God of War Ragnarok’s Sequel Needs to Find a Refined Middle Ground for One Combat Feature

God of War Ragnarok's Sequel Needs to Find a Refined Middle Ground for One Combat Feature

As someone who has spent countless hours wielding the Blades of Chaos and feeling the raw power of Runic Attacks, I can confidently say that the God of War franchise needs to shake things up when it comes to these special abilities. While they were initially a fresh take on Kratos’ combat style, they’ve become a bit stale in recent games.


Moving ahead, the God of War series should grow beyond the pattern set by the 2018 release and further developed in Ragnarok. The core mechanics of this game type are effective, but some elements might need refinement or significant changes for optimal results in the next God of War installment, particularly if certain theories about the story and setting pan out.

There’s been lots of discussion about whether the upcoming God of War game might focus on Atreus, but even if it continues Kratos’ story, it still has potential to bring about substantial gameplay adjustments. A key reason God of War 2018 was so popular was because it took everyone by surprise – after all, God of War hadn’t seen a new release in quite some time, and gamers considered it a classic within the hack-and-slash genre, much like Devil May Cry. So when a more thoughtful, measured gameplay approach emerged instead, it felt like a welcome change. However, this fresh structure isn’t without its flaws, and there’s room for improvement in the next installment.

The Next God of War Game Needs to Rethink Runic Attacks

Runic Attacks Aren’t Very Exciting in New God of War Games

One of the clearest remnants of God of War‘s old-school flashy combat in the newer games is the Runic Attack system. These function similarly to special attacks in MMOs and other action-RPGs, being bound to a simple button combination and restricted by a cooldown. They can be extremely useful in battle, dealing incredible damage against one or several foes.

The problem is that they are somewhat uninteresting. There is certainly variation between each Runic Attack, with some doing different types of damage or having a broader area of impact, but they all essentially do the same thing: unleash a strong attack that can’t be interrupted. Runic Attacks were hardly altered for Ragnarok, which makes them feel even less unique and consequential for returning players. By reworking this system, the next God of War could offer an even more robust combat and RPG sandbox, with more variety and opportunities for player expression.

How Future God of War Games Could Improve Runic Attacks

Currently, several Runic Attacks in the game seem quite similar, making it less engaging for players to try out different build variations. However, by enhancing these abilities to make them more impactful and unique from each other in the next God of War, they would add a greater depth to the gaming experience. For example, Runic Attacks could modify the player’s moveset, introducing a lasting and interactive alteration to combat, rather than just a single burst of power with minimal player input. Additionally, more Runic Attacks that provide substantial, exclusive buffs or debuffs would make them more strategically valuable.

As a gamer, I can suggest a refreshing change in terminology for these actions we’ve been using in combat. Instead of calling them “Runic Attacks,” why not try something new and equally effective? Let’s swap it out with a different term that serves the same purpose. It’s all about keeping the gaming experience fresh and exciting!

This method appears tailor-made for a hypothetical God of War featuring Atreus as the lead character. Given his agile combat style and magical aptitude, it seems fitting that he could excel in unique abilities that modify or enhance his on-the-fly gameplay dynamics, rather than relying on exceptionally powerful attacks to halt the action entirely. Considering Atreus’ ability to transform, maybe he could also possess “Runic Assaults” that alter his form, introducing innovative approaches for interacting with combat situations.

The fight sequences in God of War are its strongest aspect, and the Runic Attacks don’t detract from that. However, these unique moves seem to be a weak point within this updated combat system. As the franchise evolves and innovates, it might be beneficial to reassess and strengthen these mechanics.

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2024-09-02 22:34