
God of War Ragnarok
9.2/10Santa Monica Studio's sequel closes out the Norse saga with a bigger world, a sharper combat system and a story that finally lets Atreus lead.
PlayStation 5PlayStation 4PC
FromSoftware took the Souls formula into an open world and produced the studio's most approachable and most expansive game at the same time.
Draft. Not fact-checked against primary sources yet, so this entry is excluded from search indexing and the sitemap.
The open world does not dilute FromSoftware's design, it multiplies it. Still the studio's high-water mark.
I have played about 3,000 games over twenty years, and I have watched three separate console generations decide that open worlds were the future. Most of what came out of that decision was the same map with a different skin: a grid of icons, a checklist of towers, and a world built to be cleared rather than explored. So I went into Elden Ring expecting FromSoftware to lose the thing that made its games work. The tension in a Dark Souls level comes from not being able to leave. Give a player somewhere else to go and you have handed them a pressure valve.
That is exactly what Elden Ring does, and it is the reason it works. Being able to walk away is not a concession here, it is the central mechanic. Every wall you cannot get past is a suggestion rather than a verdict. You go somewhere else, you come back stronger or you come back knowing something, and the wall falls over. The game is built on the assumption that you will do this, which is why it can afford to be harder at the top end than anything the studio has made.
This is the most forgiving game FromSoftware has produced, and it did not lower a single ceiling to get there.
I want to be precise about that, because the word forgiving does a lot of misleading work in games writing. Malenia is not forgiving. The late action RPG bosses are not forgiving. What is forgiving is the structure around them: you can meet any of it on your own schedule, at your own level, with a build you chose rather than a build the game assigned you at hour three. That is a different kind of generosity and it is worth more than a difficulty slider.
If you have bounced off a Souls game before, this is the one to try. Not because it is easier moment to moment, but because the specific thing that made you quit, being stuck with no way forward, has been designed out. I have handed this game to people who gave up on Bloodborne in the first hour and watched them put sixty hours into it.
If you have never played one at all, you should know what you are signing up for. The game explains almost nothing. There is no quest log worth the name, no map marker telling you where to go, and no difficulty setting. What it gives you instead is a horse, a very large map, and the assumption that you are an adult who can find your own entertainment. Some people find that liberating and some find it exhausting, and there is no shame in the second.
If you have played every FromSoftware game since Demon's Souls, you already know whether you want this. What I can tell you is that it is the best of them, and that the ceiling on build variety is higher than it has ever been.
The Lands Between is presented the way FromSoftware always presents a setting: obliquely, and mostly through objects. You are a Tarnished, the Elden Ring is shattered, and the demigods holding its shards are all ruined in their own specific ways. Nothing is explained to you directly. Almost everything is explained eventually, through item descriptions, environmental staging and a small number of characters who tell you the truth in fragments and then leave.
I have seen this described as bad storytelling and I think that is a category error. It is not a story told badly, it is a story told archaeologically. You are not following a plot, you are excavating one, and the game is confident enough to let you leave most of it buried. I finished my first run at ninety-six hours with a rough understanding of maybe sixty percent of what had happened, and that felt correct rather than frustrating.
George R. R. Martin's involvement was the headline at announcement and it is the most misunderstood thing about the game. He did not write the script. What he wrote is the backstory, the generation before the one you are playing in, and the effect of that is structural rather than textual.
It gives the world a legible family tree of grievances. Every demigod you fight is somebody's child, sibling or betrayer, and once you understand two or three of those relationships the rest of the map starts to make sense. That is what stops the Lands Between feeling like a set of themed zones. It feels like somewhere that had a history and then had a catastrophe, and you arrived afterwards.
Ranni gets most of the attention and deserves it, mostly because her questline is the one piece of the game that behaves like a conventional narrative: you meet people, you do things for them, consequences follow. But the writing I remember is smaller. Blaidd, and what happens to him. Millicent, and the way her questline quietly asks you a question about mercy that the game never answers. Boc, who wants one thing, and whose entire arc is about whether you will give it to him.
None of those are told to you. All of them are missable. That is the trade Elden Ring makes, and whether it is a good one depends entirely on whether you are the kind of player who talks to everybody twice.
Combat keeps the stamina-based fundamentals the studio has used since Demon's Souls, and if you have played any of them your hands already know what to do. Roll, punish, watch the stamina bar, learn the tell. What has changed is everything around that loop.
This is the single most important system in the game and it is easy to miss. An Ash of War lets you rewrite a weapon's special attack and, crucially, its damage scaling. That second part is what changes the game.
