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"Boy." - How God of War Made a Monster Human

"Boy." - How God of War Made a Monster Human

I cried at the end of a God of War game. How Sony Santa Monica turned a rage-fueled franchise into a story about fatherhood, redemption, and Norse mythology.

22 min read

I cried at the end of a God of War game.

If you told me this ten years ago while I was button-mashing through Zeus's face, I would have laughed. Kratos? The guy who ripped Helios's head off with his bare hands? Making me emotional? Please.

But here I am, watching a father and son spread ashes on a mountain, and I'm a mess.

A Different God, A Different War

I've been with this franchise since the beginning. Every PlayStation platform, every rage-fueled massacre through Greek mythology. I watched Kratos tear through gods, titans, and anything else unfortunate enough to stand between him and his vengeance. The old games were spectacle, brutal, over-the-top spectacle. You didn't play God of War for nuance. You played it to feel powerful.

So when Sony Santa Monica announced they were reinventing the series, I was skeptical. Third-person over-the-shoulder camera? Norse mythology? A kid following you around? This wasn't my God of War.

I was wrong. This is exactly what God of War needed to become.

The 2018 reboot keeps what made Kratos iconic and then challenges it with one question. What happens when a man defined by rage has to be a father?

The premise couldn't be simpler. Kratos's wife Faye has died, and her final wish was to have her ashes spread from the highest peak in all the realms. That's the entire plot, a father and son walking up a mountain.

But simple doesn't mean small. What unfolds across this journey is one of the best stories I've experienced in gaming. The epic battles and world-ending stakes are there, but underneath them this is a story about grief and learning to be a good parent when you've only known how to destroy.


The Story: Spreading Ashes, Finding Truth

There's a humming that echoes through this game. A melody. You hear it in the opening moments as Kratos prepares his wife's funeral pyre, and it returns again and again, sometimes barely audible, sometimes building into something that grips your chest.

That humming is Faye. She's dead before the game even starts. She never speaks a line of dialogue, and we never see her face in a cutscene. And yet she is everywhere. Her presence shapes every moment of this journey (even the trail that we follow) through the melody she hummed to her son, through the markers she left on trees to guide them, through the preparations she made that we only understand at the very end.

No game I've played has made an absent character this present.

The plot itself is almost absurdly straightforward. Go to the mountain, spread the ashes. But the journey keeps complicating itself. A stranger appears at your door looking for a fight. He can't feel pain and he can't die. His name is Baldur, and he's searching for something, or someone.

The truth comes out in layers. The mountain you're headed to isn't in Midgard. Faye was more than a mortal woman. Baldur was never looking for Kratos at all. And your son, your boy, isn't entirely what you thought he was.

The Giants: A Mythology Subverted

The game flips the script on who the monsters are.

In traditional Norse mythology, the Jötnar (the giants) are forces of chaos. They're not uniformly evil, but they represent the wild, primordial forces that oppose the gods' order. The Aesir gods, led by Odin, are generally portrayed as the protectors of the cosmos.

God of War says: what if that's just Asgardian propaganda? Through Mimir (new Helios), the severed head who becomes your guide and storyteller, we learn a different history. The giants, it turns out, were scholars, seers, artists. They could see the future, and what they saw terrified Odin. So he waged war against them, hunted them, and drove them to extinction.

Tyr, the Norse god of war, and Mimir himself were among the few Aesir who saw the giants for what they were. Mimir earned their trust, even their friendship, and for that sympathy Odin tortured him for over a century.

By making the Aesir the villains, Santa Monica creates space for a different kind of story (not like Marvel. THANKS DISNEY). This time Kratos is protecting his son from gods who fear what that son might become.

The Revelation

And then comes the ending.

You reach Jötunheim, the realm of the giants, and it's empty. They're all dead, their remains scattered across the landscape. But in a hidden chamber you find murals, prophecies painted by giants who could see the future, and the murals tell your story. Every step of your journey, predicted centuries ago. And there, at the center of it all, is a name written in giant script: Loki. Atreus is Loki. Faye, whose giant name was Laufey, knew everything. She knew who her son would become, she knew the journey they would take, and she orchestrated everything to ensure her husband and son would reach this moment together. She set the markers. She left the clues.

