Leon Hayes) is a particular delight — a kind-hearted, exuberant teen who shares a wonderfully endearing dynamic with Atreus and reminds us of his youthful innocence. There are other Norse figures whose roles I wouldn’t dare spoil, but suffice it to say that seeing who pops up and when — as well as the unique ways in which they individually test Kratos and Atreus — only serves to elevate Ragnarök‘s already fantastic core father-son story, especially in the absolutely thrilling final act.

If it ain’t broke

God of War Ragnarok Wight

The Wight is one of many new and interesting enemy types in Ragnarök.

While Ragnarök‘s exponentially grander narrative ambitions and wider cast of characters are quite prominent, you might not immediately notice what’s changed with the actual gameplay. Indeed, it certainly feels a little too familiar at first, with many of Kratos’ moves and animations resembling those found in the 2018 predecessor. Once again, Kratos wields his Leviathan Axe for crunchy, weighty melee combos and oh-so-satisfying Mjölnir-esque throws and callbacks, and both are even more impactful thanks to the PS5 DualSense controller’s haptic feedback. Also making a return are the Blades of Chaos, whose long-ranged attacks still feel refreshingly distinct from the up-close-and-personal Axe. Powerful Runic attacks (super moves that have cooldowns) also come back and are as handy as ever. But if the weapons themselves largely function the same, it’s the litany of smaller added flourishes that really shake up the flow of combat.

The biggest of these is the introduction of Elemental statuses to your weapons — ‘Frost’ for your Axe and ‘Burn’ for the Blades. Operating independently from the classic stun metre for powerful finisher moves, these Elemental moves hinder your enemies in several useful ways. Do you want to freeze enemies to render them immobile for devastating follow-up attacks? Focus on putting skill points and gear crafting towards quickly building out your Axe’s Frost affinity. Invest enough into such a build and you can charge your Frost gauge for more powerful ice-based attacks or even imbue your slashes with wickedly cool projectile waves. On the flip side, maybe you’ll opt for enemies to take periodic Burn damage, in which case you spec out your Blades and, eventually, inflame them for added power.

Many combat areas also have a newfound layer of verticality to them, and only with the Blades of Chaos’ new grapple move are you able to ascend them. This makes battles feel even more dynamic, as you have to maintain situational awareness and zip between levels to manage all kinds of foes. Hacking up a few beasts on the ground, dodging an incoming energy blast from an overhead enemy, seamlessly launch myself up to their platform to finish them off before slamming back down with an earth-shattering landing smash never gets old. Throw in additional combo moves with Atreus’ magical arrows (thanks to a deeper skill tree for the lad) and an additional shield type that lets Kratos decide to prioritize blocking or parrying and you’re afforded far more choice in combat than before. When you factor in all of this, there’s a rousing, almost balletic, rhythm to each fight, cementing Ragnarök as having one of my favourite action game systems to date.

If that weren’t enough, Ragnarök also meaningfully addresses its predecessor’s most glaring flaw: a lack of enemy variety. In the 2018 game, you’d fight far too many variants of the same sorts of trolls and ogres, which became grating before too long. Now, though, the number of different enemy types is vast. Take Odin’s fearsome Einherjar forces, who can infect you with Bifrost to make subsequent blows extremely harmful. These feel markedly different from the Light Elves, who dual-wield swords for vicious flurry attacks, the graceful-yet-deadly bow-clad horsemen or the wraith-like Wights that can split into pesky little wisps. Minibosses are also appreciably diverse, ranging from fearsome Draugr to towering knights and electric alligator-like Dreki. Some enemies are also resistant to the Axe or Blades, which is a smart way to keep you on your toes and further switch things up a bit. Far be it from me to spoil the larger boss fights, but rest assured that the Kratos and Thor fight that’s been heavily featured in marketing is both early in the campaign and just one of many pulse-pounding, tense and titanic encounters that Ragnarök has to offer.

Grander scope, deeper design

God of War Ragnarok Vanaheim

Vanaheim’s dense and humid forests contrast nicely from the darker and colder Realms you’ll visit.

As the finale to God of War‘s Norse arc, all nine mythological realms can be visited in Ragnarök, giving the game an appropriately massive sense of scope. Impressively, each realm is stunningly distinct. Covered in ice by the apocalyptic Fimbulwinter, the key returning area of Midgard must now be navigated by a wolf-drawn sled, and it makes the once-lively lakes feel chillingly eerie and haunted. This is in stark contrast to the expansive, luscious and wildlife-filled forestry of Vanaheim, or the tight, claustrophobic and sweltering platforms of the hellish Muspelheim. On PS5, the flexible Performance Modes also meant I could have all of this displayed in gorgeous 4K fidelity while maintaining 40fps, which I found was a perfect balance of visual splendour and fluid gameplay.

Overall level design is also uniformly excellent across the board. While retaining the original game’s deliberate pacing and meticulously crafted interconnected areas of the original game, the Metroidvania-lite approach of returning with new equipment to open up previously inaccessible areas is more prevalent here, thus encouraging greater exploration. I was particularly impressed by Ragnarök‘s far more intricate puzzles, which rely more on thoughtful geography and environmental awareness. One enjoyable recurring puzzle type comes in the form of the Twilight Stones, Elven rocks that reflect your Axe in an arc with added force. Finding out where to position yourself so you can hit a switch at an angle or even leveraging the Stones while in combat proves consistently rewarding.

