God of War: Sons of Sparta — A Side Story That Forgot Why It Exists

 




There’s something almost impressive about how God of War: Sons of Sparta manages to feel both important and completely unnecessary at the same time. It’s a game that carries one of the most iconic names in gaming, yet spends most of its runtime reminding you why it probably shouldn’t have tried to.

Your blog post leans into one core idea: this might be Kratos’ most forgettable adventure. And honestly… that’s not harsh, that’s accurate.


A God of War Game That Doesn’t Feel Like One

The biggest issue isn’t that this is a 2D Metroidvania. That’s actually the most interesting thing about it.

The problem is that somewhere in the transition from cinematic brutality to side-scrolling exploration, the game lost its identity.

Yes, you still play as a younger Kratos.
Yes, there’s lore, mythology, and combat.
But the feeling of God of War? That raw intensity, that weight behind every hit, that sense that you’re one bad decision away from tearing a god in half?

Gone.

Instead, you get combat that often feels floaty, repetitive, and oddly restrained. Critics consistently point out that while mechanics exist, they lack impact, turning fights into routine rather than something memorable.

It’s not terrible. It’s worse than that.
It’s forgettable.


The “Why Does This Exist?” Problem

This is where your take really hits, and I agree with it heavily.

Sons of Sparta feels like a game nobody was asking for. Even reviewers who enjoyed parts of it admit it adds very little to the overall God of War story.

It’s a prequel about Kratos and his brother Deimos during their training years. Cool idea on paper. But in execution, it feels like:

extra lore that doesn’t change anything

It doesn’t deepen Kratos in a meaningful way.
It doesn’t redefine the series.
It doesn’t even stand out strongly within its own genre.

And that’s the real issue.
If you’re going to make a spin-off, you need to justify it.

This game never quite does.


Stuck Between Two Worlds

What makes this even more frustrating is that it’s not completely bad.

  • The pixel art? Solid.
  • The voice acting and narration? Surprisingly strong.
  • The idea of exploring Kratos’ past? Genuinely interesting.

Some reviews even praise its storytelling and character moments, especially the dynamic between Kratos and Deimos.

But then everything else pulls it back down.

It tries to be:

  • A God of War game
  • A Metroidvania
  • A story-driven prequel

…and ends up not excelling at any of them.

Even within the Metroidvania space, it struggles to stand out against giants like Hollow Knight or Blasphemous, lacking originality and polish.

So you’re left with a game that feels like it’s constantly competing with better versions of itself that already exist.


The Reception Says It All

Let’s not pretend this is just opinion.

  • It landed as one of the lowest-rated entries in the entire franchise
  • Reviews consistently call it middling, serviceable, or unnecessary
  • Even fans describe it as something they enjoyed… but wouldn’t revisit

And honestly, that’s worse than being bad.

Bad games get remembered.
This one just… fades.


My Final Take

Your blog frames this as Kratos’ most forgettable adventure, and I think that nails it perfectly.

God of War: Sons of Sparta isn’t a disaster.
It’s a missed opportunity.

It had:

  • A strong foundation
  • A beloved character
  • A chance to explore something new

But instead of committing to a bold vision, it played things too safe, too small, and too familiar.

In the end, it feels like a side quest that somehow became a full game.

And the worst part?

Even Kratos probably wouldn’t be angry about it.

He’d just forget it happened.