The twist changes how you see everything that came before. Every struggle, every conversation, every small moment of connection between father and son, Faye was guiding them toward this understanding. Her final gift was the bond they would forge along the way. And as you spread her ashes at last, the snow begins to fall. Fimbulwinter has begun. Ragnarök is coming. But that's a story for another review.


Kratos: The Monster Who Chose to Change

The Kratos of the Greek saga was simple to understand: rage, vengeance, a weapon pointed at the gods who had wronged him. Nothing could stand in his way, not innocents, not allies, not even reality itself.

The Kratos of this game is more complicated. He's still that weapon, and the rage still lives inside him. But now there's restraint too, the conscious decision to be more than what his nature demands.

He hasn't become soft. When Kratos fights, he fights with the same terrifying brutality we've always known. The difference is in the quiet moments, the way he holds back from his son, measures his words, and physically restrains himself from showing emotion, because he's terrified of what feeling might unleash.

"I Am Your Monster No Longer"

There's a scene that hit me like a PPH 21.

Kratos is alone, preparing to do something he swore he would never do. And in his solitude, she appears. Athena, the ghost of the goddess he killed, basically his guilt talking back to him. She taunts him. She tells him he can't escape what he is, that no matter how far he runs or how hard he tries, he will always be her monster, her weapon of destruction. And Kratos looks at her, this specter of everything he was, and he says it. Quiet. Certain.

"I am your monster no longer."

He says it like a statement of fact. He has chosen to be something different. The monster still exists inside him, but it no longer defines him. I've played countless games where characters claim to have changed. This time I believed it.

The Blades of Chaos

Before that, though, comes the moment that tests that change. Atreus is sick. Dying. The only cure lies in Helheim, a realm so cold that no magic in all the realms can create fire there. The Leviathan Axe, frost-enchanted and forged by the same dwarves who made Thor's hammer, is useless.

But under his cabin floor Kratos has buried the one thing he swore he would never touch again, the Blades of Chaos. Watching him descend into his basement and unwrap those chains, chains that were bound to his flesh, that he carried through decades of slaughter, was physically uncomfortable. Those chains are his past, his sins. Every drop of blood he spilled in his Greek rampage lives in those blades.

And he picks them up anyway, because his son needs him to. That's what this game understands about redemption. You can't pretend your past doesn't exist, and there's no magic absolution that washes away what you've done. You just have to choose, every day, to be more than your worst moments, even when that means facing those moments head-on.

Helheim and the Ghost of Zeus

Helheim gives us one more confrontation with Kratos's past. After he kills the troll there, visions assault him with memories. And there in the mist stands Zeus (just his head tho), his father, the god he killed with his bare hands. Kratos doesn't speak to him, doesn't rage, doesn't attack. He just looks at him and stands there.

But we see. We see the cycle: fathers and sons, gods who fear their children, and children who grow up to destroy their fathers. Cronos consumed his children out of fear. Zeus did the same. And Kratos, the son who broke the cycle through violence, now has a son of his own. The question hanging over the entire game is whether the cycle continues. Will Atreus one day turn on his father? Will Kratos become the monster he killed? The game doesn't give an easy answer, but it shows us a man trying desperately to break the pattern, and trying to do it with love, which is much harder than doing it with strength.


Atreus: Boy Becomes Something More

"Boy." That's what Kratos calls his son for most of the game. Never Atreus, never son, just "boy," a word that keeps distance and refuses intimacy. And Atreus is exactly what you'd expect from a kid raised in isolation by a silent, grieving warrior. He's eager, impatient, mischievous, and he wants his father's approval so desperately that it seeps through every interaction. He chatters when Kratos is silent. He asks questions when Kratos gives orders. He's a child trying to understand a father who has built walls so high that even he doesn't remember what's behind them.

Atreus isn't an escort mission, though. He has his own arc, and it's just as compelling as his father's.

The God Within

When Atreus learns he's a god, something breaks. For his entire life, he's been sick, weak, different. He's watched his mother die and his father struggle to connect with him. And suddenly there's a reason for all of it: he's special, he's powerful, he's a god. And it goes straight to his head.