In every previous FromSoftware game, choosing a weapon at hour five was a commitment. If you invested forty levels into strength and then found a katana you loved, you were forty levels into the wrong stat. That fear shaped how people played: they looked up a build before starting, they stuck to it, and they experienced one version of a game that had many.
Ashes of War remove that fear entirely. You can take almost any weapon and make it scale off whatever you have levelled. I finished my first run having changed my primary weapon four times, twice because I found something more interesting and twice because I wanted to see what a different moveset felt like against a boss that was giving me trouble. That is not something I have ever done in a Souls game.
The practical effect is that you get to play the build you find, rather than the build you researched.
Spirit Ashes summon an AI ally for the duration of a fight, and they are the largest difficulty lever in the game. They are also the subject of a tedious argument about whether using them is legitimate.
It is. They are a designed system with a resource cost, a dedicated stat to invest in, and upgrade materials scattered deliberately around the map. FromSoftware did not add them by accident. The Mimic Tear, which copies your own build, trivialises several fights, and if trivialising several fights is what gets you through to the parts of this game that are extraordinary, use it. I have never met anyone who enjoyed a game more for having suffered correctly.
The spectral horse turns traversal from an overhead into a pleasure, which matters on a map this size. But the thing I did not expect is how much it changes combat. Field bosses become chases. Dragons become something you fight while moving. Double-jumping up a cliff to escape a fight you are losing is a legitimate tactic, and knowing you can do that changes how willing you are to start fights you might not win.
Stormveil Castle is the argument for this game. It is a fully interconnected castle with a front gate you can assault and a side path you can sneak through, shortcuts that unlock in both directions, and a vertical structure you gradually come to hold in your head. It is Dark Souls' Undead Burg logic at four times the scale, and it lands.
Leyndell is better. Raya Lucaria is better than most of Dark Souls 3. There are six of these, and any one of them would be the best area in a lesser game.
Between the legacy dungeons sit the catacombs, the mines and the hero graves. There are dozens of them, they reuse the same handful of layouts, and by the fortieth hour you can identify which template you are in from the first corridor.
I understand the design logic. They are pacing furniture: something to find so the space between the good things is not empty, and a reliable source of upgrade materials. But the honest version is that FromSoftware built six extraordinary dungeons and a large amount of filler, and the filler is what you spend a lot of your time in. It does not ruin the game. It is the clearest thing standing between it and a ten.
Read directly from each source rather than aggregated from a third party, for the PlayStation 5 version. Sample sizes differ by orders of magnitude between critics and players, which matters more than the gap in the scores.
Metacritic weights outlets by its own undisclosed formula. OpenCritic publishes an unweighted median. They disagree for structural reasons, not because one is wrong.
Individual publications, each scoring one platform on a review build at launch. A single outlet's score tells you what one reviewer thought, which is often more useful than an average.
User scores accumulate over years and absorb every patch, price change and outage. They are noisier than critic scores and they are also the only signal that reflects the game as it exists now.
Aggregators, individual outlets and players are answering different questions. Critics score a game at launch on a review build. Player scores accumulate for years and absorb every patch, price change and server outage, which is why the two diverge most on live-service releases. Read every number next to its sample size.
Method. Scores are read from each source page by a named editor, on a stated date, for the platform named above. They are not pulled from an API and not aggregated from another site. Third-party review platforms block automated collection, so each figure is re-checked by hand before publication rather than trusted from an old file. Last read by Automated fetch from first-party APIs on 2026-08-30.
The community consensus treats the open world and build freedom as an unambiguous success, while dungeon reuse and late-game boss timing generate genuine, long-running disagreement rather than settled opinion.
93% of 1,151,628 Steam reviewers recommend it. Very Positive, 1,071,643 positive of 1,151,628. That is a far larger sample than any critic aggregate, and it reflects the game as it is now rather than as it launched. Read them on Steam.
The most-helpful review on each side, as voted by other players. Excerpts only, each linking to the full review. Hours played is shown because a complaint from someone with 400 hours in a game is a different kind of complaint.
Elden Ring was my first souls game. I started on PS4 and got the platinum, then did the same on PS5, and now I’ve finally 100% completed it on Steam. After playing it this much, I can easily say it’s one of my favorit...
I did try finger but whole and it was ten times better than the godskin duo fight. Elden ring 9/10. Foreskin duo -100000/10
Elden Ring is, the best game ever made, not a question about it, however in march 2026, oasis bought out 13.7% of kodokawa who owns FromSoftware, this makes oasis the largest share holder of kodokawa, oasis's biggest ...
Horse armor Dlc. Nice 5$. Crisp nothing burger update to add a paywall to starting classes. and like. a handfull of armors. Don't buy it. please. if you do its only going to get worse. it starts with 5$ and ends with ...
