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But if someone didn’t like the first game, the chance to like this one is very low.
It is so freaking boring.
They really messed up the mix between slow story and fast action parts imo.
I´m in Ironwood now and simply just cant force myself to keep playing because this is by far the slowest and most boring part of a game i´ve played in a long time.
I guess this is a me problem and the story is interessting, but I simply dont like it.
Just played through the Angrboda section and that was miserable. I was constantly hoping that it would end and it kept going on and on and on and on and on and on. Whenever I thought it would stop it just continued.
Up that that point the game had been pretty fun, but that was horrible. Only around 30% of that section was actual gameplay rest was walking sim nonsense. They could have given the same story beats with much less fluff and filler.
More like Bore Ragnarok, am I right lads?
2. Level scalling. Man... not this again... Makes the feeling of progression rare. What stands up instead of upgrading damage/armor is learning and applying well-placed special attacks and combos.
3. This time around, something's got profoundly wrong with the combat. Monsters get staggered inconsistently as heck. Sometimes you stagger them with a light attack, sometimes not even with heavy attack and they just continue attacking you, despite being hit with an axe the weight of a battering-ram, no less. I'd understand that with the heaviest of enemies, but dammit, all of them?!
Why it can't be like in any other *sane* action game; light attack is for kitting and stopping enemy's attack if you risk it and hit the narrow sweet spot, and heavy attack staggers all the time, all except most stubborn enemies, but is making your prone to getting hit yourself if timed incorrectly. No, nothing like this in Ragnarok. The result is that half of the fights are a convoluted, frustrating mess of a combat in which you more often than not can't rely on any constant except "dodge, dodge, hit, hit, dodge, dodge, hit, hit" rinse and repeat. Because, on hard or GoW difficulty, even in the latest stages of the game, you can get one or two -shotted to death every other fight.
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Despite this criticism, I'd still call it a great game because of all its telling, lush environments, well-thought-out exploration, cool lore semi-true to actual Nordic mythology (you can learn a lot), and at least half of the tough fights can be fun. E.g. you don't expect bosses, semi-bosses, trolls, etc., to flinch under your attacks at all, so the item n.3 doesn't really apply—and there's a lot of fights like that.
This kind of specific unimaginative split between light and heavy attacks has never been a major thing in *sane* or rather good action games. That's particularly true for the genre of Devil May Cry derivatives which were lauded for their excellent combat and which the original GoW games also belonged to.
Often in action games whether light attacks or heavy attack stagger is dependent on enemy type or specific stagger mechanics like hidden stagger weapon damage values and stagger thresholds for the enemies. It's not unthinkable that slowly moving high damage weapon deals more stagger damage with it's light attacks than a fast weapon with it's heavy attacks and sometimes the light and heavy attack split isn't even a thing and rather Light and Heavy attack "buttons" are just functionally two different buttons with different weapon specific properties and allow you to string combos together.
Has more characters for you to interact, explores a lot of each characters story and their reasoning in game, it gets pretty dramatic in a good way
Downside is the constant puzzle hints but you can just mod those out as well as turn on reduced hints
You can almost pinpoint exactly what part of the story where it starts rushing to the end.