There's a stretch of the game where Atreus becomes insufferable, arrogant, even cruel. He kills when he doesn't need to, he talks back to Kratos, and he acts like the worst version of teenage entitlement amplified by literal divine power. It would be easy to hate this section, but I found it heartbreaking, because this is exactly what would happen. A child who's felt powerless his entire life, suddenly told he has the blood of gods, with no one to guide him through what that means. Of course he becomes a little tyrant. Of course he tests boundaries. He's doing what every kid does when they discover new power. He's figuring out who he is.

Teaching Each Other

Kratos is a god trying to be human, and Atreus is a human discovering he's a god. That irony hit me hard.

Kratos knows what godhood leads to. He's lived it. He's seen the corruption, the cruelty, the inevitable slide into monstrousness. So he's trying to teach his son restraint, humility, and the value of mercy, lessons he learned far too late, at the cost of everything he loved.

There's a conversation in Tyr's temple that has stuck with me. After Atreus frees Kratos from a trap, Kratos hands him his knife and finally opens up. He tells Atreus that true strength doesn't come from muscle or magic. It comes from the mind and the heart.

This is Kratos passing on what Faye taught him. The mother he barely mentions, the woman who somehow loved a monster enough to give him a son. Her wisdom lives in him, and now he's giving it to their boy.

The game gets that parenting runs both ways. Kratos shapes Atreus, and Atreus shapes him right back.


Baldur: The Villain Who Just Wanted to Feel

The stranger shows up at your door in the first ten minutes.

Baldur is not what I expected from a God of War villain. No grand speeches about destroying the world. No army at his back. Just a guy who wants a fight and won't stay down no matter how many times you kill him. At first, he seems like a lunatic. He takes Kratos's best hits and laughs. He gets his neck snapped and walks it off. You don't understand why he's so obsessed, why he keeps coming back, and the game lets you wonder for hours before the truth comes out.

The Curse of a Mother's Love

Baldur can't feel anything: not pain, not pleasure, not the wind on his face or warmth from a fire. Nothing. His mother, Freya, did this to him. She's a goddess, powerful in her own right, and she loved her son so much that she couldn't bear the thought of him dying. So she cast a spell that made him invulnerable to all threats, physical and magical.

The cost? He lost all sensation. For over a hundred years, Baldur has walked through life completely numb. He can't taste food, he can't feel a lover's touch. He exists, but he doesn't live, and he hates his mother for it.

A Different Kind of Monster

Baldur is broken rather than cruel. His mother's "protection" became his prison. She took away his ability to experience life while trying to save it.

When you understand this, his rage makes sense. Every punch he throws at Kratos, every time he gets back up, he's chasing the ability to feel something, the one thing he lost. Even pain would be a gift. The parallel to Kratos is painful. Freya did to Baldur what Kratos fears doing to Atreus. She let her love become control. She made choices for her son that weren't hers to make, and it destroyed him.

The Mistletoe

In Norse myth, Baldur's death involves mistletoe. Frigg made every object in existence swear not to harm her son, but she skipped mistletoe because it seemed too small and harmless. Loki found out, made a weapon from it, and tricked Baldur's blind brother Höðr into killing him.

The game takes this and builds a chain of coincidences that feels like fate.

Early in the story, Sindri gives Atreus new arrows with mistletoe in the strap. Seems like nothing, a throwaway detail. Later, Atreus's quiver strap comes loose, and Kratos, being practical, takes one of the mistletoe arrows and uses it to fix the quiver. Again, seems like nothing. Just a father solving a small problem.

Then Freya finds out about the arrows. She panics. She knows mistletoe is the one thing that can break Baldur's curse (or, from her perspective, his blessing), so she burns them. Problem solved, right? The threat is gone.

Except Kratos already used one as a strap, and Freya doesn't know. In the final fight, Baldur punches Atreus in the chest. The mistletoe arrow, still wrapped around the quiver, goes straight through Baldur's hand. The curse breaks. All because a father fixed his son's quiver strap with the wrong arrow.

