
Kratos and Atreus embark on a mythic journey for answers before Ragnarök arrives – now on PC.
Modeled estimate, not a reported figure. How we estimate →
About
From Santa Monica Studio and brought to PC in partnership with Jetpack Interactive comes God of War Ragnarök, an epic and heartfelt journey that follows Kratos and Atreus as they struggle with holding on and letting go.
The sequel to the critically acclaimed God of War (2018), God of War Ragnarök picks up with Fimbulwinter well underway. Kratos and Atreus must journey to each of the Nine Realms in search of answers as Odin’s forces in Asgard prepare for a prophesied battle that will end the world.
Along the way, they will explore stunning, mythical landscapes, and face fearsome enemies in the form of Norse gods and monsters. As the threat of Ragnarök grows ever closer, Kratos and Atreus must choose between the safety of their family and the safety of the realms.
Atreus seeks knowledge to help him understand the prophecy of “Loki” and establish his role in Ragnarök. Kratos must decide whether he will be chained by the fear of repeating his mistakes or break free of his past to be the father Atreus needs.
The Leviathan Axe, Blades of Chaos, and Guardian Shield return alongside a host of new abilities for both Kratos and Atreus. Kratos’ deadly Spartan skills will be tested like never before as he battles gods and monsters across Nine Realms to protect his family.
Journey through dangerous and stunning landscapes as Kratos and Atreus search for answers.
Available right at launch with your purchase of God of War Ragnarök is access to the God of War Ragnarök: Valhalla DLC for no additional cost!
Accompanied only by Mimir, Kratos embarks on a deeply personal and reflective journey that pushes him to master mind and body as he is confronted with the challenges of Valhalla in an unravelling, replayable adventure that blends the beloved combat from God of War Ragnarök with brand new elements inspired by the roguelite genre.
Kratos’ journey continues as he enters Valhalla, a new location in the God of War Norse saga. Faced with echoes of his past, he fights to overcome the trials within himself and walk the path laid out before him.
The beloved combat from God of War Ragnarök with fresh and experimental twists inspired by the roguelite genre. Valhalla will push you to master different aspects of Kratos’ arsenal during each attempt as you face new combinations of enemies and some surprises along the way!
Death is never the end. Kratos will have access to his weapons, skills, shields and abilities, but each new attempt will reset his Stats, Runic Attacks and Perks. As Kratos progresses through each attempt, you will be presented with choices between rewards that will help you push deeper into the mysterious depths of Valhalla while building resources toward persistent upgrades.
Partnering with Jetpack Interactive once again, God of War Ragnarök on PC will harness the power of the platform to deliver an exceptional experience.
Unlocked framerates and the option of true 4K resolution expand the full potential of our cinematic no-cut camera as you travel through the stunning vistas of the Nine Realms.¹
Behold enhanced reflections, lighting, and higher fidelity shadows, as well as increased geometric detail.²
Full integration with NVIDIA RTX™ Deep Learning Super Sampling (DLSS) 3.7, AMD FidelityFX™ Super Resolution (FSR) 3.1, and Intel XeSS (Xe Super Sampling) 1.2 will allow you to reach higher graphical settings and output resolutions.
Utilize NVIDIA Reflex low latency technology allowing you to react quicker and hit harder combos with the responsive gameplay.³
Enjoy the breathtaking beauty of the Nine Realms in panoramic widescreen with 21:9 ultra-widescreen and 32:9 super ultra-widescreen support!¹
Play your way. With support for the DUALSHOCK®4 and DUALSENSE® wireless controllers, a wide range of other gamepads, and fully customizable bindings for mouse and keyboard, you have the power to fine-tune every action to match your playstyle.
Feel your journey through the Norse realms, made possible by immersive haptic feedback and adaptive trigger functionality.³
Take advantage of highly accurate, spatial 3D Audio; hear enemies approaching from any direction, including from above and below you.⁴
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¹ Compatible PC and display device required.
² Compatible PC and graphics card required.
³ DualSense™ controller and wired connection required to experience the full range of in-game controller features.
⁴ 3D Audio via analog/USB stereo headphones.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Czech, Dutch, Greek*, Hungarian, Japanese*, Korean +10 more
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 770 reviews with recorded playtime.
