![]() There's far, far too much to parse through, which combined with an incredibly sluggish user interface, makes any pickups that don't improve your build a bit of a nuisance. So much so that stumbling upon a chest containing those very pieces of equipment feels more routine than extraordinary. It absolutely drowns you in weapons, build-changing items, currencies, and resources. Loot is what feeds into that, but the game very quickly nullifies any possible excitement attached to a powerful drop. It's the best thing about Godfall, that's for sure. Enemies can be dealt with in a number of ways, rewarding creativity and experimentation as your loadout is only held back by your own inventiveness. It all makes for a pretty deep and engaging combat system that adapts to one's needs. Then there's Archon Mode, which activates a time-limited state with increased damage and a unique feature depending on your chosen armour set. Enemy weak points are revealed as you play, swapping weapons during battle unleashes a Polarity Attack, and even your shield can be used as a damage dealer. ![]() Breaching a foe is actually the inverse of Soulshatter, whereby whittling away at their armour comes first before a speedy slash at the throat. ![]() It feels good to play in the moment, from quick slashes of the dual blades archetype through to slow but powerful swings of warhammers.īut that's not the only mechanic fuelling fights. ![]() Making light use of the PS5's adaptive triggers and haptic feedback, a certain weight comes with each strike - building upon one another until a combo's final attack delivers an intense amount of satisfaction. It takes a bit of getting used to - you have to wrap your head around defeating a combatant without actually doing so - but once mastered, it's how Godfall wants to be played. Essentially, light blows are designed to build up damage on an enemy, and when their health bar can be depleted in a single hit, the heavy attack is employed to do so. You've got the typical light and heavy attacks alongside abilities tied to each weapon type that just about get the job done, but it's the introduction of the Soulshatter mechanic that really changes the game. The main reason to skip those cutscenes and conversations is to get back to the combat. Your brother has a bunch of cronies working for him, so in typical video game fashion, you'll need to eliminate them before taking on the head honcho. The story progresses via dialogue in between missions back at home base but the set up really is quite simple. To be perfectly honest, the opening cutscene was enough to convince us that tuning out of any narrative beats would be for the better and it hardly feels like we missed out on much. He's part of an ongoing family feud with his brother. You play as Orin, a Valorian knight of the high fantasy universe named Aperion. The problem is quite literally everything else the game has to offer. It's the heated and intense action of Godfall that comes out on top with enjoyable engagements and a passable amount of weapon variety to match. Just one side of this equation provides any satisfaction, making it the only reason a purchase should ever be considered. But even when those assumptions of quality are removed from the conversation, Godfall is not a good game.īranded a looter-slasher - supposedly the first of its kind - it attempts to wed combat from a rebooted God of War title with the loot shower of Diablo. That's what a hot spot at The Game Awards does to you despite how unfair it may be on the developer. From Counterplay Games, a studio whose previous output includes just a single free-to-play PC experience named Duelyst, expectations it was probably never going to meet were set. Since earning the title of the first-ever game to be announced for PlayStation 5 last year, it feels like Godfall has been stuck between a rock and a hard place. Republished on Wednesday, 1st December, 2021: We're bringing this review back from the archives following the announcement of December 2021's PlayStation Plus lineup.
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