There's no grand plan here, no Atreus hunting for Baldur's weakness. A chain of small moments, each one meaningless on its own, adds up to something world-changing. Coincidence, or fate, or maybe Faye knew this would happen too.

Atreus is Loki. In the mythology, Loki is responsible for Baldur's death. In the game, Loki (Atreus) is responsible for breaking Baldur's invulnerability. Same outcome, completely different path. Santa Monica Studio found a way to honor the myth while making it their own.

The Final Fight

When the curse breaks, you see Baldur feel something for the first time in a century: snow on his skin, cold air in his lungs. He's overwhelmed by sensation. And then he tries to kill Freya anyway, which got me. You'd think feeling again would be enough. You'd think he could let the anger go now that he has what he wanted. But a hundred years of hate doesn't disappear that fast. He's spent so long defining himself by his rage at his mother that he doesn't know how to stop.

Kratos kills him. To protect Freya, a mother who made terrible mistakes but didn't deserve to die at her son's hands.

Did It Break the Cycle?

The game keeps asking this question about fathers and sons. Cronos ate his children. Zeus killed Cronos. Zeus killed Kratos (even if Kratos time-traveled his way out of it). Kratos killed Zeus. Sons destroying fathers, fathers destroying sons.

Kratos stops Baldur from killing Freya. A son doesn't get to murder his parent. The cycle, maybe, bends a little. But Freya doesn't see it that way. She swears revenge on Kratos, and another cycle begins. (How that revenge unfolds is a story for the Ragnarök review.)

I don't think the game is saying the cycle can be broken cleanly. It's messier than that. You make choices, you try to do better, and sometimes you succeed. Sometimes you just start a different cycle. What matters is that Kratos tried. He saw where Baldur's path led and chose differently, for the son who was watching him do it.

Santa Monica's Mythology: Faithful and Free

Playing this game made me look up a lot of Norse mythology. Santa Monica Studio plays fast and loose with the source material, but they do it smartly.

What they kept:

  • Baldur's invulnerability and mistletoe weakness
  • The World Serpent (Jörmungandr) being connected to Loki
  • Odin's obsession with knowledge and prophecy
  • Freya being a powerful Vanir goddess
  • Týr as a more honorable god of war
  • The concept of Ragnarök and Fimbulwinter

What they changed:

Magni and Modi are Thor's sons. In the actual mythology, they're supposed to survive Ragnarök. They inherit Thor's hammer after the twilight of the gods and are among the few who make it through to the new world.

In this game? Kratos kills Magni. Atreus kills Modi. Two survivors of the apocalypse, dead before Ragnarök even starts. The game throws the prophecies out the window, and that's exciting. If Magni and Modi can die early, anything can happen. (Thor's reaction to losing his sons? That's Ragnarök territory.)

Freya and Frigg are sometimes considered the same goddess in Norse mythology, sometimes separate. The game makes Freya distinctly Vanir, married to Odin but not the same as Frigg. It simplifies things while keeping her core traits: magic, motherhood, fierce protectiveness.

The Jötnar in real mythology aren't good or evil. They're chaotic, unpredictable, sometimes helpful, sometimes dangerous. Many gods have giant ancestry. The game leans hard into making them sympathetic victims of Odin's paranoia. It's a simplification, but it works for the story they're telling.

Mimir in mythology is Odin's advisor whose preserved head gives counsel. The game keeps the severed head but makes him far more sympathetic to the giants, almost a rebel against Asgard. He's our window into this world, so making him likeable makes sense.

The World Serpent gets weird. Jörmungandr is Loki's son in mythology. In the game, Atreus is Loki, but the Serpent already exists. The game explains this with time travel during Ragnarök, the Serpent being sent backward in time. It's a clever workaround that lets them have their massive snake without waiting for Atreus to somehow father it.

I respect that Santa Monica didn't try to be perfectly accurate. They used Norse mythology as inspiration, not scripture. The changes serve the story, and sometimes, like with Magni and Modi, they create stakes.


Combat: The Axe That Changed Everything

The gameplay reveal worried me.

I grew up with God of War combat. The wide camera, the crowd control, the feeling of being a whirlwind of blades carving through dozens of enemies at once. It was arcade-style chaos, and I loved every second of it.

