Credits rolled at 62 hours for me, on highest difficulty and... what an experience. It'll take me some time to sit and digest. They did an absolutely phenomenal job when it comes to character progression for Kratos, it felt so organic and natural due to his ever-developing relationship with his son. Ending felt so poignant yet so powerful. It wraps up the arc for Kratos so nicely, now a God of Peace, after fighting for vengeance all his life. Writing for other characters was also a lot stronger in this game, recurring characters were more fleshed out and there were plenty twist and turns which changed your perspective on them.
The game is absolutely massive and it is easy to get lost into it, but I'd highly recommend folks finish last 4-5 main quests in a row. It was just relentless and how it should be experienced imo.
My main gripe with this game is tied to combat, I have never been into hard games. Only From game I've ever beaten is Demons Souls, and I only did it because of eye-candy. But, 2018 changed my outlook on hard games a lot. I completed 3 full playthroughs on that, and 4th one was at mid-way point. Only reason I ever did a 2nd playthrough was because the combat felt so satisfying. I got better at the game more I played, it was rewarding. This all fell apart in this one and it was such a disappointment, the game wasn't rewarding you as you got better. I just don't know why but it just doesn't feel as responsive and smooth as 2018. Be it camera tracking which is worse than its predecessor, the wonky hitbox or just uneven input time. I actually went back to play 2018 to confirm if I was tripping and it felt a lot more consistent than this one. I was so excited, when they revealed the combat is going to be more fast-paced in this game. Verticality just added to it, but at the same time, they never told us that Kratos would move just as slow as in 2018 (in fact slower, as I don't have the attachment to increase his max sprinting speed), and worse he would deal same damage as last one. Meanwhile, enemies would be a lot more aggro and move in clusters. Only way to speed things up is with charging up weapons (meaning building up immolation/freeze etc.) but then you are severely limiting the build. I didn't go for a rage/healthstone build, nor realm shift shenanigans and it was a struggle. Certain mob sections were way harder than the bosses, mainly because camera setup isn't fit to deal with the mob with main protagonist being so slow. What makes it even worse is...
Parry indicators, which are broken. There are so many instances, when the game engine confuses itself and doesn't flash parry indicators for you to react. This is extremely common when you are fighting multiple enemies and as a result you take up a hit or 2 (which on GMGOW is death). Frustration doesn't even begin to cover it, I had my struggles in 2018 early on but it was a breeze once I understood the mechanics, meanwhile in Ragnarok, I am still prone to deaths in many encounters mainly because game is letting me down. When enemies are that aggro, as a player you have to rely on indicators with camera being so close. These random lapses of indicators are by far the biggest reason why combat is a step down from its predecessor.
I preferred the story, characters and overall presentation of this one. But, it falls short of a perfect 10/10 due to combat. I really hope they fix it by the time NG+ launches.