God Of War And The Power Of Being Better

md5

4bee00367222e18fdb75df7fd1360bc8

link

https://www.gamespot.com/articles/god-of-war-and-the-power-of-being-better/1100-6530294/?ftag=CAD-01-10abi2f

image

https://www.gamespot.com/a/uploads/screen_medium/1585/15855271/4463262-3374555-9711952997-e50100f5c01d73c9dbe767e47e1c5a69.jpg

description

God of War is celebrating its 20-year anniversary today, March 22, 2025. Below, we examine how Kratos' character arc has shifted over time to become a timely reflection on masculinity and change.

As much as people remember the brutality and the grandiosity of God of War, as a singular game and as a series, it's easy to forget that the first God of War in 2005 doesn't actually begin with Kratos fighting a hydra and ripping soldiers apart with his bare hands.

It begins with a suicide attempt. Starting a new game, the very first thing we hear from Kratos is him gravely intoning that "the gods have abandoned me" before walking straight off a cliff into the Aegean Sea. This is a warlord who accidentally murdered his own wife and child, and is then cursed by an oracle to have his family's ashes permanently grafted to his skin, ensuring there is nowhere in Greece he can go where his crimes are unrecognized. The only help he receives is being conscripted by the gods to murder Ares, who set him up to begin with, which isn't really helpful at all. The reward is the gods' forgiveness, which does nothing to alleviate his consistent nightmares about the deed. When blood doesn't grant him peace, the gods give him power, letting him take Ares' place as the Greek God of War, beginning a reign so destructive that almighty Zeus himself has to intervene to take him down. That's before finding out Zeus himself is Kratos' father, and Kratos having his revenge means laying waste to his entire domain. Which Kratos does.

For a series that built so much of its early reputation on violent catharsis, it always felt ike Sony having their cake and eating it too that Kratos' quests never really get him any real solutions to his pain. Even when he sacrifices himself for a more noble cause in God of War III, spilling blood doesn't fix problems in this series--though it sure feels great in the moment. It all still leads to the desolation of Kratos' homeland, the complete massacre of its pantheon, and he himself doomed to wander the Earth with nothing but his thoughts. If I had a nickel for every prestige PlayStation franchise that ended up there.

All of this is a product of the time in which Kratos was born, really. Not as a character, but as a game from 2005, and one that felt like a grim-and-gritty nu-metal take on Greek myth--and two years before Zack Snyder would get there on film, to boot. Kratos' angst is the style of the time, a man who has made horrible, cruel, vicious mistakes, and his rage about that becomes everyone's problem. Everything about Kratos' design is of its place and time, and if there is any enduring lesson from that place and time, it's that hatred and violence can be useful and have their place, but they, in and of themselves, are not solutions. There is no happy ending with just nihilism as a driving force. By definition, it ends with nothing. God of War III just shows us the endpoint. Or, at least, what we thought was the end, before 2018, and Kratos' arc became one of the most beautiful things ever committed to pixels.

What tends to go forgotten after all these years is that the shift for this character didn't begin in 2018. It began in 2010, when we find out exactly why Zeus felt Kratos needed to die, the first acknowledgement that he himself had started a cycle of violence, creating the precise circumstances where his child, Kratos, would do to him what Zeus did to Kronos. But, again, Zeus still dies in God of War III. One of the unkillable plagues of AAA gaming is the inability for its stories to speak a language that isn't a language of blood, and there was no way to reconcile Kratos with the forces that resulted in his existence except by ensuring Zeus could not inflict more pain on others--not that there was anyone left on Olympus when Kratos was done. The cycle could only have a chance to be broken by taking Greece's #1 abuser out of the equation.

The thing we never see much of--in real life or in video games--is what awaits on the other side. Revenge is easy to obtain, retribution is easy to imagine, but the thing we don't consider enough in our art is what rehabilitation looks like. What does it mean for someone having done the things Kratos has done to continue to exist, if we are to allow him to exist?

There's no roadmap for processing the things Kratos has done, the only certainty being that he must carry the unrelenting weight of it. And he does carry it. The Kratos of 2018 is, too, a product of his time. He is heavy, taciturn, all too aware of what his power and anger can bring, trapped alive in a tomb of scars and regrets. It's where the manhood he was created to embody leads. But the singular issue with men knowing their acts have consequences, the innate wrongness of it all, is there is so little that tells them where to go next. That's especially true for Kratos since the one woman who could have guided him a little further down a righteous path has passed away when the new games begin.

The only light that shines out in that darkness is the fact that Kratos has a son. And in his son, even as he lacks the literal and metaphorical vocabulary to do it, he has but one true north, a realignment of priorities for this kind of narrative: "Don't be sorry. Be better."

How does Kratos atone? Are the centuries Kratos spends in silent exile enough? Is it enough that he once again loses a wife? The hard answer is that there may never be enough. But the asterisk is that it is good and worthwhile to try.

Thus begins a story unlike any in all of gaming and at bare minimum rare in all of fiction; the slayer of gods, monsters and men putting something back into the world instead of burning it all down, a father seeing his future reflected in the prism of his child's life, while ever pursued by the distorted Norse funhouse mirror of his past. And even though Kratos takes up the blades again, it is endlessly fascinating that Kratos does not regress. There is brutality still, a wellspring to draw upon when faced with a threat. But the timbre of the violence is different. It is violence attempting to operate without malice. And that's a hard tightrope to walk, one that God of War 2018 and Ragnarok don't always traverse without slipping. But the intent is clear, on the part of the developers, and this character, this man. We must try to be better, even when better is inconvenient.

Kratos watching himself and his son struggle with power and privilege is wonderful on its own, their journey towards empathy and sympathy for each other, for all they have endured is equally so. But the moment that fully raised Kratos into the rarified air of characters in gaming came later, when the Valhalla DLC for God of War Ragnarok dropped, and Kratos faced his true enemy. Himself.

Kratos faces his younger self, the bastard who slaughtered by the thousands, bathed in blood and fury, the one who would rather have killed himself than confront his grief and crimes, and the one who came to power he did not deserve or understand. That Kratos. It could have been a final boss. Instead, it is a monologue. Kratos has the vocabulary to face himself.