God of War Ragnarok Kratos and Atreus back to back

Atreus and his bow play a more active role in puzzles this time around.

Atreus himself also helps diversify puzzles, as there are many more that require his arrows this time around. Occasionally, there will be distant targets you’ll have to inflame with your Blades, and only by correctly lining up a string of Atreus’ new Sigil arrows to create a chain reaction will you actually reach them. It’s an engaging challenge that requires you to carefully scan the area to figure out what to do while also creating, through mechanics, a tighter connection between you and Atreus. The only downside here, honestly, is your companions’ annoying tendency to spell things out for you through dialogue. In more than a few instances, I would take but a brief moment to ponder upon what I had to do, only for an NPC to practically give away the solution. This is a disappointing trend in the AAA space, with sister PlayStation exclusive Horizon Forbidden West being one of the biggest offenders, and it’s unfortunate that Ragnarök offers no option to turn it off.

Another rare shortcoming in Ragnarök is the frustratingly repetitive sidequest design, many of which boil down to “Defeat [x] number of special Draugrs” or “find one special flower in each realm.” While 2018’s God of War suffered from a similar issue, you’d have hoped that this would have been improved in the sequel. Thankfully, what’s also carried over from the first game, at the very least, is the injection of narrative morsels into each quest. Whether it’s freeing a giant creature to help Mimir rectify a past transgression or Kratos relating to a spirit’s desire to find closure with his son, practically every sidequest provides sharply written insight into each character. The bountiful amounts of gear, crafting materials and XP that you receive from these quests certainly don’t hurt, either.

An epic in every sense of the word

God of War Ragnarok Kratos and Atreus

So many feels.

God of War Ragnarök epitomizes what it means for a developer to be at the top of its game. Across virtually every facet of design, Santa Monica Studio has purposefully built upon the foundations of every prior God of War entry, showing a level of maturity and self-reflectiveness that we’ve seen from few other teams. Small issues aside, the magnificent, emotionally-charged and intensely personal narrative, perfectly refined combat and awe-inspiring level design all come together to result to create a bonafide masterpiece. Not only is this now my 2022 Game of the Year, but it’s also one of my favourite games of all time, and an experience I won’t ever forget.

God of War Ragnarök releases exclusively on PlayStation 4 and 5 on November 9th and costs $79.99/$89.99. Those interested in reading about the game’s wide variety of accessibility features can do so here.

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Image credit: PlayStation 

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Ben Stiller plays Kratos in weird God of War Ragnarök ad with John Travolta, LeBron James

Have you ever imagined what Ben Stiller would look like dressed as gaming icon Kratos?

Probably not, but someone at PlayStation clearly did. In a new ad for God of War Ragnarök titled “All Parents Can Relate,” Stiller is fully suited as Kratos, beard, Leviathan Axe and all, and even wants to be referred to as the God of War.

The premise of the ad is Stiller, fellow actor John Travolta and NBA star LeBron James getting together for a support group with their real-life children. It’s… as bizarre as you’d expect.

“The God of War dynamic plays out in every parent-child relationship. When that clicked for me, I picked up my Leviathan Axe and felt truly close to my son for the first time,” says Stiller at one point. When his son responds “I’m 17!” Stiller simply says, “Exactly.” Elsewhere in the bit, Travolta asks his daughter to hurt his feelings, to which she says “you’re old and you’re bald,” and he satisfyingly says “just like Kratos.”

Funny enough, less than 10 seconds of footage from the actual game are shown at the very end of the commercial. All in all, it’s quite strange, especially given the unique pairing of Stiller, Travolta and James.

In any case, God of War Ragnarök will release on PlayStation 4 and 5 on November 9th. Stay tuned for our review on November 3rd.

Image credit: PlayStation

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God of War: Ragnarök PS5 controller up for pre-order in Canada

PlayStation’s recently revealed God of War: Ragnarök-themed PS5 DualSense controller is up for pre-order in Canada.

As spotted by Twitter user @Lbabinz, the special edition gamepad can now be pre-ordered from Amazon, Best Buy and GameStop. It’s priced at $94.99 CAD.

First unveiled during September 13th State of Play presentation, the controller sports a blue-and-white pattern that’s inspired by the cool colours of God of War: Ragnarök. It also features a wolf and bear insignia to represent the game’s two lead characters, Kratos and Atreus.

It’s important to note that while Ragnarök will be available on both PS4 and PS5, Sony has only produced a special edition controller for the latter console. On the flip side, this means it features all of the DualSense’s signature features, like adaptive triggers and haptic feedback.

Both the controller and God of War: Ragnarök will launch on November 9th. The highly anticipated action-adventure game is a sequel to 2018’s God of War and follows Kratos and teenage son Atreus as they seek to find answers about the latter’s identity while attempting to prevent the apocalypse and survive new godly threats.

Image credit: PlayStation