This new thing? Close camera, single-target focus, methodical pacing. It looked like every other third-person action game on the market. Where was my God of War? Then I played it, and I understood.

The Leviathan Axe

The Leviathan Axe might be the best-feeling weapon I've ever used in a video game. Sure, it's powerful. Sure, the move set is great. But what makes it special is the recall. You throw the axe and it embeds in an enemy, a wall, a puzzle mechanism. Then you press triangle, and it comes flying back to your hand with this satisfying thunk. The controller rumbles in your palm. The sound design is perfect. It feels less like pressing a button and more like catching a weapon.

I spent embarrassing amounts of time just throwing and catching the axe (damn the puzzle). In the middle of fights, while exploring, any excuse to feel that recall, and it never got old. The weight of combat is completely different from the old games. Each hit has impact and each enemy requires attention. It's intimate violence now, one enemy at a time, instead of crowd control. And the axe's frost enchantment adds tactical layers: freeze an enemy to take them out of the fight, or throw the axe to pin down one threat while you handle another with your fists.

The Parry System

I struggled with the parry timing on my first playthrough.

The window felt unforgiving. I'd try to block, get the timing slightly wrong, and eat a full combo. It was frustrating, and for the first few hours I relied more on dodge-rolling than any kind of active defense. But good combat systems reward persistence. Once the timing clicked (that clank sound) and my brain adjusted to reading enemy animations instead of reacting to them, the parry became my favorite part of combat.

There's a rhythm to it: watch the enemy, see the tell, raise the shield at exactly the right moment. The enemy staggers, and now you have a window to demolish them. You stop surviving encounters and start controlling them. On higher difficulties, mastering the parry is mandatory; it's the difference between victory and a stack of death screens.

The Blades Return

When you get the Blades of Chaos back, combat changes shape.

Mechanically, they're familiar. The wide swings, the reach, the crowd control the axe lacks. They're adapted for the new camera and combat system, but the DNA is unmistakable. This is the God of War I grew up with, filtered through a new lens.

Using the Blades feels wrong, in the best possible way. The game has spent hours establishing Kratos's desire to escape his past. You've internalized the axe as his new identity, his fresh start. And then you're forced to pick up the weapons of his old life, and suddenly combat carries emotional weight. Every swing of those chains is a reminder of what he was, and you feel it. Few games make a weapon choice feel like character development. This one does.


The Enemies: Mastery's Double Edge

Okay, I have one real complaint: the enemy variety starts to wear thin.

The enemies aren't boring, don't get me wrong. Draugr come in multiple flavors with different attacks. Trolls require patience and timing. Ancients force you to wait for openings. Dark elves are annoying, curse their existence!

On your first playthrough, learning each enemy type feels fresh. You learn their patterns, adapt your strategies, discover which weapons work best against which threats. It's engaging. Then you master the combat. You internalize the parry windows and figure out the optimal strategies, and suddenly those enemies become obstacles rather than challenges.

The Repetition Problem

This hits hardest on higher difficulties or New Game Plus runs.

When you crank up the difficulty, enemies don't change. They hit harder and take more damage. The draugr you've killed five hundred times is still the same draugr. It just takes longer to die. The trolls still telegraph the same attacks. The ancients still have the same vulnerability windows.

Once you've learned the dance, increasing the tempo doesn't make it more interesting. It just makes it longer. Like a meeting that should've been an email. I found myself, especially in the late game, sighing when I encountered combat arenas. The combat is excellent. I knew what was coming, and that was the problem: the same enemy combinations, the same strategies, the same parry-stagger-punish loop I'd executed hundreds of times.

The Valkyries: The Exception and The Pain & Suffering

And then there are the Valkyries. God damn Valkyries. God damn.

Hidden throughout the realms, locked behind optional content, these warriors are the true test of everything you've learned. Each Valkyrie has her own move set, her own attack patterns, her own tells you have to learn individually. And Sigrun, the Valkyrie Queen? She's a composite of every Valkyrie's moveset, thrown at you in a relentless assault that demands absolute mastery.