High-profile games don't reckon with the ramifications of their existence much. It's not fun, or entertaining, or empowering in the traditional sense. And a power trip like 2005's God of War is those three things above all else. But no matter what the medium is, there's a crucial honesty in the idea that the stories we tell each other grow with us, that a tale can mean one thing when you're 20, and something else entirely when you're 40. Where God of War differs is in being one of the few video game characters that has legitimately grown and changed in 20 years. Not after a reboot or redesign, but because the character has had experiences that recontextualize everything he's done. And so, Kratos faces himself.

"What can I say to you? I remember how it felt to take the throne. All that it meant, and all that it did not. A god of war. A god of pain. Of suffering. Of destruction. The Norns said I chase a redemption that I know I can never deserve. What does that make me? God of fools. A god of...hope. ‘When all else is lost.' You lost everything. And everyone. And you became. There is no forgiving you. You chose. I chose! What now? Should I, this same man…should I sit? Take? Proclaim? Lead? Place myself in service? In service. Should I lose everything and everyone? Will there still be enough left inside so that I do not become you? I do not know. But I have hope. You are cruel, and arrogant, and selfish. But you are more than that. You have always been more than what others saw. You are more than that."

That monologue represents one of the greatest feats of storytelling in this medium, putting itself in direct dialogue with the game that many of us followed into adulthood, with many of them really. It is a thorough understanding of the power of escapism, the appeal of it, but also its limits, its failures, and ultimately, that it is not enough for any soul that wishes to evolve. For men in particular, the ones for whom Kratos represented a place of violent force unquestioned, for those words to come from a better man is miraculous. And it uses one of gaming's most violent monsters to tell it, without redeeming him, simply showing the path forward, the way to wield power and privilege. There is no arc like this in the wider landscape of gaming. And that, more than any blessing from the gods, will make Kratos truly immortal.

content_html

God of War is celebrating its 20-year anniversary today, March 22, 2025. Below, we examine how Kratos' character arc has shifted over time to become a timely reflection on masculinity and change.

As much as people remember the brutality and the grandiosity of God of War, as a singular game and as a series, it's easy to forget that the first God of War in 2005 doesn't actually begin with Kratos fighting a hydra and ripping soldiers apart with his bare hands.

It begins with a suicide attempt. Starting a new game, the very first thing we hear from Kratos is him gravely intoning that "the gods have abandoned me" before walking straight off a cliff into the Aegean Sea. This is a warlord who accidentally murdered his own wife and child, and is then cursed by an oracle to have his family's ashes permanently grafted to his skin, ensuring there is nowhere in Greece he can go where his crimes are unrecognized. The only help he receives is being conscripted by the gods to murder Ares, who set him up to begin with, which isn't really helpful at all. The reward is the gods' forgiveness, which does nothing to alleviate his consistent nightmares about the deed. When blood doesn't grant him peace, the gods give him power, letting him take Ares' place as the Greek God of War, beginning a reign so destructive that almighty Zeus himself has to intervene to take him down. That's before finding out Zeus himself is Kratos' father, and Kratos having his revenge means laying waste to his entire domain. Which Kratos does.

For a series that built so much of its early reputation on violent catharsis, it always felt ike Sony having their cake and eating it too that Kratos' quests never really get him any real solutions to his pain. Even when he sacrifices himself for a more noble cause in God of War III, spilling blood doesn't fix problems in this series--though it sure feels great in the moment. It all still leads to the desolation of Kratos' homeland, the complete massacre of its pantheon, and he himself doomed to wander the Earth with nothing but his thoughts. If I had a nickel for every prestige PlayStation franchise that ended up there.

All of this is a product of the time in which Kratos was born, really. Not as a character, but as a game from 2005, and one that felt like a grim-and-gritty nu-metal take on Greek myth--and two years before Zack Snyder would get there on film, to boot. Kratos' angst is the style of the time, a man who has made horrible, cruel, vicious mistakes, and his rage about that becomes everyone's problem. Everything about Kratos' design is of its place and time, and if there is any enduring lesson from that place and time, it's that hatred and violence can be useful and have their place, but they, in and of themselves, are not solutions. There is no happy ending with just nihilism as a driving force. By definition, it ends with nothing. God of War III just shows us the endpoint. Or, at least, what we thought was the end, before 2018, and Kratos' arc became one of the most beautiful things ever committed to pixels.

What tends to go forgotten after all these years is that the shift for this character didn't begin in 2018. It began in 2010, when we find out exactly why Zeus felt Kratos needed to die, the first acknowledgement that he himself had started a cycle of violence, creating the precise circumstances where his child, Kratos, would do to him what Zeus did to Kronos. But, again, Zeus still dies in God of War III. One of the unkillable plagues of AAA gaming is the inability for its stories to speak a language that isn't a language of blood, and there was no way to reconcile Kratos with the forces that resulted in his existence except by ensuring Zeus could not inflict more pain on others--not that there was anyone left on Olympus when Kratos was done. The cycle could only have a chance to be broken by taking Greece's #1 abuser out of the equation.

The thing we never see much of--in real life or in video games--is what awaits on the other side. Revenge is easy to obtain, retribution is easy to imagine, but the thing we don't consider enough in our art is what rehabilitation looks like. What does it mean for someone having done the things Kratos has done to continue to exist, if we are to allow him to exist?

There's no roadmap for processing the things Kratos has done, the only certainty being that he must carry the unrelenting weight of it. And he does carry it. The Kratos of 2018 is, too, a product of his time. He is heavy, taciturn, all too aware of what his power and anger can bring, trapped alive in a tomb of scars and regrets. It's where the manhood he was created to embody leads. But the singular issue with men knowing their acts have consequences, the innate wrongness of it all, is there is so little that tells them where to go next. That's especially true for Kratos since the one woman who could have guided him a little further down a righteous path has passed away when the new games begin.

The only light that shines out in that darkness is the fact that Kratos has a son. And in his son, even as he lacks the literal and metaphorical vocabulary to do it, he has but one true north, a realignment of priorities for this kind of narrative: "Don't be sorry. Be better."

How does Kratos atone? Are the centuries Kratos spends in silent exile enough? Is it enough that he once again loses a wife? The hard answer is that there may never be enough. But the asterisk is that it is good and worthwhile to try.

