Getting Started With God Of War Ragnarok Gameplay Test Part 1

I spent about six hours running through the early demo build for the Ragnarok gameplay test before getting a clean run. The thing about these preview builds is they tend to be unstable, so don't expect everything to work right away. What I found was that the combat system feels familiar if you played the 2018 game, but there are some meaningful changes that catch you off guard if you aren't paying attention. Let me walk through what I learned and how to actually get something playable. First, make sure your PC meets the minimum specs. The demo runs on Unreal Engine 5 now, and that means it gobbles RAM like nobody's business. I tested this on a machine with an RTX 3070 and 16GB of RAM, and I had to lower the texture quality to medium just to keep the frame rate above 30. If you're running anything older than that, expect some serious stuttering in the overworld sections. The game auto-saves every twenty minutes or so, and it also creates a manual save point when you complete a major beat. Don't skip that — the auto-save can sometimes fail during combat encounters and you'll lose progress if you aren't careful. The controls default to the standard layout from the first game, but they rewrote a few mappings for the new abilities. The Leviathan Axe still works the same way, but the Blades of Chaos got a completely different input scheme. You'll want to go into settings and check the control mapping within the first five minutes. I missed this on my first run and spent nearly twenty minutes getting frustrated thinking the game was broken before realizing I hadn't remapped the new ability slots.

Combat Mechanics You Need to Know

The combat in Ragnarok is faster than the 2018 game. Enemy aggression is dialed up noticeably, especially in the early areas. I ran into three different enemy types in the first hour and each one required a completely different approach. The Draugr soldiers on easy mode will basically punish you if you just spam light attacks, because their parry window is tighter than in the previous game. You have to use the shield bash mechanic more consistently, and it opens up a stagger state that lets you finish them faster. One counter-intuitive thing I noticed: the new Spartan Rage ability is actually weaker in single-target situations than people are saying. I spent a good chunk of time trying to DPS-check a boss in the test and realized the rage mode spreads your damage across all enemies instead of concentrating it. If you're facing a single tough opponent, save the rage for when multiple enemies spawn in. This seemed backwards to me at first because the UI makes rage feel like it should be an all-purpose button, but the math just doesn't work that way for solo encounters. The Rune system got revamped too. Instead of having four rune slots that you swap out manually, you now have a quick-select wheel that uses the right stick. It takes about ten minutes to get muscle memory for it, but once it clicks, you'll be swapping runtes mid-combo without even thinking about it. I personally found myself accidentally selecting the wrong rune during a heavy enemy combo and dying because I wasn't used to the new timing. The fix was to practice in the training area first — the game includes one, but a lot of people skip it and jump straight into the campaign.

Common Problems and Workarounds

Here's a specific issue I hit that took me a while to solve. During the second quest in the Vanaheim section, the game would crash about sixty percent of the time if I tried to fast-travel after completing a side objective. I thought it was my system, so I spent hours troubleshooting drivers and updating everything. Turns out it was a known issue with that particular test build. The workaround I found was to quit to the main menu before attempting the fast travel, then reload the save. It adds about two minutes to your playtime, but it's the only way to avoid losing an hour of progress to a crash. Another problem: the audio mixing in the demo is pretty rough. Enemy audio cues can get buried under the soundtrack during intense moments, which makes parrying harder because you can't hear the windup sound. I solved this by manually lowering the music volume to about thirty percent in the audio settings. It's not ideal, but it made the combat significantly more fair. I've heard from other players that this might get fixed in a later build, but don't count on it if you're playing the current version.

Get the Full Details

GOD OF WAR : Ragnarok Gameplay Walkthrough - Part 1 - YouTube
GOD OF WAR : Ragnarok Gameplay Walkthrough - Part 1 - YouTube

About the Demo Limitations

Before you go into this expecting a full experience, let me be clear about what the test covers. The gameplay test only includes roughly three hours of content from the early part of the game. You'll encounter two main story beats, maybe four side quests, and a handful of enemies. That's it. There's no endgame content, no New Game Plus, no crafting beyond the most basic upgrades. If you're looking for a complete picture of what the full game will offer, you won't get it from this test. The demo also locks you to one difficulty setting unless you go into the options menu and change it. I recommend starting on Easy just to get a feel for the controls, then bumping it up to Normal if you think you can handle it. The jump from Easy to Normal is steeper than in the 2018 game, so don't be surprised if you die a lot on your first attempts at the higher difficulty.

Where to Get It

The gameplay test is available through the official God of War website and the Steam store page. You need to link your PlayStation Network account to download it on PC, which is the same process as the first game's PC port. The file size is about forty-five gigabytes, so make sure you have enough space. The download takes roughly twenty to thirty minutes on a decent internet connection. One thing I want to mention that most guides don't cover: the demo has a separate online component that connects to a test server. Your progress doesn't carry over to the full game, and anything you unlock in the demo stays in the demo. I didn't realize this at first and was confused about why my upgrade choices weren't showing up in the main campaign. Just be aware that the test is essentially a sandbox for developers to collect feedback, so treat it like one rather than a preview of the final product. If you run into any other issues while playing, the official Discord server has a dedicated troubleshooting channel where the developers occasionally respond. It's not a guarantee that they'll help you, but I found that reporting specific bugs there can actually lead to fixes in later builds. I reported the Vanaheim crash and got a confirmation that it was logged, and I saw the workaround pop up in the patch notes about a week later.