A companion who can travel anywhere

In God of War (2018), Mimir begins as a prisoner rather than a traveling sidekick. Kratos and Atreus find him bound to a tree, and he asks Kratos to cut off his head so they can take him along. The witch Freya uses magic to bring the severed head back to life. From then on, Mimir hangs from Kratos’s belt and can speak during the journey.

That unusual arrangement solves a practical storytelling problem. The game follows Kratos and Atreus through dangerous places, often while the player is moving, fighting, or steering a boat. A companion who had to walk beside them might fall behind, get in the way, or need separate scenes to deliver information. Mimir can remain present without changing the pair’s pace.

Lore that travels with the action

Mimir’s role is more than explaining Norse mythology. As a character who knows the realms and their histories, he can make discoveries legible as the heroes encounter them. His comments turn a stretch of boat travel or a puzzling landmark into an opportunity for context, while his dry humor gives Kratos and Atreus another voice to react to.

The belt placement also makes the arrangement visible: Mimir is literally carried along, not treated as an invisible narrator. His constant presence links the game’s moving conversations to its central relationship between father and son. The result is a lore guide who can keep talking through the journey without becoming a third adventurer who needs to keep up.