Thus begins a story unlike any in all of gaming and at bare minimum rare in all of fiction; the slayer of gods, monsters and men putting something back into the world instead of burning it all down, a father seeing his future reflected in the prism of his child's life, while ever pursued by the distorted Norse funhouse mirror of his past. And even though Kratos takes up the blades again, it is endlessly fascinating that Kratos does not regress. There is brutality still, a wellspring to draw upon when faced with a threat. But the timbre of the violence is different. It is violence attempting to operate without malice. And that's a hard tightrope to walk, one that God of War 2018 and Ragnarok don't always traverse without slipping. But the intent is clear, on the part of the developers, and this character, this man. We must try to be better, even when better is inconvenient.

Kratos watching himself and his son struggle with power and privilege is wonderful on its own, their journey towards empathy and sympathy for each other, for all they have endured is equally so. But the moment that fully raised Kratos into the rarified air of characters in gaming came later, when the Valhalla DLC for God of War Ragnarok dropped, and Kratos faced his true enemy. Himself.

Kratos faces his younger self, the bastard who slaughtered by the thousands, bathed in blood and fury, the one who would rather have killed himself than confront his grief and crimes, and the one who came to power he did not deserve or understand. That Kratos. It could have been a final boss. Instead, it is a monologue. Kratos has the vocabulary to face himself.

High-profile games don't reckon with the ramifications of their existence much. It's not fun, or entertaining, or empowering in the traditional sense. And a power trip like 2005's God of War is those three things above all else. But no matter what the medium is, there's a crucial honesty in the idea that the stories we tell each other grow with us, that a tale can mean one thing when you're 20, and something else entirely when you're 40. Where God of War differs is in being one of the few video game characters that has legitimately grown and changed in 20 years. Not after a reboot or redesign, but because the character has had experiences that recontextualize everything he's done. And so, Kratos faces himself.

"What can I say to you? I remember how it felt to take the throne. All that it meant, and all that it did not. A god of war. A god of pain. Of suffering. Of destruction. The Norns said I chase a redemption that I know I can never deserve. What does that make me? God of fools. A god of...hope. ‘When all else is lost.' You lost everything. And everyone. And you became. There is no forgiving you. You chose. I chose! What now? Should I, this same man…should I sit? Take? Proclaim? Lead? Place myself in service? In service. Should I lose everything and everyone? Will there still be enough left inside so that I do not become you? I do not know. But I have hope. You are cruel, and arrogant, and selfish. But you are more than that. You have always been more than what others saw. You are more than that."

That monologue represents one of the greatest feats of storytelling in this medium, putting itself in direct dialogue with the game that many of us followed into adulthood, with many of them really. It is a thorough understanding of the power of escapism, the appeal of it, but also its limits, its failures, and ultimately, that it is not enough for any soul that wishes to evolve. For men in particular, the ones for whom Kratos represented a place of violent force unquestioned, for those words to come from a better man is miraculous. And it uses one of gaming's most violent monsters to tell it, without redeeming him, simply showing the path forward, the way to wield power and privilege. There is no arc like this in the wider landscape of gaming. And that, more than any blessing from the gods, will make Kratos truly immortal.

