She's still mourning the death of balder and seems inconsolable while also understandably Furious about the death of her son it becomes clear that the safe haven this father and son have built won't remain so for very much longer to tell the story of Ragnarok the game again uses that continuous camera shot here's what we were told by God of War animation director Bruno Velazquez about why they chose to go that route the goal of that is so that the player feels that they're going along in that Journey with Kratos and atreus and that you you know you're you never really leave their side not only does this make you more invested in each moment but a shouted Lookout or Shield bash now can be the difference between life or death we try to approach God of War Ragnarok with the story never really ends so you're always being told the story even through combat even through encounters uh you know dialogue that happens between the characters outside of uh you know combat and and the cinematics like while you're well you're exploring so we just always think like okay the story should never really end there shouldn't be a clear divide so I think by having that approach it helps us to sort of blend the two together and string them together 

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