Whoever thought that playing an incandescently furious and vengeful Demi-god hellbent on murdering a veritable pantheon of deities could be so much fun? Well, Sony Santa Monica did back in 2005, when the Californian studio unleashed God of War upon PlayStation 2 owners to overwhelming critical and commercial acclaim. More than just the latest opulent addition to Sony’s glittering crown of exclusive games for its second PlayStation home console, God of War also heralded a very different foray into third-person action-adventure games – namely one underpinned by ample amounts of ultraviolence, adult themes and the most satisfying combat seen in years. With the series enjoying its twentieth anniversary, now feels like the perfect time to take a trip down memory lane and revisit the escapades of the angriest angry man that ever lived in video games.

God of War
Using Ancient Greek mythology and dramatic tragedy as its narrative and thematic touchstones, God of War utterly reinvigorated the third-person action-adventure genre. Cast as Kratos, a vengeful Spartan warrior who loses his family to Ares, the Greek god of war, the series’ inaugural entry saw players tearing a bloody swathe through ancient mythological Greece as they carve up all manner of enemies from the depths of Grecian legend en route to the titular big bad deity himself. Mixing up combat, platforming and puzzle-solving elements, God of War felt like it delivered on the promise of what a third-person action-adventure should encompass – let alone one that boasts such heady production values.
Indeed, even as early as this first series instalment, God of War quickly established its penchant for sweeping spectacle and epic boss encounters, both of which made God of War feel much more cinematic than any third-person action adventure that had come before it. More broadly, God of War also firmly established the adult tone that would define the rest of the series, with vats of blood, boss fatalities that would make Mortal Kombat blush and carnal QTE scenes that could be used to give Kratos extra experience points. So yeah, God of War was quite a thing when it was released nearly twenty years ago.

God of War II
Not content with killing Ares and assuming his mantle as the new god of war, God of War II sees the eternally aggro Kratos venture through the Underworld with the intention to take his revenge on the King of the Olympian Gods himself, Zeus. Essentially more of the same with incremental improvements – which considering how good its predecessor was is no mean feat – God of War II sticks to the viscerally satisfying combat, progression, QTE mechanics and gloopy ultraviolence that arguably served as the cornerstone of the first game.
Despite such an approach, God of War II remains an arguable high point of the series and an entry that pushes the PlayStation 2 hardware to its limits, as it boasts some of the most epic boss fights you’ll ever see including a multi-phase scrap with the Sisters of Fate, a watery brawl with the sprawling Kraken and finally, a heart-stopping clash with Zeus himself.

God of War: Betrayal
An oft-forgotten mobile title back when mobile games existed on phones that could barely text or access the internet, God of War: Betrayal nonetheless gave a good account of itself. Proving surprisingly successful in transplanting the essence of the PlayStation God of War titles into a side-scrolling, two-dimensional affair, God of War: Betrayal had Kratos retaining his chain-wrapped Blades of Athena from previous titles as he attempts to clear his name for the murder of the giant Argos by, well, murdering a whole bunch of bad folks across ten well-crafted levels.

God of War: Chains of Olympus
The notion that the God of War experience could be replicated on a handheld device seemed laughable back in the day and yet, that’s precisely what happened with God of War: Chains of Olympus. Developed by Ready at Dawn, God of War: Chains of Olympus is a prequel to the original God of War which chronicles Kratos’ struggle against the Olympian gods all the while providing what was essentially a full-fat take on the God of War games which was fully playable on Sony’s shiny new PSP handheld. A roundly impressive effort which took players from the city of Marathon to the Caves of Olympus, God of War: Chains of Olympus was a wholly impressive effort that redefined just what handheld gaming could be capable of when it was released in 2008.

God of War III
Making the most of the elevated technical grunt embedded in Sony’s new PlayStation 3 home console, God of War III maintained the furious third-person combat, platforming and puzzle-solving elements that had sustained it over the years and wrapped it all in a beguilingly ornate Hollywood-style presentation. Simply put, everything in God of War III was bigger, bloodier and more spectacle-stuffed than a God of War game had been before and it was tasked with providing an ample, high-stakes climatic conflict with Zeus himself – something which God of War III did with aplomb. Stunningly violent and endlessly compelling, it’s easy to see why God of War III hoovered up all the awards when it hit the shelves nearly fifteen years ago.