content_text

God of War is celebrating its 20-year anniversary today, March 22, 2025. Below, we examine how Kratos' character arc has shifted over time to become a timely reflection on masculinity and change.As much as people remember the brutality and the grandiosity of God of War, as a singular game and as a series, it's easy to forget that the first God of War in 2005 doesn't actually begin with Kratos fighting a hydra and ripping soldiers apart with his bare hands.It begins with a suicide attempt. Starting a new game, the very first thing we hear from Kratos is him gravely intoning that "the gods have abandoned me" before walking straight off a cliff into the Aegean Sea. This is a warlord who accidentally murdered his own wife and child, and is then cursed by an oracle to have his family's ashes permanently grafted to his skin, ensuring there is nowhere in Greece he can go where his crimes are unrecognized. The only help he receives is being conscripted by the gods to murder Ares, who set him up to begin with, which isn't really helpful at all. The reward is the gods' forgiveness, which does nothing to alleviate his consistent nightmares about the deed. When blood doesn't grant him peace, the gods give him power, letting him take Ares' place as the Greek God of War, beginning a reign so destructive that almighty Zeus himself has to intervene to take him down. That's before finding out Zeus himself is Kratos' father, and Kratos having his revenge means laying waste to his entire domain. Which Kratos does.For a series that built so much of its early reputation on violent catharsis, it always felt ike Sony having their cake and eating it too that Kratos' quests never really get him any real solutions to his pain. Even when he sacrifices himself for a more noble cause in God of War III, spilling blood doesn't fix problems in this series--though it sure feels great in the moment. It all still leads to the desolation of Kratos' homeland, the complete massacre of its pantheon, and he himself doomed to wander the Earth with nothing but his thoughts. If I had a nickel for every prestige PlayStation franchise that ended up there.All of this is a product of the time in which Kratos was born, really. Not as a character, but as a game from 2005, and one that felt like a grim-and-gritty nu-metal take on Greek myth--and two years before Zack Snyder would get there on film, to boot. Kratos' angst is the style of the time, a man who has made horrible, cruel, vicious mistakes, and his rage about that becomes everyone's problem. Everything about Kratos' design is of its place and time, and if there is any enduring lesson from that place and time, it's that hatred and violence can be useful and have their place, but they, in and of themselves, are not solutions. There is no happy ending with just nihilism as a driving force. By definition, it ends with nothing. God of War III just shows us the endpoint. Or, at least, what we thought was the end, before 2018, and Kratos' arc became one of the most beautiful things ever committed to pixels.What tends to go forgotten after all these years is that the shift for this character didn't begin in 2018. It began in 2010, when we find out exactly why Zeus felt Kratos needed to die, the first acknowledgement that he himself had started a cycle of violence, creating the precise circumstances where his child, Kratos, would do to him what Zeus did to Kronos. But, again, Zeus still dies in God of War III. One of the unkillable plagues of AAA gaming is the inability for its stories to speak a language that isn't a language of blood, and there was no way to reconcile Kratos with the forces that resulted in his existence except by ensuring Zeus could not inflict more pain on others--not that there was anyone left on Olympus when Kratos was done. The cycle could only have a chance to be broken by taking Greece's #1 abuser out of the equation.The thing we never see much of--in real life or in video games--is what awaits on the other side. Revenge is easy to obtain, retribution is easy to imagine, but the thing we don't consider enough in our art is what rehabilitation looks like. What does it mean for someone having done the things Kratos has done to continue to exist, if we are to allow him to exist?There's no roadmap for processing the things Kratos has done, the only certainty being that he must carry the unrelenting weight of it. And he does carry it. The Kratos of 2018 is, too, a product of his time. He is heavy, taciturn, all too aware of what his power and anger can bring, trapped alive in a tomb of scars and regrets. It's where the manhood he was created to embody leads. But the singular issue with men knowing their acts have consequences, the innate wrongness of it all, is there is so little that tells them where to go next. That's especially true for Kratos since the one woman who could have guided him a little further down a righteous path has passed away when the new games begin.The only light that shines out in that darkness is the fact that Kratos has a son. And in his son, even as he lacks the literal and metaphorical vocabulary to do it, he has but one true north, a realignment of priorities for this kind of narrative: "Don't be sorry. Be better."How does Kratos atone? Are the centuries Kratos spends in silent exile enough? Is it enough that he once again loses a wife? The hard answer is that there may never be enough. But the asterisk is that it is good and worthwhile to try.Thus begins a story unlike any in all of gaming and at bare minimum rare in all of fiction; the slayer of gods, monsters and men putting something back into the world instead of burning it all down, a father seeing his future reflected in the prism of his child's life, while ever pursued by the distorted Norse funhouse mirror of his past. And even though Kratos takes up the blades again, it is endlessly fascinating that Kratos does not regress. There is brutality still, a wellspring to draw upon when faced with a threat. But the timbre of the violence is different. It is violence attempting to operate without malice. And that's a hard tightrope to walk, one that God of War 2018 and Ragnarok don't always traverse without slipping. But the intent is clear, on the part of the developers, and this character, this man. We must try to be better, even when better is inconvenient.Kratos watching himself and his son struggle with power and privilege is wonderful on its own, their journey towards empathy and sympathy for each other, for all they have endured is equally so. But the moment that fully raised Kratos into the rarified air of characters in gaming came later, when the Valhalla DLC for God of War Ragnarok dropped, and Kratos faced his true enemy. Himself.Kratos faces his younger self, the bastard who slaughtered by the thousands, bathed in blood and fury, the one who would rather have killed himself than confront his grief and crimes, and the one who came to power he did not deserve or understand. That Kratos. It could have been a final boss. Instead, it is a monologue. Kratos has the vocabulary to face himself.High-profile games don't reckon with the ramifications of their existence much. It's not fun, or entertaining, or empowering in the traditional sense. And a power trip like 2005's God of War is those three things above all else. But no matter what the medium is, there's a crucial honesty in the idea that the stories we tell each other grow with us, that a tale can mean one thing when you're 20, and something else entirely when you're 40. Where God of War differs is in being one of the few video game characters that has legitimately grown and changed in 20 years. Not after a reboot or redesign, but because the character has had experiences that recontextualize everything he's done. And so, Kratos faces himself."What can I say to you? I remember how it felt to take the throne. All that it meant, and all that it did not. A god of war. A god of pain. Of suffering. Of destruction. The Norns said I chase a redemption that I know I can never deserve. What does that make me? God of fools. A god of...hope. ‘When all else is lost.' You lost everything. And everyone. And you became. There is no forgiving you. You chose. I chose! What now? Should I, this same man…should I sit? Take? Proclaim? Lead? Place myself in service? In service. Should I lose everything and everyone? Will there still be enough left inside so that I do not become you? I do not know. But I have hope. You are cruel, and arrogant, and selfish. But you are more than that. You have always been more than what others saw. You are more than that."That monologue represents one of the greatest feats of storytelling in this medium, putting itself in direct dialogue with the game that many of us followed into adulthood, with many of them really. It is a thorough understanding of the power of escapism, the appeal of it, but also its limits, its failures, and ultimately, that it is not enough for any soul that wishes to evolve. For men in particular, the ones for whom Kratos represented a place of violent force unquestioned, for those words to come from a better man is miraculous. And it uses one of gaming's most violent monsters to tell it, without redeeming him, simply showing the path forward, the way to wield power and privilege. There is no arc like this in the wider landscape of gaming. And that, more than any blessing from the gods, will make Kratos truly immortal.

pub_date

22 March 2025, 1:00 pm

guid

1100-6530294

creator

Justin Clark

processed

TRUE

id: 74160
uid: bT9Nz
insdate: 2025-03-22 16:20:01
title: God Of War And The Power Of Being Better
additional:
category: Game Spot
md5: 4bee00367222e18fdb75df7fd1360bc8
link: https://www.gamespot.com/articles/god-of-war-and-the-power-of-being-better/1100-6530294/?ftag=CAD-01-10abi2f
image: https://www.gamespot.com/a/uploads/screen_medium/1585/15855271/4463262-3374555-9711952997-e50100f5c01d73c9dbe767e47e1c5a69.jpg
image_imgur:
description:

God of War is celebrating its 20-year anniversary today, March 22, 2025. Below, we examine how Kratos' character arc has shifted over time to become a timely reflection on masculinity and change.

As much as people remember the brutality and the grandiosity of God of War, as a singular game and as a series, it's easy to forget that the first God of War in 2005 doesn't actually begin with Kratos fighting a hydra and ripping soldiers apart with his bare hands.

It begins with a suicide attempt. Starting a new game, the very first thing we hear from Kratos is him gravely intoning that "the gods have abandoned me" before walking straight off a cliff into the Aegean Sea. This is a warlord who accidentally murdered his own wife and child, and is then cursed by an oracle to have his family's ashes permanently grafted to his skin, ensuring there is nowhere in Greece he can go where his crimes are unrecognized. The only help he receives is being conscripted by the gods to murder Ares, who set him up to begin with, which isn't really helpful at all. The reward is the gods' forgiveness, which does nothing to alleviate his consistent nightmares about the deed. When blood doesn't grant him peace, the gods give him power, letting him take Ares' place as the Greek God of War, beginning a reign so destructive that almighty Zeus himself has to intervene to take him down. That's before finding out Zeus himself is Kratos' father, and Kratos having his revenge means laying waste to his entire domain. Which Kratos does.

For a series that built so much of its early reputation on violent catharsis, it always felt ike Sony having their cake and eating it too that Kratos' quests never really get him any real solutions to his pain. Even when he sacrifices himself for a more noble cause in God of War III, spilling blood doesn't fix problems in this series--though it sure feels great in the moment. It all still leads to the desolation of Kratos' homeland, the complete massacre of its pantheon, and he himself doomed to wander the Earth with nothing but his thoughts. If I had a nickel for every prestige PlayStation franchise that ended up there.