The Valkyries reminded me why the combat system is brilliant when it's given room to breathe. They're genuine challenges rather than damage sponges, and they force you to engage with every mechanic the game offers. I just wish more of the regular game felt like that. It's not a dealbreaker. The combat is still excellent, and the enemy variety is adequate for a single playthrough. But for a game that nails so many other aspects, the enemy design feels like it could have used another pass: more unique enemies, more evolving challenges, something to keep combat feeling as fresh in hour twenty as it does in hour two.


World and Visuals: Grounded Godhood

If you showed me screenshots of this game next to screenshots of God of War III, I'd have trouble believing they're from the same franchise.

One Continuous Shot

Before the art direction, one thing. This entire game is presented as one continuous camera shot. No cuts, no loading screens interrupting the action, no transitions between gameplay and cutscenes.

You're fighting a troll, the battle ends, and the camera simply follows Kratos as he walks into a conversation with his son. That conversation flows into exploration, exploration flows into the next combat encounter, and it never stops, never blinks. On paper this sounds like a gimmick. In practice, the lack of cuts creates an intimacy that traditional game presentation can't match. You stop watching Kratos and start walking beside him. Every step of this journey feels unbroken, like you're living it alongside him in real time.

The technical achievement alone is impressive, but the point is how it serves the story. This is a game about a journey, about the slow, painful process of a father and son learning to connect, and the one-shot presentation makes that journey feel continuous and real. You can't skip ahead or fast-forward through the awkward silences. You sit through all of it, just as they do.

The Greek games were spectacle incarnate. Impossible architecture stretching into impossible skies, colors saturated to the point of fever dream, gods and titans rendered at a scale that made you feel like an ant crawling across the body of creation itself. It was maximalism as art direction, and it worked beautifully for what those games were trying to be. This game is quieter and more grounded.

A Toned-Down Aesthetic

The Norse setting brings a visual restraint that surprised me at first. Midgard is forests and snow, lakes and caverns. The color palette trends toward muted earth tones punctuated by the cold blue of frost magic or the warm amber of fire. It's gorgeous, but it's gorgeous in a different way, less "epic fantasy" and more "lived-in mythology."

I understand why this choice might disappoint some fans. Part of what made the Greek games memorable was their visual bombast. Walking through the halls of Olympus, scaling titans, fighting gods against backdrops of divine warfare. It was sensory overload in the best way.

But the grounded approach serves this story better. This is a game about a father and son walking through the wilderness trying to complete a simple task, and the visuals match that intimacy. When spectacle does arrive, like meeting the World Serpent for the first time, it hits harder because of the restraint around it.

Norse Mythology Brought to Life

Each realm has its own identity, its own color palette, its own atmosphere: Alfheim is ethereal and haunted, Helheim is oppressively cold and rendered in a sickly green that saps hope, and Muspelheim just burns.

The handling of Norse mythology is respectful but not slavish. The dwarven brothers Brok and Sindri are the comic relief, and their personal drama gives them more depth than that job usually gets. The World Serpent is treated with appropriate awe. Mimir's stories flesh out the mythology for players unfamiliar with it while adding new spins for those who know it. And then there's Tyr's temple, the hub that connects the realms. It's literally a giant puzzle that rotates and shifts to open paths to different worlds, ingenious both as game design and as mythological architecture.

The Backtracking Problem

The world design did frustrate me, though.

Some areas require significant backtracking. You'll boat across the Lake of Nine multiple times, visiting the same shores, unlocking the same doors with newly acquired tools. The game does try to add variety (new enemy encounters, additional loot, environmental changes), but there are moments when the exploration feels tedious rather than rewarding.

This is especially true when hunting collectibles or trying to complete the optional content. The game's structure, built around a semi-open hub world, sometimes works against itself. I found myself wishing for faster travel options, or at least shortcuts that didn't require retreading familiar ground.

But when the destinations pay off, and they often do, the journey feels worth it: hidden chambers, Valkyrie arenas, secret areas with their own environmental storytelling. God of War rewards exploration; it just sometimes asks too much patience to get there.


The Music: Bear McCreary's Masterpiece

I'm not sure this game would have hit as hard without the music.

