The nine realms feel like lived-in places with wildly different identities: a frozen Midgard opener, the toxic sandstorms of Alfheim’s barrens, the humid jungle of Vanaheim’s crater and a brief but dense Helheim visit. Visually it is stunning from the opening minutes, and the scale is enormous, with a hundred and eighty gigabyte install as the first hint of what is coming. Environmental storytelling runs from poisoned dwarven mining rigs to graffiti-covered ravens, and lore entries and Kvasir poems reward reading every rune. The confidence of the father-son framing funnels every system through one relationship. Very few games at this scale feel this authored.
Arriving with specific anxieties carried from 2018, the relief is immediate when the first enemies prove more varied than the predecessor’s troll parade. The camera problem in cramped multi-enemy arenas persists, however, and the trio fights remain the combat’s low point even with improved lock-on. Boss variety is otherwise a genuine step forward, and the health-bar colour shifting during elemental and transformed states confuses more than it communicates. Relic itemisation feels flat next to 2018’s realm-shift dominance, with few worth using. The combat core holds up regardless, anchored by three main weapons and companion segments.
The Draupnir spear is an instant favourite, forged from a mythological ring by a blind dwarf-goddess who only speaks to the soul, exactly the kind of mythic detail that separates this from its peers. It opens genuinely new combat spacing for the whole back half, and the forging scene itself ranks among the game’s best character beats. Companion segments with Atreus and Freya vary the rhythm without dominating. Axe, blades and spear each retain distinct roles through the endgame. The arsenal is the most complete the series has fielded.
Puzzle hand-holding is the most repeated criticism by a distance: take more than thirty seconds on any puzzle and the solution is spelled out, constantly, in a tone that cannot be avoided. It is the game’s single most annoying habit, and it undermines otherwise well-designed environmental problems. Exploration and collectible density across all nine realms is the counterweight, with the crater in Vanaheim alone consuming an entire session and legendary chests, ravens, Nornir chests, lore and artifacts filling every region. The berserker hunt and Niflheim rifts extend the endgame meaningfully. There is simply so much to do.
Muspelheim’s Crucible trials land as a familiar time sink, five-minute challenges that are easy to ruin, endured here on the lowest difficulty exactly as in 2018. Out-levelled waves twice pushed the difficulty down to story mode, a pattern repeated from the previous game’s grind. The level-eight berserker trio in Vanaheim produced the sharpest difficulty spike in the campaign. Upgrade costs are steep, though side quests keep money flowing. Difficulty balance is the one system that did not get the sequel treatment.
The cast and writing keep the whole thing emotionally invested, with Brok a standout and the Odin reveal landing as both a shock and, in retrospect, inevitable. The mask’s trajectory is deducible in real time, and the narrative pays attention to fair-play storytelling. The free Valhalla roguelike DLC closes as a loving tribute to the Greek-era games, paying respects to what came before. A hundred-per-cent completion runs roughly forty-four hours across eight sessions without a flag in enthusiasm. Closing a half-year marathon of the whole series back to back, this is a staggeringly consistent canon at its peak.
Overall, the visuals, the father-son story, the Draupnir spear and a world dense enough to sustain forty-four hours of completion make this a near-flawless sequel that fixed the structural gripes of its predecessor. Puzzle hand-holding is excessive, the camera struggles in specific arenas, and Muspelheim remains a grind, but everything else looks fantastic and the story intrigues to the end. The most emphatic recommendation of the entire series, earned many times over.