All of this is a product of the time in which Kratos was born, really. Not as a character, but as a game from 2005, and one that felt like a grim-and-gritty nu-metal take on Greek myth--and two years before Zack Snyder would get there on film, to boot. Kratos' angst is the style of the time, a man who has made horrible, cruel, vicious mistakes, and his rage about that becomes everyone's problem. Everything about Kratos' design is of its place and time, and if there is any enduring lesson from that place and time, it's that hatred and violence can be useful and have their place, but they, in and of themselves, are not solutions. There is no happy ending with just nihilism as a driving force. By definition, it ends with nothing. God of War III just shows us the endpoint. Or, at least, what we thought was the end, before 2018, and Kratos' arc became one of the most beautiful things ever committed to pixels.

What tends to go forgotten after all these years is that the shift for this character didn't begin in 2018. It began in 2010, when we find out exactly why Zeus felt Kratos needed to die, the first acknowledgement that he himself had started a cycle of violence, creating the precise circumstances where his child, Kratos, would do to him what Zeus did to Kronos. But, again, Zeus still dies in God of War III. One of the unkillable plagues of AAA gaming is the inability for its stories to speak a language that isn't a language of blood, and there was no way to reconcile Kratos with the forces that resulted in his existence except by ensuring Zeus could not inflict more pain on others--not that there was anyone left on Olympus when Kratos was done. The cycle could only have a chance to be broken by taking Greece's #1 abuser out of the equation.

The thing we never see much of--in real life or in video games--is what awaits on the other side. Revenge is easy to obtain, retribution is easy to imagine, but the thing we don't consider enough in our art is what rehabilitation looks like. What does it mean for someone having done the things Kratos has done to continue to exist, if we are to allow him to exist?

There's no roadmap for processing the things Kratos has done, the only certainty being that he must carry the unrelenting weight of it. And he does carry it. The Kratos of 2018 is, too, a product of his time. He is heavy, taciturn, all too aware of what his power and anger can bring, trapped alive in a tomb of scars and regrets. It's where the manhood he was created to embody leads. But the singular issue with men knowing their acts have consequences, the innate wrongness of it all, is there is so little that tells them where to go next. That's especially true for Kratos since the one woman who could have guided him a little further down a righteous path has passed away when the new games begin.

The only light that shines out in that darkness is the fact that Kratos has a son. And in his son, even as he lacks the literal and metaphorical vocabulary to do it, he has but one true north, a realignment of priorities for this kind of narrative: "Don't be sorry. Be better."

How does Kratos atone? Are the centuries Kratos spends in silent exile enough? Is it enough that he once again loses a wife? The hard answer is that there may never be enough. But the asterisk is that it is good and worthwhile to try.

Thus begins a story unlike any in all of gaming and at bare minimum rare in all of fiction; the slayer of gods, monsters and men putting something back into the world instead of burning it all down, a father seeing his future reflected in the prism of his child's life, while ever pursued by the distorted Norse funhouse mirror of his past. And even though Kratos takes up the blades again, it is endlessly fascinating that Kratos does not regress. There is brutality still, a wellspring to draw upon when faced with a threat. But the timbre of the violence is different. It is violence attempting to operate without malice. And that's a hard tightrope to walk, one that God of War 2018 and Ragnarok don't always traverse without slipping. But the intent is clear, on the part of the developers, and this character, this man. We must try to be better, even when better is inconvenient.

Kratos watching himself and his son struggle with power and privilege is wonderful on its own, their journey towards empathy and sympathy for each other, for all they have endured is equally so. But the moment that fully raised Kratos into the rarified air of characters in gaming came later, when the Valhalla DLC for God of War Ragnarok dropped, and Kratos faced his true enemy. Himself.

Kratos faces his younger self, the bastard who slaughtered by the thousands, bathed in blood and fury, the one who would rather have killed himself than confront his grief and crimes, and the one who came to power he did not deserve or understand. That Kratos. It could have been a final boss. Instead, it is a monologue. Kratos has the vocabulary to face himself.

High-profile games don't reckon with the ramifications of their existence much. It's not fun, or entertaining, or empowering in the traditional sense. And a power trip like 2005's God of War is those three things above all else. But no matter what the medium is, there's a crucial honesty in the idea that the stories we tell each other grow with us, that a tale can mean one thing when you're 20, and something else entirely when you're 40. Where God of War differs is in being one of the few video game characters that has legitimately grown and changed in 20 years. Not after a reboot or redesign, but because the character has had experiences that recontextualize everything he's done. And so, Kratos faces himself.

"What can I say to you? I remember how it felt to take the throne. All that it meant, and all that it did not. A god of war. A god of pain. Of suffering. Of destruction. The Norns said I chase a redemption that I know I can never deserve. What does that make me? God of fools. A god of...hope. ‘When all else is lost.' You lost everything. And everyone. And you became. There is no forgiving you. You chose. I chose! What now? Should I, this same man…should I sit? Take? Proclaim? Lead? Place myself in service? In service. Should I lose everything and everyone? Will there still be enough left inside so that I do not become you? I do not know. But I have hope. You are cruel, and arrogant, and selfish. But you are more than that. You have always been more than what others saw. You are more than that."

That monologue represents one of the greatest feats of storytelling in this medium, putting itself in direct dialogue with the game that many of us followed into adulthood, with many of them really. It is a thorough understanding of the power of escapism, the appeal of it, but also its limits, its failures, and ultimately, that it is not enough for any soul that wishes to evolve. For men in particular, the ones for whom Kratos represented a place of violent force unquestioned, for those words to come from a better man is miraculous. And it uses one of gaming's most violent monsters to tell it, without redeeming him, simply showing the path forward, the way to wield power and privilege. There is no arc like this in the wider landscape of gaming. And that, more than any blessing from the gods, will make Kratos truly immortal.


content_html:

God of War is celebrating its 20-year anniversary today, March 22, 2025. Below, we examine how Kratos' character arc has shifted over time to become a timely reflection on masculinity and change.

As much as people remember the brutality and the grandiosity of God of War, as a singular game and as a series, it's easy to forget that the first God of War in 2005 doesn't actually begin with Kratos fighting a hydra and ripping soldiers apart with his bare hands.

