When I first dove into God of War Ragnarok’s combat system, I was genuinely excited—but also a little overwhelmed. The sheer intensity of battles, especially on higher difficulties, can throw even seasoned players off balance. One of the things that struck me early on was how the on-screen indicators, particularly the arrow that warns you about incoming attacks from behind, could sometimes break the flow of combat. It switches from yellow to red to give you a sense of timing, but honestly, I found myself getting clipped way more often than I’d like to admit. And let me tell you, it’s not just a minor annoyance. In the latter half of the game, enemies become relentless. A single misstep, one poorly timed dodge, and you’re stunlocked—opened up to a brutal pummeling from multiple foes. I died in an instant more times than I care to count, and each time, it didn’t feel like a failure of my own reflexes so much as a system that left me ill-equipped to respond. Kratos, as powerful as he is, sometimes just wouldn’t react the way I needed him to, and in those moments, the game’s high-stakes challenges felt less like a test of skill and more like a design hurdle.
That said, it’s not all frustration. Once you start to grasp the rhythm and nuances, the combat system reveals its depth. Take Atreus, for example. This time around, he’s not just along for the ride—he’s an active, capable partner. Alongside Mimir, he’s constantly feeding you intel, calling out threats, and launching arrows either on command or on his own to take pressure off you. I can’t overstate how much of a difference that makes. In my playthrough, there were moments where Atreus literally saved me from what would have been a certain death, buying me those precious seconds to recover or reposition. And when it comes to boss fights, the game really shines. The checkpointing system as you move through phases is a massive improvement over the previous title. I remember one particular boss battle where I must have died a dozen times in the final phase, but thanks to the smart checkpointing, I never had to replay more than a couple of minutes. It kept the frustration manageable and allowed me to focus on learning patterns rather than repeating content.
But let’s talk about those high-level challenges for a second. If you’ve played the 2018 God of War, you’ll remember the Valkyries—those brutal, optional fights that tested your mastery of the combat system. Ragnarok doesn’t just bring them back; it dials them up. There are more than a few encounters here that are even trickier, and in those, every little detail matters. The difference between life and death can come down to how well you manage the camera, how efficiently you use Atreus’s abilities, or whether you’ve mastered the timing on those pesky rear-attack indicators. Personally, I found that investing time in upgrading Atreus’s gear and abilities paid off hugely. By the endgame, I’d estimate that around 30% of my successful parries and evasions were directly supported by his interventions. It’s a subtle but critical layer of strategy that the game doesn’t always spell out for you.
What I appreciate most, though, is how the game encourages adaptation. Early on, I relied heavily on blocking and heavy runic attacks, but that approach fell apart in later battles. I had to learn to be more mobile, to use environmental interactions, and to trust Atreus to handle distractions. There’s a learning curve, no doubt, but it’s one that feels rewarding once you’ve climbed it. And while the combat system has its rough edges—like the occasional camera issue or the feeling that Kratos’s responsiveness isn’t always consistent—the overall experience is deeply engaging. I’ve spent over 80 hours with the game, and I’m still discovering new combos and strategies. If you’re willing to put in the time to master it, Binggo’s potential as a platform for deep, dynamic combat is undeniable. It’s not perfect, but it’s a step forward in many ways, and for players who thrive on challenge, it’s an absolute blast.