Reviews
Themes across 767 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Mükemmel. Hikayesi oynanışı dövüşler herşey
[hr][/hr][b]Gameplay[/b]: ■■■■■■■■■□ (9/10) [b]Story[/b]: ■■■■■■■■■■ (10/10) [b]Graphics[/b]: ■■■■■■■■■■ (10/10) [b]Sound / Music[/b]: ■■■■■■■■■■ (10/10) [b]Optimization[/b]: ■■■■■■■■■□ (9/10) [b]Content / Length[/b]: ■■■■■■■■■■ (10/10) [hr][/hr][b]Summary[/b]: An excellent sequel and a fantastic PC port. [hr][/hr]✅ [b]Recommended[/b] [b]Overall Rating[/b]: ■■■■■■■■■■ (10/10)
哎,战神5,玩完的第一感觉是恨铁不成钢。70小时全成就足以说明新战神本应有3部的,但成也索尼败也索尼。要不是索尼眼里只有短期利润,也许26年玩家能一口气玩完新战神三部曲。但没有索尼很难说圣莫妮卡能做出新战神系列。 游戏移植整出的乐子不必多说,轻推WASD已经算最无足轻重的一点。英灵殿的选取界面的按键适配,时不时从steam启动游戏没反应,还有偶发闪退和cpu瓶颈。尤其是玩完4立马又去玩5更能感受到5的PC端适配有多差。诚然5的画质比4进步非常多,但这是圣莫妮卡的功劳。PC端适配整出这么多笑话负责移植的jetpack难辞其咎。但看看另一个大作最后生还者1的移植成果,jetpack的移植反倒显得完美。 5的UI相比4居然在开倒车,界面不再简洁明了,4的M地图J任务K技能I物品T目录等等按键到了5全没了,只有一个I键,界面教学也偏向强制型,随便造点啥升级点啥都要等半天那个介绍,随便看个啥目录想退出esc要按好几下,到了第一级界面还有延迟才能彻底退出。4的目录收集和挑战先后显示长按T都能进去看,到了5先出现的按I进去看了后出现的按I也没法直达该界面。这种UI交互设计可以说是我玩过的游戏里面排倒数的。 画质大幅升级,4k分辨率的保险棺材等等终于不再看着像480p的贴图,光影和水物理大幅进步。但很多场景下4k画质全拉满dlss质量的情况下7800x3d会瓶颈导致显卡5080占用不满,结果就是帧数只有100出头,但dlss4补帧效果不错,前者的设置情况下开2倍补帧除地图加载处其他场景下几乎就是160帧无波动。 主线剧情中的所有人物的配音更上一层楼,但支线奎托斯的配音有退步,表演感太明显鼻音太重。 配乐更合理,不会像战神4开局抱亡妻的尸体配音突然开始放高潮段落,玩家这时候都还没开始和角色建立感情链接就开始放这种音乐明显不合适。整个战神的配乐属于是T1那档,玩家听到部分战神配乐就能知道这是战神的配乐,玩过的玩家听到主角专属配乐能立马联想到这位主角。虽然和奥日2、巫师3这种随便选其中一首又好听又能让人想起是这部游戏的t0档有差距,但工业流水线式大作能做到这种程度已经是佼佼者。 战斗方面符文攻击被大砍,CD动辄七八十上百秒甚至两百多秒,大多数套装流派打伤害都指望不上符文攻击,很多战斗一个符文技能只能放一次甚至两场战斗加起来只能放一次。4里面22秒一次的伤害高硬直大的域外重击直接没了,另一个好用的塔尔塔罗斯重击伤害低CD还长。一周目最轮椅的毒拳套好用是好用,但4里面的拳脚功夫到了5直接被删了,5里面重击只有踹一脚轻击只有三连盾。但4的换皮太多到5改善了不少,相对应的粪怪也多了不少。小怪里面最讨厌的就是阿斯加德龙鸟,混战里面飞起来放红圈大招、黄圈投技或者快速啄击,玩家一个不注意就满吃伤害。狂战士boss战双boss和会召唤梦魇和小怪的boss已经够恶心了,后面还有个三狂战士boss战,简直比狂战士国王boss战和女武神王boss战还恶心。还有个弱智持续给奎托斯施加彩虹桥的狂战士boss,不带彩虹桥对策的情况下,即便是平衡难度到后面被摸到一下就残血。以及不少小怪的黄圈攻击能直接从远处吸附过来,混战时最讨厌的就是这种怪。穆斯贝尔海姆试炼的有些挑战也是逆天,破盾挑战给你整个超雄能瞬移攻击,远近都有红光攻击的阿斯加德精英兵,不先杀完小兵打不动他,打到后面还给你来个女猎手进一步搅乱局势,但凡这两精英怪换下出场顺序都好打很多。还有那弱智圈内挑战,圈外都是扣血的燃烧地就算了,这圈还会随着时间移动,不合时宜的终结技怪处了奎托斯也残了。但虽然如此,战神5的战斗系统依旧超越战神4,因为敌人种类变多,主线boss战变得非常多以至于明明相比4代没多少进步的解谜的缺陷都被掩盖了。 地图设计更是进步巨大,尤其是华纳海姆的大坑区域,昼夜机制符文机制声波机制搭配错综复杂的大坑地形设计比4好太多(当然设计的越复杂迷路时间就会越多,路痴和探索驱动力不强的玩家最好直接查攻略别折磨自己),探索起来更有解谜的感觉。但搭配战斗设计还是有瑕疵,有些前期能探索的地方刷紫血甚至红血骷髅头怪,印象最深的就是巨龙海滩上面狭小空间刷出来的梦魇附身紫血狼人。 