It begins with a suicide attempt. Starting a new game, the very first thing we hear from Kratos is him gravely intoning that "the gods have abandoned me" before walking straight off a cliff into the Aegean Sea. This is a warlord who accidentally murdered his own wife and child, and is then cursed by an oracle to have his family's ashes permanently grafted to his skin, ensuring there is nowhere in Greece he can go where his crimes are unrecognized. The only help he receives is being conscripted by the gods to murder Ares, who set him up to begin with, which isn't really helpful at all. The reward is the gods' forgiveness, which does nothing to alleviate his consistent nightmares about the deed. When blood doesn't grant him peace, the gods give him power, letting him take Ares' place as the Greek God of War, beginning a reign so destructive that almighty Zeus himself has to intervene to take him down. That's before finding out Zeus himself is Kratos' father, and Kratos having his revenge means laying waste to his entire domain. Which Kratos does.

For a series that built so much of its early reputation on violent catharsis, it always felt ike Sony having their cake and eating it too that Kratos' quests never really get him any real solutions to his pain. Even when he sacrifices himself for a more noble cause in God of War III, spilling blood doesn't fix problems in this series--though it sure feels great in the moment. It all still leads to the desolation of Kratos' homeland, the complete massacre of its pantheon, and he himself doomed to wander the Earth with nothing but his thoughts. If I had a nickel for every prestige PlayStation franchise that ended up there.

All of this is a product of the time in which Kratos was born, really. Not as a character, but as a game from 2005, and one that felt like a grim-and-gritty nu-metal take on Greek myth--and two years before Zack Snyder would get there on film, to boot. Kratos' angst is the style of the time, a man who has made horrible, cruel, vicious mistakes, and his rage about that becomes everyone's problem. Everything about Kratos' design is of its place and time, and if there is any enduring lesson from that place and time, it's that hatred and violence can be useful and have their place, but they, in and of themselves, are not solutions. There is no happy ending with just nihilism as a driving force. By definition, it ends with nothing. God of War III just shows us the endpoint. Or, at least, what we thought was the end, before 2018, and Kratos' arc became one of the most beautiful things ever committed to pixels.

What tends to go forgotten after all these years is that the shift for this character didn't begin in 2018. It began in 2010, when we find out exactly why Zeus felt Kratos needed to die, the first acknowledgement that he himself had started a cycle of violence, creating the precise circumstances where his child, Kratos, would do to him what Zeus did to Kronos. But, again, Zeus still dies in God of War III. One of the unkillable plagues of AAA gaming is the inability for its stories to speak a language that isn't a language of blood, and there was no way to reconcile Kratos with the forces that resulted in his existence except by ensuring Zeus could not inflict more pain on others--not that there was anyone left on Olympus when Kratos was done. The cycle could only have a chance to be broken by taking Greece's #1 abuser out of the equation.

The thing we never see much of--in real life or in video games--is what awaits on the other side. Revenge is easy to obtain, retribution is easy to imagine, but the thing we don't consider enough in our art is what rehabilitation looks like. What does it mean for someone having done the things Kratos has done to continue to exist, if we are to allow him to exist?

There's no roadmap for processing the things Kratos has done, the only certainty being that he must carry the unrelenting weight of it. And he does carry it. The Kratos of 2018 is, too, a product of his time. He is heavy, taciturn, all too aware of what his power and anger can bring, trapped alive in a tomb of scars and regrets. It's where the manhood he was created to embody leads. But the singular issue with men knowing their acts have consequences, the innate wrongness of it all, is there is so little that tells them where to go next. That's especially true for Kratos since the one woman who could have guided him a little further down a righteous path has passed away when the new games begin.

The only light that shines out in that darkness is the fact that Kratos has a son. And in his son, even as he lacks the literal and metaphorical vocabulary to do it, he has but one true north, a realignment of priorities for this kind of narrative: "Don't be sorry. Be better."

How does Kratos atone? Are the centuries Kratos spends in silent exile enough? Is it enough that he once again loses a wife? The hard answer is that there may never be enough. But the asterisk is that it is good and worthwhile to try.

Thus begins a story unlike any in all of gaming and at bare minimum rare in all of fiction; the slayer of gods, monsters and men putting something back into the world instead of burning it all down, a father seeing his future reflected in the prism of his child's life, while ever pursued by the distorted Norse funhouse mirror of his past. And even though Kratos takes up the blades again, it is endlessly fascinating that Kratos does not regress. There is brutality still, a wellspring to draw upon when faced with a threat. But the timbre of the violence is different. It is violence attempting to operate without malice. And that's a hard tightrope to walk, one that God of War 2018 and Ragnarok don't always traverse without slipping. But the intent is clear, on the part of the developers, and this character, this man. We must try to be better, even when better is inconvenient.

Kratos watching himself and his son struggle with power and privilege is wonderful on its own, their journey towards empathy and sympathy for each other, for all they have endured is equally so. But the moment that fully raised Kratos into the rarified air of characters in gaming came later, when the Valhalla DLC for God of War Ragnarok dropped, and Kratos faced his true enemy. Himself.

Kratos faces his younger self, the bastard who slaughtered by the thousands, bathed in blood and fury, the one who would rather have killed himself than confront his grief and crimes, and the one who came to power he did not deserve or understand. That Kratos. It could have been a final boss. Instead, it is a monologue. Kratos has the vocabulary to face himself.

High-profile games don't reckon with the ramifications of their existence much. It's not fun, or entertaining, or empowering in the traditional sense. And a power trip like 2005's God of War is those three things above all else. But no matter what the medium is, there's a crucial honesty in the idea that the stories we tell each other grow with us, that a tale can mean one thing when you're 20, and something else entirely when you're 40. Where God of War differs is in being one of the few video game characters that has legitimately grown and changed in 20 years. Not after a reboot or redesign, but because the character has had experiences that recontextualize everything he's done. And so, Kratos faces himself.

"What can I say to you? I remember how it felt to take the throne. All that it meant, and all that it did not. A god of war. A god of pain. Of suffering. Of destruction. The Norns said I chase a redemption that I know I can never deserve. What does that make me? God of fools. A god of...hope. ‘When all else is lost.' You lost everything. And everyone. And you became. There is no forgiving you. You chose. I chose! What now? Should I, this same man…should I sit? Take? Proclaim? Lead? Place myself in service? In service. Should I lose everything and everyone? Will there still be enough left inside so that I do not become you? I do not know. But I have hope. You are cruel, and arrogant, and selfish. But you are more than that. You have always been more than what others saw. You are more than that."