God of War: Ghost of Sparta
The second handheld entry in the series, God of War: Ghost of Sparta was yet another prequel that sought to shed some light on Deimos, Kratos’ wayward brother and how his involvement essentially helps to accelerate Kratos’ descent into madness. Though arguably still an eye-opening achievement from a technical standpoint, God of War: Ghost of Sparta nonetheless did precious little to separate itself from the previous handheld series offering, Chains of Olympus, in terms of its mechanics and overarching design and much like its previous PSP outing, it was a fun, if non-essential, part of the overall saga.

God of War: Ascension
Still very much in prequel territory, 2013’s God of War: Ascension would be the final series entry set in Ancient Greece. Revolving around Kratos’ desperate attempt to free himself of Ares’ bond, God of War: Ascension made several decent changes to the typical formula. First among these is the new World Weapon system which allows Kratos to improvise in battle by picking up weapons lying around the world and using them against his foes. This was coupled with a new tethering system, which enabled our much-vexed protagonist to root one enemy in a single spot with one blade while using another to attack other enemies further afield. Rounding off the new features, God of War: Ascension also introduced online multiplayer to the series for the first time whereupon up to eight players could tangle with one another across a variety of objective-based modes.

God of War (2018)
Representing nothing less than a wholesale upending of the series as we knew it, 2018’s God of War wasn’t a reboot but rather a continuation of Kratos’ adventures in an all-new setting with fresh characters, trials and tribulations to boot. Whisking its titular protagonist from the lands of Ancient Greece to the snow-dappled realms of Midgard as seen in Norse mythology, God of War eschews the frenetic Devil May Cry style combat of the previous titles for something altogether new. Instead, 2018’s God of War was much more akin to an eyebrow-raising amalgam of Nintendo’s Legend of Zelda titles and From Software’s Dark Souls titles, combining slower, more precise combat with a world progression system that unlocks new areas for you to explore as you gain the requisite skills and items to do so.
From a pure progression perspective, God of War also felt akin to more recent action RPG fare, with all manner of weapons and armour components bearing stats that can increase certain aspects of Kratos’ abilities, lower others and provide a wealth of buffs into the bargain. More than any game previously seen in the series then, 2018’s God of War was very much geared toward enabling players to ‘spec’ Kratos however they liked according to their playstyle.
God of War also marked notable changes in its central protagonist, or at the very least represented a substantial progression of his overarching character arc. Something of a far cry from the restless rage monster that he was during his time in Ancient Greece, Kratos now found his spirit tempered not just by the frigid tundra which surrounded him, but also by the fact that he now had a son, Atreus, to protect. Chiefly, Kratos hoped to shield him from the creeping excesses of his violent past as the pair found themselves under siege by Baldur and other hostile deities from Norse mythology. Much more than just narrative window dressing, Atreus also had a functional use in combat, supporting Kratos with ranged arrow strikes and special attacks. A real turning point for the God of War franchise, 2018’s entry not only managed to overhaul the entirety of the game design bedrock as players knew it but still managed to preserve the bombastic violent combat, screen-filling boss battles and epic stories that have long defined the series.

God of War: Ragnarök
The most recent entry in the franchise, God of War: Ragnarök neatly built upon and concluded the Norse mythological setting that its 2018 predecessor started. Boasting an offering that was more than twice the size of the previous game and with many more open-world style hubs for Kratos to explore, God of War: Ragnarök is arguably the most mammoth instalment in the franchise to date.
Beyond the imposing size of its offering, God of War: Ragnarök also upped the stakes with some of the most incredible boss battles ever seen in a video game (a furious initial scrap between Thor and Kratos proves to be an early highlight) and the widening of its setting to include other characters and creatures from the depths of Norse Mythology. Throw in playable sections with a rapidly maturing Atreus, additional skill trees, new weapon types and more, it soon becomes apparent that Sony Santa Monica succeeded in delivering fans a monstrous banquet of God of War goodness with God of War: Ragnarök.
As the God of War series celebrates its 20th anniversary, it’s clear that the franchise has evolved from its origins as a brutal, action-packed journey through Greek mythology into a rich, multifaceted experience that spans across both time and mythology. What began as a game about vengeance and destruction has transformed into an exploration of character, growth, and redemption, particularly through Kratos’ evolving relationship with his son, Atreus. The series has always been about grand spectacle and visceral combat, but with Ragnarök, Sony Santa Monica has perfected the blend of epic storytelling, world-building, and innovative gameplay. As the saga moves forward, it’s safe to say that Kratos’ journey – one that began in a world filled with blood and fury – has evolved into something far more profound, leaving fans eagerly awaiting what’s next in this legendary series.