What Speedrunning God of War Ragnarök Actually Involves
Most people think speedrunning this game is just about going fast. It isn't. It's about learning every animation cancel, recognizing frame-perfect input windows, and memorizing dozens of alternate routes through the same corridors. The difference between a 4-hour run and a sub-3-hour run is usually something you'd never notice playing normally — like whether you press a button one frame earlier during a Leviathan Axe grab animation. I spent roughly six months on my first Any% toolless sub-3-hour run. The final push from 2:58:xx down to 2:41:xx took another four months and involved relearning nearly half the game because I'd been running certain sections inefficiently without realizing it.
God Of War Ragnarok Gameplay Speedrun Ps5
The current Any% speedrun leaderboard has the world record sitting around the 2:38:xx mark. That's not a typo. The game takes most players about 35 to 40 hours on a normal first playthrough. The gap between casual and competitive is enormous, and it doesn't close through memorization alone. You need to understand the underlying structure of every encounter. On PS5, the performance mode runs at 60fps with variable resolution targeting 4K. The race mode drops to a locked 30fps at a higher resolution. Speedrunners use performance mode almost exclusively because frame accuracy matters when you're canceling animations on specific frames. The loading times on PS5 are genuinely fast, but they still add up. The game uses quick travel between major checkpoints, and the data streaming is efficient enough that you rarely hit the kind of stutter issues that plagued the PC launch version. Here's what nobody tells you: the rune arcs on your Leviathan Axe can be canceled mid-swing if you jump or dodge at the exact right moment. This is how most time gets saved in combat encounters. A single Grapple exploit during the Muspelheim trial section can shave roughly 40 seconds off that encounter alone. On a casual playthrough, you'd never attempt this. You'd just fight the boss like the game intends.
Another counter-intuitive thing — and this took me weeks to figure out — is that skipping certain dialogue scenes by mashing through them actually slows your run down. The game loads the next area asset while you're clicking through dialogue. If you skip the dialogue quickly enough, you're essentially getting free loading time. But if you take too long, you're just waiting on the load to catch up. The sweet spot is about 0.8 seconds per dialogue skip. I learned this the hard way during a stream when I spent three minutes arguing with a viewer about whether fast dialogue was faster than button-mashing. It was faster. I just didn't know the exact threshold. There's also a lesser-known trick with the Shield of Tribes. If you throw it at certain environmental objects during specific encounters, it triggers a collision bug that snaps Kratos into a new position. It's inconsistent, so you can't rely on it for competition runs, but in practice runs it can save you 10 to 15 seconds per occurrence. I used this exactly twice in my personal best run, both times in the Svartalfheim section. The biggest bottleneck for most people trying this isn't skill. It's the fact that the game has no built-in save scumming for speedrunning. You have to use external recording software and the PS5's built-in broadcast feature to check segments without resetting. I use OBS with a second monitor displaying a split-screen of my run alongside the timer. The latency between pressing record and the actual frame capture is roughly 200 milliseconds on my setup. You need to account for this when reviewing your runs frame by frame.
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One edge case I ran into repeatedly: when you enter the Midgard water areas at a certain angle during the kraken encounter, the game's pathfinding gets confused and Kratos stops moving for approximately 1.5 seconds. I initially thought this was a desync or input issue. It wasn't. It's a known pathfinding quirk in that specific geometry. The workaround is to approach the area from the western doorway instead of the main path. This adds about 8 seconds to your traversal but saves you roughly 25 seconds when the fight triggers differently. Net gain of 17 seconds. I didn't discover this until run number 47. If you're serious about this, you need to break the game into segments. The Any% route has roughly 30 distinct segments, each taking between 30 seconds and 4 minutes. Practice each one independently until you can execute it consistently under 80% of your target time. Then chain them together. The failure rate compounds — if you make a mistake in segment 3 of 30, you've wasted however long segments 4 through 30 would have taken. This is why people hit plateaus. They can run the first half well but fall apart in the second half because they're tired and their muscle memory degrades under fatigue. The game's difficulty settings don't affect the speedrun route in any meaningful way beyond enemy health pools. I ran my personal best on Easy difficulty and then verified it on Normal. The only difference was that on Normal, I died once during the Fenrir encounter due to a mistimed dodge roll. The route itself was identical. I don't recommend running on Light or Easy unless you're trying to break a wall — the mental adjustment of fighting harder enemies is real and it messes with your rhythm.
For people just starting out, don't try to optimize everything at once. Pick one segment — probably the opening area through the first major boss — and run it until you can do it in under 2 minutes 30 seconds consistently. Then add the next segment. The total time doesn't decrease linearly as you add segments. It decreases exponentially. The first hour of practice gives you the most time back. Each additional hour gives you less and less. This is normal. It's how motor learning works. You can find the current leaderboards on speedrun.com. The community is reasonably active on Discord, though the general chat moves fast and useful tips get buried within minutes. The most valuable resource is the segment-by-segment practice videos uploaded by top runners. Watch them with the timer visible. Pause at each decision point and note whether your input differs from theirs. Usually it does, and usually the difference is one frame. There's no official download or tool you need. This is a toolless, glitchless Any% category on the leaderboard. Some runners use frame advance tools during practice, but competitive runs disqualify themselves if those are detected in the input logs. The PS5 doesn't log individual controller inputs at a granular enough level for this to be a real concern in most cases, but it's worth knowing if you ever end up submitting a run for verification.
The biggest practical limitation of speedrunning Ragnarök on PS5 compared to PC is the lack of frame-accurate replay. On PC, you can load a save from exactly 200 frames ago. On PS5, your only option is to record and scrub through footage manually. This makes debugging a single bad input significantly more tedious. If you're serious about shaving seconds off your times, you'll eventually want to transfer to PC or use a console emulator for practice. But that's outside the spirit of the category most people are trying to run. My advice is to just start. Run the game once normally and time it. You'll probably finish in about 3 hours and 45 minutes. That's your baseline. Then pick one segment and try to beat it. Keep doing that until the whole game feels like one continuous muscle memory sequence. It takes time, but the structure of the game rewards repetition more than most people expect.
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