Citations pending. The two lists above are our editor's summary of themes that recur across community discussion. They are characterisations, not quotes, and nothing here is attributed to any individual. Before publishing, add the specific threads you read to community.threads with their URL, score and the date you read them, so a reader can check the summary against the source.
Method. We read the largest discussion threads on the game's main subreddit and note themes that appear repeatedly across independent threads, not single strong opinions. Upvotes measure agreement among people who are already engaged enough to post, which is not the same as agreement among everyone who played. We never quote an individual without linking the thread.
A focused run lands around sixty hours. Seeing most of the map, the optional legacy dungeons and the alternate endings pushes past a hundred and thirty. My first run was ninety-six hours and I missed at least two entire regions, which tells you something about how badly the phrase completion time fits this game.
What that number hides is how unevenly it is distributed. The first twenty hours in Limgrave are slow and exploratory. The middle fifty are the best stretch. The last twenty, once you are into the endgame regions, are a difficulty spike that some people never get through, and there is no shame in stopping at Leyndell and calling it finished.
Not really, and this is worth knowing before you buy. It autosaves constantly, so quitting costs you almost nothing. But there is no pause button, because the game runs an online layer even when you are playing alone. Step away mid-fight and you come back dead.
Sites of grace are the real unit of play. Getting from one to the next runs fifteen to twenty five minutes, so that is your minimum sitting. If your gaming happens in twenty minute gaps between other obligations, this is a harder recommendation than its length suggests.
You can summon another player for a boss or an area, and they are dismissed when the boss dies or when you do. You cannot roam the open world together without mods. If you were hoping to play through this with a friend the way you would a co-op game, that is not what this is.
Shadow of the Erdtree, released in June 2024, is a large paid expansion. You need to have beaten Starscourge Radahn and Mohg to get into it, which catches people out.
| Platform | Release date | Notes |
|---|---|---|
| PlayStation 5 | 25 February 2022 | — |
| PlayStation 4 | 25 February 2022 | — |
| Xbox Series X and Series S | 25 February 2022 | — |
| Xbox One | 25 February 2022 | — |
| PC | 25 February 2022 | Steam |
Current generation consoles offer a quality mode at 30 frames per second and a performance mode targeting 60. Performance mode is the right choice, though it does not hold a perfect lock in the open field.
The PC version had a poor launch with persistent stutter. Patches have improved it substantially, but traversal stutter still appears on some configurations.
| Platform | Mode | Resolution | Frame rate |
|---|---|---|---|
| PlayStation 5 | Quality | Dynamic 4K | 30 fps |
| PlayStation 5 | Performance | Dynamic, up to 4K | Targets 60 fps |
| Xbox Series X and Series S | Quality | Dynamic 4K | 30 fps |
| Xbox Series X and Series S | Performance | Dynamic, up to 4K | Targets 60 fps |
| Component | Minimum | Recommended |
|---|---|---|
| OS | Windows 10 64-bit | Windows 10/11 64-bit |
| Processor | Intel Core i5-8400 or AMD Ryzen 3 3300X | Intel Core i7-8700K or AMD Ryzen 5 3600X |
| Graphics | NVIDIA GTX 1060 3GB or AMD RX 580 4GB | NVIDIA GTX 1070 8GB or AMD RX Vega 56 8GB |
| Memory | 12 GB | 16 GB |
| Storage | 60 GB | 60 GB SSD |
Standalone, no connection to Dark Souls or Bloodborne.
Nothing to play first. It shares design language with Dark Souls but tells a completely separate story with no shared characters or continuity.
Ordered for a newcomer rather than by release date or internal chronology.
It autosaves constantly, so quitting loses almost nothing. But there is no pause button, because the game runs an online layer even in single-player. Stepping away mid-fight means dying.
Sites of grace are the natural stopping point. Getting from one to the next is usually fifteen to twenty five minutes, which sets the real session length.
Colour, text size, subtitles, narration
Volume control, mono audio, visual cues for sound
Controller, remapping, no timed input required
Adjustable difficulty, save anytime
Method. Features listed are what the publisher declared on its own store page, read on a stated date and linked. A declaration is a floor, not a review: a game can tick "subtitle options" and still have subtitles you cannot read. Where we have played a game ourselves we say so separately. Source.
