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Walking into the world of God of War Ragnarok for the first time, I felt a mix of excitement and intimidation—especially when it came to combat. Let me be honest: the combat system here is both rewarding and punishing, and if you’re not careful, you can easily find yourself overwhelmed. One of the first things I noticed was how the on-screen indicators for incoming attacks—those little arrows that switch from yellow to red—sometimes just weren’t enough. In the heat of battle, with multiple enemies closing in, it’s surprisingly easy to lose track of them. I can’t count how many times I got clipped from behind, even when I thought I was paying attention. It’s not that the system is broken—it’s just that the intensity of combat often makes it hard to process everything at once.

What really stood out to me, especially in the latter half of the game, was how enemies could stunlock you. I remember one particular fight where a single Draugr managed to corner me, and before I knew it, three others joined in. My health bar vanished in what felt like two seconds flat. Moments like that didn’t feel like a skill issue on my part—they felt like the game had thrown something at me that I wasn’t properly equipped to handle. It’s one thing to miss a parry or mistime a dodge; it’s another to feel like the tools at your disposal aren’t quite matching the chaos on screen. And trust me, when you’re facing Ragnarok’s equivalent of the Valkyries—only this time, there are at least a dozen, and some are even trickier—every small misstep can lead to a quick death.

That said, I have to give credit where it’s due: the checkpoint system in boss fights is a lifesaver. Unlike some other action games I’ve played, Ragnarok does a fantastic job of saving your progress as you move through different phases of a boss encounter. I recall fighting a certain massive troll about halfway through the game. After dying three times in a row during its final phase, I was ready to throw my controller. But each time I respawned, I didn’t have to repeat the entire fight—just the last intense segment. That kind of thoughtful design makes the tougher battles feel challenging rather than outright unfair.

Another aspect that significantly improved my experience was Atreus. In the 2018 God of War, he was helpful, but here, he’s practically a game-changer. Whether he’s calling out enemy movements or firing arrows to stagger foes, he feels like a genuine partner in combat. There were moments when I’d be surrounded, low on health, and he’d shout, “Behind you, Father!” just in time for me to roll away. Or he’d shoot a well-placed arrow to interrupt an enemy’s heavy attack. It’s those small interactions that make the combat flow better and add a layer of strategy. Mimir, too, chimes in with useful advice, though I’ll admit sometimes his stories in the middle of a fight made me lose focus—but that’s a minor gripe.

Now, if you’re like me and enjoy diving deep into combat mechanics, you’ll appreciate how the game encourages you to experiment. I spent a good 15 hours just in the early realms, testing different runic attacks and armor sets. For example, I found that the “Frost Giant’s Frenzy” runic attack, when paired with the “Ulfbert” armor set, increased my stun damage by roughly 40%—though don’t quote me on that exact number, as I didn’t pull out a calculator mid-fight! Still, having that flexibility kept the combat fresh, even when I was retrying certain encounters multiple times.

But let’s talk about those high-level challenges for a moment. The Valkyrie-style fights in Ragnarok are no joke. I faced one particular boss—a mysterious, winged creature in the realm of Vanaheim—that took me over 20 attempts to beat. Each time, I’d get closer, learning its patterns and adjusting my strategy. What made the difference, in the end, was mastering the dodge-roll and using Atreus’s shock arrows to create openings. It’s in these moments that the game truly shines, blending difficulty with a sense of accomplishment. That said, I do wish the game had offered a bit more clarity on some of the attack indicators. There were times when the red arrow felt almost redundant because the audio and visual chaos made it hard to react in time.

In the grand scheme of things, God of War Ragnarok’s combat is a step up from its predecessor in many ways, but it’s not without its flaws. The stunlocking issue, in particular, can lead to frustration, especially when you’re facing groups of elite enemies. However, the improvements—like better checkpointing and a more capable Atreus—help balance the scales. If you’re new to the series or returning after the 2018 game, my advice is to take your time. Learn the rhythms of combat, upgrade your gear early, and don’t be afraid to lower the difficulty if you hit a wall. After all, the goal is to enjoy the journey, not just survive it. And when you finally take down that one boss that’s been haunting your dreams, believe me, it’s worth every failed attempt.

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