Bear McCreary, the composer behind Battlestar Galactica and The Walking Dead, outdid himself here. Every single track on this soundtrack is a banger in its own right, music that stands on its own away from the gameplay. I've listened to it on my commute, while working, as background music for life. That's rare for me with game soundtracks. This one earned it.

The Main Theme: "God of War"

The main theme sets the tone immediately with those drums, that low rumbling voice, and the gradual build from foreboding whispers to full orchestral power. It's heavier than the bombastic heroism of a typical action game theme, and it carries real weight.

When it kicks in during a key story beat, a boss fight, or a moment of revelation, it transforms the scene.

"Memories of Mother": The Track That Broke Me

And then there's "Memories of Mother."

While writing this review I learned that Bear McCreary originally wrote this melody for Kratos himself. It was supposed to be the main character theme. But during development, the team realized it was too sad, too lyrical for the God of War, so they repurposed it for Faye, the mother who's gone before the game even begins.

That decision works, because this melody ends up carrying so much of the game's emotion. The vocalist is Eivør Pálsdóttir, a Faroese singer whose voice is something else. She ranges from gentle humming to powerful vocal moments that hit harder than a Coretax error. Her voice is Faye in this game.

When you hear that humming in the opening moments, as Kratos prepares the funeral pyre, it's quiet, almost forgettable. But by the end of the game, when you've traveled across realms and fought gods and learned the truth about who Faye was, that melody comes back and it just hits you.

I cried. "Memories of Mother" captures that feeling of losing someone but still feeling like they're guiding you somehow.

Conclusion: Why This Game Made Me Cry

I cried at the end of a God of War game. A franchise I've loved for over a decade for its brutality, its spectacle, its unrelenting power fantasy. A series where the protagonist's defining characteristic was his rage. And it ended with me in tears over a father and son spreading ashes.

The Transformation Complete?

Kratos starts the game as a man running from his past, burying his weapons, hiding in the wilderness, barely able to connect with his own son. He ends it as a father who can finally say "I am proud of you." A man who chose, consciously and painfully, to be more than the monster he was built to be.

The game earns every beat of that arc through action and consequence. When he picks up the Blades of Chaos, we feel the weight because the game has shown us what those blades mean. When he confronts Athena's ghost, we believe his defiance because we've watched him choose restraint over and over again. When he finally opens up to Atreus about his past, it's a father trusting his son with the worst parts of himself.

What Faye Knew

The ending changes how you see everything. Faye was a giant, one of the Jötnar, the beings who could see the future, and their last guardian. She knew exactly what would happen. She knew Baldur would come. She knew the journey they would take. She knew who Atreus would become.

Every marker on every tree, every preparation, every decision to keep Kratos isolated in the wilderness until she was gone and the journey could begin. It was all orchestrated. Her final gift was the transformation of her husband and son along the way. She saw a broken god who couldn't connect with his own child, and she designed a journey that would heal him.

Fimbulwinter Begins

The game ends with snow falling, three years early according to the myths. Ragnarök is coming.

There's also a secret ending. If you return home after the main story, Kratos and Atreus sleep, and a vision comes. Thor appears at their door, hammer in hand, lightning in the sky. "Who are you?!" Kratos yells. It's a promise of what's coming, a threat left hanging.

And for the first time in a God of War game, I don't want Kratos to fight the gods out of rage. I want him to fight to protect his son, to build a future, to prove that the cycle of fathers and sons destroying each other can finally be broken. That's the magic of this game. It took a character defined by vengeance and made me care about his redemption.

Final Verdict

God of War (2018) reinvents a franchise by keeping its character and changing what he's fighting for.

It's not perfect. The enemy variety wears thin, the backtracking can test your patience, and some of the side content feels like filler. But the core of this game, the story of a father and son learning to be a family, set against Norse mythology with a great soundtrack, is one of the best stories I've played.

I started this game hyped but unsure. Could they really pull off the shift from long-shot hack and slash to third-person with no scene transitions? They did. And I finished it in tears.

Boy, did it earn them.

"Don't be sorry. Be better."


References & Further Reading

Written by I Putu Cikal Taruna — CEO & AI Engineer based in Bali. View projects · About me