但是 3部压缩做成2部的一大灾难性后果就是:在神秘面具找齐后本作的故事从细腻流畅转向粗糙生硬就,这个节点前后给人的观感完全是两个叙事水平,铺垫了一整部的战神4和大半部的战神5的诸神黄昏大战变成了村口械斗水平,很难不然玩家从期待变成失望。临近最终结局时没有那一锤定音战神5的剧情能直接和最后生还者2坐一桌(加上黑皮大脸的安格尔伯达这些人和事,索尼和其旗下的工作室被政治正确毒害之深可见一斑)。 圣莫妮卡把3部曲压成2部曲的另一个灾难性后果就是阿特柔斯这一2号男主在本作挑起了他根本挑不起的大梁。操作阿特柔斯的流程又臭又长,战斗部分也是非常无趣。就这还是给boy配了一名超强战力和一把神剑两大保镖。要是没有这两保镖操作boy的战斗流程有多灾难不敢想象。圣莫妮卡如果让玩家操作这名超强战力来割草还能让玩家体验下新鲜感顺便给挑战高难的玩家减减压,到boy单人行动的时候不安排战斗环节再缩短点流程也不至于把很多想体验二周目的玩家劝退。 3部曲压缩至2部曲的操作还有一个恶果:不合时宜的行为和说教以及灾难般的神话改编。4代的行为和说教能自洽情绪也到位,即便再怎么挑刺大体上也没什么问题。5代在面具找齐之后的剧情主角行为和说教真的有股怪味。后半段的剧情前脚说完不参与半小时不到就说回去帮忙(这时的剧情情绪完全不对劲);前脚说完我不打仗后脚就说我来指挥作战(后面的村口械斗结束后再回看这段真的会绷不住笑,还以为是啥史诗级的两军交战主角靠传送门穿插支援各个战场,不同的选择顺序会导致不同角色的生死);前脚和所有人说要复仇后脚就和少数人说不要复仇要正义;4代就在强调别有怜悯,后脚死一些素未谋面的人就开始说我们就该怜悯(意思没问题,说话时机出大错);最终boss战结束在一声声sofna中更是让诸神黄昏沦为笑话(玩过或者云过战神3的来看5这段剧情能不被气笑算你是大佛);原神话里面弗雷是死了,但被友军干死是何意味?更别说这个理论上在场众神里战力最强的友军干的事就是帮敌人干自己人?奎托斯的故事讲得很好,希腊神话改编的也不错,北欧神话在战神4里面明明改编的不错,后续到了5却改编的这么烂。 最后单开一篇来喷约顿海姆主线,也就是战神5最臭名昭著的铁森林篇。大量的美术资源地图设计被浪费,故事上和一周目给玩家游玩起调剂作用的篇章,北欧神话出现黑人我就不说了因为圣莫妮卡的老大是索尼。这段流程又墨迹又无法跳过。这一段哪怕是换个操作角色来游玩都救不了:环游地图就为了摘果子掰树根和捡果子。boss战设计也非常差(场景让我想起了小小梦魇)。只玩一周目或者只过剧情(云游戏也算)的玩家或者观众体验还没那么差,但玩家多周目游玩想法的最大劝退点就是铁森林篇。这么好的美术和经费,明明可以把故事写成是奥丁靠诡计得知了前往了约顿海姆和抑制诅咒的方法腐化、占领和研究约顿海姆,发现巨人死光的事实,诸神黄昏预言出现偏差。而抑制咒语的副作用这一点正好和后续的第一次前往华纳海姆的主线某个角色无法维持原形向对应,后续搭配奥丁的伪装让剧情更有张力。但铁森林篇章圣莫妮卡就是搞砸了,这么好的美术和经费就这样被浪费了,安格尔伯达的戏份太少以至于后面她的演出非常差,除了突兀就是让玩家陷入怀疑。多周目玩家在铁森林章节按死方向键看着操作的角色在那慢悠悠地移动既不能跳过又不能战斗爽光是想想就觉得劝退。这又是三部曲做成2部曲的一大恶果。 当然圣莫妮卡也知道后续剧情没写好铁森林篇跳不过,只好出DLC英灵殿给玩家纯战斗爽,进一步完善奎托斯的塑造的同时也是给老战神作品的重制先打样。 哎,战神5。明明有着珠玉在前的游戏史上的一座丰碑:战神4,还有这前作成功带来的更强的信心和更多的经费再铸就一座丰碑,而结果却是战神4能喷的点只有换皮怪和解密,5除了摆脱换皮怪的缺点外,能喷的点太多了。也许某个平行时空能有战神456三部近乎完美的作品,但现实只有一部11分的作品,一部多方位超越前作却只有9分的作品。这也是我作为玩家最痛心的地方,即便缺点这么多,战神5还是优秀到能有9分。但我玩完11分的战神4,想玩一部12分的战神5。 新战神最让我着迷的就是父与子的关系,人与人的故事。也许以后我还会再次重新完整地体验一遍剧情,事后甚至会带上录屏文件细细品味,到时候这篇评测会有所改变。
weno
this game is beautifully made it flows so smoothly and the character growth is superb
Świetne rozwinięcie formuły z odsłony z 2018r. Ładna grafika, fajny system walki, niezła historia.
Good game with interesting storyline. Plays smooth, no stutters.
Se queda colgado en consejos
Capolavoro
Шедевр!!!
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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