I too felt most of the conflict resolutions were unearned, coming in too quick, too easy, and too quiet. It was like the gameplay pacing trumped the narrative during an editing process and none of the plot beats are developed enough to do the concept justice. I think I brought this up in the thread before but after a rather major escalation in Kratos’ and Atreus’ relationship in the last third of Alheim, where Kratos literally abandons his son, that plot beat is resolved within 10 minutes with a simple two sentence back of forth that touched on only one of many glaring problems with the way Kratos acted in that situation. Atreus gets mad at his father for never being sad about his mother’s death and Kratos replies that he mourns in his own way. Then suddenly everything is back to normal.
I remember feeling a similar way after Hel, even though I can’t exactly remember how that ended, and I’m sure I felt the same way for a lot of the other micro-conflicts. And I felt Atreus’ arrogance after his newfound godhood came out of nowhere, as he didn’t exhibit any sort of character traits that I felt it could have grown out of. Instead it felt like a switch flipped just so they could do a particular story beat. (Final boss spoiler) Freya’s turn (end final boss spoiler) too. The plot elements are well worn in other media so you need what the story wanted to do, but I never felt it communicated any kind of plot or character development as well as it wanted to.
The characters really needed to communicate better. Maybe that’s why the boat stories ended up being the best storytelling in the game, because it’s a protracted gameplay and plot device that believably provides a softening of their relationship. It’s a natural situation, being stuck in the car with your dad having to ride the boat with your dad, but you can hear a gradual humanization of Kratos in Atreus’ voice after all the hours of his dad so completely bumbling his parables.