Stories & Narrative in God of War Ragnarök
Sources and Significance Bog 1
This post looks at an emotional scene from God of War Ragnarök and how its storytelling engages the player.
In God of War Ragnarök, there is a scene where Atreus’ wolf Fenrir dies… , that scene literally hits different. I picked this scene because it’s not about fighting or boss battles it’s just pure emotion. You can actually feel what Atreus is going through, and the game doesn’t rush it. It’s slow, painful, and honestly one of the realest moments in the whole game.
If we look at this scene using Todorov’s (1971) narrative structure, it follows a clear progression. The equilibrium is Atreus caring for Fenrir in a calm, intimate setting. The disruption occurs when Fenrir suddenly collapses. The recognition is visible as Atreus realises he cannot save him. The resolution comes when Atreus accepts this and comforts Fenrir in his final moments. This leads to a new equilibrium, where the emotional loss becomes part of Atreus’ character development.
The scene also makes strong use of binary oppositions as described by Lévi-Strauss (1963). Binary oppositions are opposing concepts that help structure meaning within narratives. In this scene, life vs death and innocence vs reality are particularly clear. Atreus represents emotional openness and hope, while the inevitability of death introduces harsh reality. Another important opposition is control vs helplessness. Although Atreus wants to change fate, he is confronted with the limits of his power.
What makes the scene even more powerful is how the game makes you stay in the moment. No clicks , no fighting just you, Atreus, and Fenrir. The breat slows, the music drops, and you genuinely feel like you’re right there. It doesn’t feel like a cutscene it feels personal.
This scene reminds you that Ragnarök isn’t just gods and battles. It’s about loss, growth, and those moments that stay with you long after the story moves on. That’s what makes it unforgettable.
The Short Read
In God of War Ragnarök, the scene where Atreus’ wolf Fenrir dies is one of the most emotionally powerful moments in the game. I chose this scene because it avoids action and focuses completely on emotion. The moment is slow and quiet, allowing the player to truly feel Atreus’ pain and understand his emotional state. This makes the scene feel real and deeply personal.
References
Bordwell, D. and Thompson, K. (1993) Film Art: An Introduction. London: McGraw-Hill. Todorov, T. (1971) ‘The two principles of narrative’, Diacritics, 1(1), pp. 37–44. Lévi-Strauss, C. (1963) Structural Anthropology. New York: Basic Books. Juul, J. (2001) ‘Games telling stories? A brief note on games and narratives’, Game Studies, 1(1). Available at: http://www.gamestudies.org/0101/juul-gts/ (Accessed: Day Month Year). Aarseth, E. (2004) ‘Genre trouble: Narrativism and the art of simulation’, in Wardrip-Fruin, N. and Harrigan, P. (eds.) First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press, pp. 45–55.