Method. Age ratings come from the ratings boards. The descriptors and flags come from the publisher's own store listing. We flag in-game purchases and online interaction separately from the age rating on purpose, because those are usually what a parent is actually asking about and a rating letter does not cover them.
| Capability | Support |
|---|---|
| Controller support | full controller support |
| Achievements | 42 |
| Cloud saves | Yes |
| Cross-platform play | No |
| Mod support | No official workshop |
| Remote play | Not supported |
| Languages | 15 supported |
| Add-on content | 3 DLC listed |
Method. Read from the publisher's Steam listing on the date shown. These describe the PC version. Console versions frequently differ, particularly on cross-play and cloud saves, so check the platform you actually own. Source.
60 GB on PC
Console sizes differ and are not listed here until someone checks them.
verified
Valve's own rating, checked 30 August 2026.
1 won of 1 nominations
Elden Ring lists at $59.99 at its cheapest official platform. Street prices fall well below list within a year of release, so the current column is the one that matters once a live check has run.
Disclosure. Some links below are affiliate links, marked in the table. If you buy through one we may earn a commission at no extra cost to you. Affiliate arrangements never influence a score, a ranking, or which stores appear here. Official first-party stores carry no affiliate programme and are listed anyway.
| Store | Platform | MSRP | Current | Type |
|---|---|---|---|---|
| PlayStation StoreLowest list | PlayStation 5 | $59.99 | Not checked | Official store |
| PlayStation Store | PlayStation 4 | $59.99 | Not checked | Official store |
| Xbox Store | Xbox Series X and Series S | $59.99 | Not checked | Official store |
| Xbox Store | Xbox One | $59.99 | Not checked | Official store |
| Steam | PC | $59.99 | Not checked | Official store |
| Green Man Gaming | PC | $59.99 | Not checked | AffiliateKey reseller |
| Fanatical | PC | $59.99 | Not checked | AffiliateKey reseller |
| Humble Store | PC | $59.99 | Not checked | AffiliateKey reseller |
| GOG | PC | $59.99 | Not checked | Affiliate |
| Amazon | PlayStation 5 | $59.99 | Not checked | Affiliate |
MSRP is the publisher list price in the United States and does not change. The current column is filled from a live price check and is empty until one has run.
Stores marked as key resellers sell activation keys rather than the game itself. Prices are usually lower. Regional key restrictions, no publisher support, and limited recourse if a key fails are the trade-off, so weigh the saving against that.
No live prices yet. MSRP above is the publisher list price and is accurate, but almost nobody pays list after launch year. Run npm run prices with an IsThereAnyDeal API key to fill the current column, or set pricing.offers[].price and pricing.checkedOn by hand. We leave it blank rather than show a stale number as if it were current.
Method. MSRP is the publisher list price in the United States, excluding tax, and does not change. The current column is a live price read from each store and is only shown with a check date attached. Regional pricing differs substantially. We list official first-party stores whether or not they pay us, and we mark every affiliate link and every key reseller. No live price check has run for this entry. Full pricing methodology.
On The GamingPickz Grid, Elden Ring scores 39 for value and 95 for quality, which places it in Premium picks. At the price we last observed, that works out to about $1.03 per hour of main story.
Also in Premium picks: God of War Ragnarok, The Legend of Zelda: Tears of the Kingdom.
Value is recomputed whenever a tracked price changes, so this position is not fixed. How the axes work.
No history yet. This chart fills itself once the hourly price check has been running. Each run appends one point, so the graph becomes useful after a few days and genuinely informative after a sale cycle. Run npm run prices with an IsThereAnyDeal key, or npm run prices -- --demo to preview the chart with clearly-labelled synthetic data.
| Edition | What you get | MSRP |
|---|---|---|
| Standard Edition | Base game | $59.99 |
| Shadow of the Erdtree Edition | Base game and the Shadow of the Erdtree expansion | $79.99 |
The standard edition is the base game. Shadow of the Erdtree is sold separately or in a bundle with the base game, and the bundle is the better value if you are starting fresh.
There is no meaningful content difference between platforms. Buy it where your friends play, since co-op does not cross platform boundaries.
Prices are manufacturer suggested retail prices in US dollars and are shown for reference only. They are not live prices and we do not sell games.
| Elden Ring | God of War Ragnarok | The Legend of Zelda: Tears of the Kingdom | |
|---|---|---|---|
| Our score | 9.5 / 10 | 9.2 / 10 | 9.6 / 10 |
| Main story | 58 hours | 21 hours | 59 hours |
| To complete | 132 hours | 51 hours | 230 hours |
| Price now | $59.99 | $59.99 | $69.99 |
| Released | 2022 | 2022 | 2023 |
| Platforms | 5 | 3 | 1 |
| Shortest session | 25 min | 30 min | 15 min |
| Start here? | Yes | No | With caveats |
Every figure here comes from the same fields as each game's own page, so the two can never disagree. Prices move; scores do not.
