God of War Ragnarok: Valhalla managed to bridge the gap between two gaming experiences. It introduced a fresh twist to the God of War series by incorporating roguelike elements, adding a layer of replayability to the narrative-driven single-player game. In doing so, it subtly highlighted that the discussion surrounding single-player and multiplayer games often misses the broader point.

As players delved into Valhalla, they initially expected an enjoyable reinterpretation of Ragnarok's stellar combat with some light narrative elements. However, what they found was a narrative that served as a gratifying epilogue not only to the Norse duology but to the entire God of War franchise. For those who were disappointed that the latest God of War games didn't delve into the events of the original trilogy, Valhalla became a must-play.

The story of Valhalla unfolds after the events of God of War Ragnarok, where Freya approaches Kratos with a significant request. She implores him to become the new God of War for the Nordic realms, aiming to reshape them following Odin's defeat. Kratos, haunted by the fear of reverting to his old ways and questioning whether he truly deserves such power after the suffering he caused, embarks on a journey through Valhalla. This DLC explores themes of self-love, forgiveness, and the idea that it's acceptable to acknowledge past wrongs while striving for a better future.

After the chaos and destruction Kratos wrought throughout numerous God of War games, Valhalla provides an opportunity for introspection. It revisits events, locations, characters, and situations from the old trilogy, cleverly weaving them into the gameplay experience. One particularly memorable sequence even references a puzzle from the first God of War, where Kratos makes a difficult choice. If the previous two God of War games were about Kratos' transformation for the sake of his son, Valhalla focuses on Kratos' personal growth.

This narrative resonates thematically with the roguelike setup of the free DLC. The repetitive nature of the gameplay, where Kratos faces similar challenges in each run, mirrors his internal struggle to break free from his past actions. Valhalla offers closure to the God of War franchise as a whole, and players found themselves captivated by how the various narrative elements pieced together. What initially appeared as a quaint bonus mode evolved into a must-play experience for any God of War enthusiast.

Before each run, players choose a Relic, Shield, and Spartan Rage ability, customizing their approach. They then enter Valhalla, progressing through different arenas and confronting various enemies drawn from both Ragnarok and the original trilogy. While God of War Ragnarok's combat has its quirks, it truly shines in Valhalla. New boss fights featuring unique attack patterns force players to adapt quickly with the available tools.

At the end of each room, players discover chests containing stat boosts, Glyphs for combat bonuses, and special Light and Heavy Runic attacks exclusive to that run. Throughout their journey, they earn Fleeting Echoes, a currency used to purchase run-specific enhancements and ability upgrades between arena stages. Additionally, they collect Mastery Seals, Spirit Seals, and Divine Triumphs that can be redeemed between runs for permanent stat upgrades. Valhalla's roguelike setup excels in encouraging experimentation between runs.

Valhalla goes a step further by marking specific Relic, Shield, and Spartan Rage abilities before each run, promising extra rewards if they are utilized during that run. This, combined with missions tied to weapon and ability usage that yield valuable resources, encourages players to diversify their approach. Even players who typically stick to a single, tried-and-true build found themselves stepping out of their comfort zone, mirroring Kratos' journey in the narrative.

While Valhalla excels in numerous aspects, it does have a noticeable drawback. With the exception of a couple of late-game arenas, players encounter almost every level within the first hour of play. Although the combat rooms and the randomized sanctuaries in-between add variety to each run, the repetitiveness of roguelite gameplay and reused assets from Ragnarok's campaign can wear thin over time. Nevertheless, the DLC's overall design, storytelling, and gameplay mechanics ensure that players keep coming back, even after experiencing the story's conclusion.

As I revisited Valhalla after completing the DLC's main story, I couldn't help but reflect on the controversy surrounding Christopher Judge's joke at The Game Awards. Here I was, engrossed in a DLC campaign that technically matched the length of Call of Duty: Modern Warfare III's campaign. Yet, Valhalla managed to keep me engaged for much longer. The experience illustrated that both engaging gameplay and a substantial, compelling story can coexist harmoniously. While Valhalla delivers a narrative with a definite conclusion, it invites players to return for more even after the credits roll.

Valhalla's true achievement is highlighting that there is room in the gaming world for different experiences and approaches. Rather than criticizing one another's work, as we observed with Judge's joke and the subsequent Twitter exchanges, we should follow Kratos' example and focus on personal growth. We should strive to become the best versions of ourselves and not become bogged down by trivial concerns like player retention or game length.