That monologue represents one of the greatest feats of storytelling in this medium, putting itself in direct dialogue with the game that many of us followed into adulthood, with many of them really. It is a thorough understanding of the power of escapism, the appeal of it, but also its limits, its failures, and ultimately, that it is not enough for any soul that wishes to evolve. For men in particular, the ones for whom Kratos represented a place of violent force unquestioned, for those words to come from a better man is miraculous. And it uses one of gaming's most violent monsters to tell it, without redeeming him, simply showing the path forward, the way to wield power and privilege. There is no arc like this in the wider landscape of gaming. And that, more than any blessing from the gods, will make Kratos truly immortal.


content_text: God of War is celebrating its 20-year anniversary today, March 22, 2025. Below, we examine how Kratos' character arc has shifted over time to become a timely reflection on masculinity and change.As much as people remember the brutality and the grandiosity of God of War, as a singular game and as a series, it's easy to forget that the first God of War in 2005 doesn't actually begin with Kratos fighting a hydra and ripping soldiers apart with his bare hands.It begins with a suicide attempt. Starting a new game, the very first thing we hear from Kratos is him gravely intoning that "the gods have abandoned me" before walking straight off a cliff into the Aegean Sea. This is a warlord who accidentally murdered his own wife and child, and is then cursed by an oracle to have his family's ashes permanently grafted to his skin, ensuring there is nowhere in Greece he can go where his crimes are unrecognized. The only help he receives is being conscripted by the gods to murder Ares, who set him up to begin with, which isn't really helpful at all. The reward is the gods' forgiveness, which does nothing to alleviate his consistent nightmares about the deed. When blood doesn't grant him peace, the gods give him power, letting him take Ares' place as the Greek God of War, beginning a reign so destructive that almighty Zeus himself has to intervene to take him down. That's before finding out Zeus himself is Kratos' father, and Kratos having his revenge means laying waste to his entire domain. Which Kratos does.For a series that built so much of its early reputation on violent catharsis, it always felt ike Sony having their cake and eating it too that Kratos' quests never really get him any real solutions to his pain. Even when he sacrifices himself for a more noble cause in God of War III, spilling blood doesn't fix problems in this series--though it sure feels great in the moment. It all still leads to the desolation of Kratos' homeland, the complete massacre of its pantheon, and he himself doomed to wander the Earth with nothing but his thoughts. If I had a nickel for every prestige PlayStation franchise that ended up there.All of this is a product of the time in which Kratos was born, really. Not as a character, but as a game from 2005, and one that felt like a grim-and-gritty nu-metal take on Greek myth--and two years before Zack Snyder would get there on film, to boot. Kratos' angst is the style of the time, a man who has made horrible, cruel, vicious mistakes, and his rage about that becomes everyone's problem. Everything about Kratos' design is of its place and time, and if there is any enduring lesson from that place and time, it's that hatred and violence can be useful and have their place, but they, in and of themselves, are not solutions. There is no happy ending with just nihilism as a driving force. By definition, it ends with nothing. God of War III just shows us the endpoint. Or, at least, what we thought was the end, before 2018, and Kratos' arc became one of the most beautiful things ever committed to pixels.What tends to go forgotten after all these years is that the shift for this character didn't begin in 2018. It began in 2010, when we find out exactly why Zeus felt Kratos needed to die, the first acknowledgement that he himself had started a cycle of violence, creating the precise circumstances where his child, Kratos, would do to him what Zeus did to Kronos. But, again, Zeus still dies in God of War III. One of the unkillable plagues of AAA gaming is the inability for its stories to speak a language that isn't a language of blood, and there was no way to reconcile Kratos with the forces that resulted in his existence except by ensuring Zeus could not inflict more pain on others--not that there was anyone left on Olympus when Kratos was done. The cycle could only have a chance to be broken by taking Greece's #1 abuser out of the equation.The thing we never see much of--in real life or in video games--is what awaits on the other side. Revenge is easy to obtain, retribution is easy to imagine, but the thing we don't consider enough in our art is what rehabilitation looks like. What does it mean for someone having done the things Kratos has done to continue to exist, if we are to allow him to exist?There's no roadmap for processing the things Kratos has done, the only certainty being that he must carry the unrelenting weight of it. And he does carry it. The Kratos of 2018 is, too, a product of his time. He is heavy, taciturn, all too aware of what his power and anger can bring, trapped alive in a tomb of scars and regrets. It's where the manhood he was created to embody leads. But the singular issue with men knowing their acts have consequences, the innate wrongness of it all, is there is so little that tells them where to go next. That's especially true for Kratos since the one woman who could have guided him a little further down a righteous path has passed away when the new games begin.The only light that shines out in that darkness is the fact that Kratos has a son. And in his son, even as he lacks the literal and metaphorical vocabulary to do it, he has but one true north, a realignment of priorities for this kind of narrative: "Don't be sorry. Be better."How does Kratos atone? Are the centuries Kratos spends in silent exile enough? Is it enough that he once again loses a wife? The hard answer is that there may never be enough. But the asterisk is that it is good and worthwhile to try.Thus begins a story unlike any in all of gaming and at bare minimum rare in all of fiction; the slayer of gods, monsters and men putting something back into the world instead of burning it all down, a father seeing his future reflected in the prism of his child's life, while ever pursued by the distorted Norse funhouse mirror of his past. And even though Kratos takes up the blades again, it is endlessly fascinating that Kratos does not regress. There is brutality still, a wellspring to draw upon when faced with a threat. But the timbre of the violence is different. It is violence attempting to operate without malice. And that's a hard tightrope to walk, one that God of War 2018 and Ragnarok don't always traverse without slipping. But the intent is clear, on the part of the developers, and this character, this man. We must try to be better, even when better is inconvenient.Kratos watching himself and his son struggle with power and privilege is wonderful on its own, their journey towards empathy and sympathy for each other, for all they have endured is equally so. But the moment that fully raised Kratos into the rarified air of characters in gaming came later, when the Valhalla DLC for God of War Ragnarok dropped, and Kratos faced his true enemy. Himself.Kratos faces his younger self, the bastard who slaughtered by the thousands, bathed in blood and fury, the one who would rather have killed himself than confront his grief and crimes, and the one who came to power he did not deserve or understand. That Kratos. It could have been a final boss. Instead, it is a monologue. Kratos has the vocabulary to face himself.High-profile games don't reckon with the ramifications of their existence much. It's not fun, or entertaining, or empowering in the traditional sense. And a power trip like 2005's God of War is those three things above all else. But no matter what the medium is, there's a crucial honesty in the idea that the stories we tell each other grow with us, that a tale can mean one thing when you're 20, and something else entirely when you're 40. Where God of War differs is in being one of the few video game characters that has legitimately grown and changed in 20 years. Not after a reboot or redesign, but because the character has had experiences that recontextualize everything he's done. And so, Kratos faces himself."What can I say to you? I remember how it felt to take the throne. All that it meant, and all that it did not. A god of war. A god of pain. Of suffering. Of destruction. The Norns said I chase a redemption that I know I can never deserve. What does that make me? God of fools. A god of...hope. ‘When all else is lost.' You lost everything. And everyone. And you became. There is no forgiving you. You chose. I chose! What now? Should I, this same man…should I sit? Take? Proclaim? Lead? Place myself in service? In service. Should I lose everything and everyone? Will there still be enough left inside so that I do not become you? I do not know. But I have hope. You are cruel, and arrogant, and selfish. But you are more than that. You have always been more than what others saw. You are more than that."That monologue represents one of the greatest feats of storytelling in this medium, putting itself in direct dialogue with the game that many of us followed into adulthood, with many of them really. It is a thorough understanding of the power of escapism, the appeal of it, but also its limits, its failures, and ultimately, that it is not enough for any soul that wishes to evolve. For men in particular, the ones for whom Kratos represented a place of violent force unquestioned, for those words to come from a better man is miraculous. And it uses one of gaming's most violent monsters to tell it, without redeeming him, simply showing the path forward, the way to wield power and privilege. There is no arc like this in the wider landscape of gaming. And that, more than any blessing from the gods, will make Kratos truly immortal.
pub_date: 22 March 2025, 1:00 pm
guid: 1100-6530294
creator: Justin Clark
related_games:
processed: TRUE