Method. Every video here is embedded from the rights holder's own channel, verified by resolving the ID through YouTube's oEmbed endpoint and checking the channel against an allowlist before it is stored. We do not embed reuploads: a copy on a third-party channel is someone else's infringement, and linking it makes it partly ours. Embeds use youtube-nocookie.com, so no tracking cookie is set until a reader presses play.
FromSoftware spent its first fifteen years on the King's Field dungeon crawlers and the Armored Core mech series, building a reputation for difficult, obtuse games with small budgets.
Demon's Souls in 2009 turned that reputation into a genre. Under Hidetaka Miyazaki the studio has repeated and refined one core idea, that difficulty is a communication tool rather than a barrier, across Dark Souls, Bloodborne, Sekiro and Elden Ring.
Also madeKing's FieldArmored CoreDemon's SoulsDark SoulsBloodborneSekiroElden Ring
Owned by Kadokawa Corporation.
Bandai Namco Entertainment was formed in 2006 from the merger of Bandai and Namco, combining a toy and anime licensing business with one of the oldest arcade developers in Japan.
As a publisher it pairs a large anime licensed catalogue with partnerships on original work, most notably its long-running relationship with FromSoftware on Dark Souls and Elden Ring.
Also madeTekkenDark SoulsElden RingPac-Man
Owned by Bandai Namco Holdings.
Announced at E3 2019 with a cinematic trailer and then almost complete silence for two years, a gap long enough that it became a running joke in the community.
The first real gameplay arrived in June 2021, eight months before release. The worldbuilding collaboration with George R. R. Martin was disclosed at announcement and was a major part of the early press.
On budgets. We list a budget only when a primary source stated one: a regulatory filing, a court document, an executive on the record, or a published post-mortem. Most figures circulating for big-budget games are estimates repeated until they read as fact. Where nobody credible has said a number, this field stays undisclosed rather than carrying a guess.
No sales figures recorded. Publishers announce these irregularly, in press releases, quarterly filings and milestone posts, and the wording differs every time. Add each announcement to sales.milestones with its date, who said it and a source URL, and this section renders a chart of the run-up. We do not estimate sales, and we do not repeat a figure we cannot link.
Method. Sales figures come from publisher announcements, quarterly filings or platform milestone posts. They are claims by an interested party, not audited numbers, and the wording matters: "sold" can mean units shipped to retail rather than units bought by players, and "players" counts anyone who launched the game including on a subscription.
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No version recorded. A score without a build number ages badly, especially on a live-service game where the thing being scored changes under you. Set reviewContext.versionReviewed before publishing.
No corrections have been made to this page. When we get something wrong we fix it and log it here with a date, rather than editing quietly.
Elden Ring is the rare game where the scale and the craft both hold. Most large games are a small game stretched thin. This one is a dense game repeated many times over, and the repetition is the only real criticism I have of it.
What it does that I have not seen done this well before is make freedom into a difficulty setting. There is no slider, but there are a hundred ways to make a fight easier, and every one of them is a decision you made rather than a number you lowered. Go somewhere else. Level up. Change your Ash of War. Summon a spirit. Find the item that resists the thing killing you. All of those are the game working as designed, and all of them leave you feeling like you solved something.
After 3,000 games, the ones I remember are the ones that trusted me. This trusted me more than almost anything else has.
If you have bounced off this studio before, start here, and use every tool the game gives you. If you have never played anything like it, understand that you are buying a game that will not explain itself, and decide whether that sounds like freedom or like homework. If you have played all of them, you already bought it, and you already know it is the best one.
Where it lands for me: a 9.5, with the reused dungeons the only thing keeping the last half point. Worth full price, and worth checking the price history anyway, because it goes on sale more often than its reputation suggests.
No. Elden Ring shares design language with Dark Souls but tells a completely separate story with no shared characters or continuity.
It is demanding, but it is the most accommodating game FromSoftware has made. You can leave any fight, level up elsewhere and return, and Spirit Ash summons meaningfully lower the difficulty of most encounters.
Partly. Co-op partners are dismissed when a boss dies or when the host dies, and summoned players cannot roam the open world freely with you without mods. It is designed around session-based help, not a shared campaign.
You must defeat Starscourge Radahn and Mohg, Lord of Blood, then interact with a specific cocoon in Mohg's arena. The expansion is not accessible from the start.

Santa Monica Studio's sequel closes out the Norse saga with a bigger world, a sharper combat system and a story that finally lets Atreus lead.
PlayStation 5PlayStation 4PC
Nintendo rebuilt Breath of the Wild around player-authored physics, turning a world you explore into a world you build machines inside.
Nintendo Switch