No Items Found.

Add Comment
Type in a Nick Name here
 
Other Items in Game Spot
Fortnite's Chaotic Delulu Mode: What You Need To Know About Proximity Chat Battle Royale Get Nine Remedy PC Games For Only $27, Including Alan Wake 2 And Control Microsoft Is Raising Xbox Prices In The US Again God Of War 20th Anniversary Retrospective Deluxe Edition Gets $85 Price Cut Subnautica 2 Lawsuit Gets Muddled As Justification For Firing Studio Founders Is Changed You Like Your Controls Inverted Because Of Science--And Your Brain Don't Worry, You Can Mute Claptrap In Borderlands 4 - Here's How Blizzard Denies It Used AI For New Overwatch 2 Art Nintendo Switch 2 Mario Kart Bundle In Stock At Amazon With Same-Day Delivery Nintendo Switch 2 Mario Kart Bundle In Stock At Amazon With Same-Day Delivery Bloodborne Could Be On Ice For A Long Time - Report GTA History Class Is Coming To This American College Ahead Of GTA 6's Release Nintendo Argues Game Mods Aren't "Prior Art" In Palworld Lawsuit Nintendo Argues Game Mods Aren't "Prior Art" In Palworld Lawsuit GTA History Class Is Coming To This American College Ahead Of GTA 6's Release Skate Known Issues And How To Fix Them Battlefield 6 Features Limp Bizkit Songs, Including The Series-Appropriate "Break Stuff" Final Fantasy 7 Remake Gets Ridiculously Easy Mode on Switch 2 and Xbox Series X|S How To Complete Wandering Merchant And Lost Merchant In Hollow Knight: Silksong How To Complete Wandering Merchant And Lost Merchant In Hollow Knight: Silksong Official 1,342-Piece Xbox 360 Console Building Set Gets $50 Discount Battlefield 6 Remaster Maps Are Difficult For A Reason You May Not Expect, Dev Says Battlefield 6 Remaster Maps Are Difficult For A Reason You May Not Expect, Dev Says Battlefield 6 Resolution And Frame Rate Targets For PS5, Xbox Series X|S Revealed New Borderlands 4 Patch Notes Take Aim At PC Stability Issues And More Battlefield 6's Aim-Assist Is "Very Light" Microsoft Flight Simulator Meets The World Of Pigeon-Dating In This New Game Tencent Attacks Sony Lawsuit Over Game Accused Of Copying Horizon Cyberpunk 2 Looks Like It Will Include Online Multiplayer, According To Job Listing Silksong Is Harder Than Hollow Knight, And it’s Hornet’s Fault Silksong Is Harder Than Hollow Knight, And it’s Hornet’s Fault Nintendo Switch Online Is Receiving Third-Party GBA Games For The First Time Nintendo Switch Online Is Receiving Third-Party GBA Games For The First Time EA Sports FC 26 Release Times Revealed, Including Early Access And Game Pass Trial Switch 2 Doesn't Have Skate But Will Get This Rad-Looking Skateboarding Game This Year Steam Ditches 32-Bit Support As Windows 10 Nears Its End Fortnite Creators Will Soon Be Able To Sell In-Game Items, Pay For Visibility Switch 2 Doesn't Have Skate But Will Get This Rad-Looking Skateboarding Game This Year It's Survival With A Twist In This Week's Epic Games Store Freebies 007: First Light Developer Sets Its Sights On Delivering Better Gunplay Than Hitman Borderlands 4 PC Patch Coming Today, Fixing Performance And Bugs Is A "Top Priority" For Gearbox An Unconventional Way Of Playing A Fake Retro Game Collection Made It Something Much Greater Marvel Cosmic Invasion Reveals Black Panther And Cosmic Ghost Rider Skate Passes 2 Million Players As Dev Fixes A Major Issue AI Animal Crossing Hack Turns The Villagers Against Tom Nook Split Fiction Just Received An Award From The Prince Of Sweden Hollow Knight: Silksong Has Already Surpassed 4.2 Million In Sales - Report Retired Lego Atari 2600 Is Back In Stock At Amazon, But Probably Not For Long Gearbox Shares Some Funny Borderlands 4 Opening Weekend Stats All Tricks In Skate And How To Do Them
Related Search Terms
Other Categories in Game News