It’s hard not to be impressed by the whims of Godfall as you glide through the polished corridors that fly from one hall to the next with a glittering cave. Its opening is rude and flashy, in a way that somehow majestic and faintly repelled, like a dilapidated casino adorned by a man he thinks has a taste.
At first, it’s reminiscent of Destiny 2’s Leviathan raid. It’s their interior. Smooth and polished metal and all its shimmering gold. It’s an unquestionably gorgeous universe. Later, going out and weaving the crumbling ruins of the Earth’s territory, dancing overhead with fiery leaves, and exploring the aquamarine-soaked environment of the waters will make you feel breathtaking. More and more this world is.
The problem with Godfall is that beauty is almost everything. Dressed like a Diablo-style predator and wearing equipment and weapons on every occasion, there is little else to sink here beyond a satisfying aesthetic. The story-you, the story of two fighting brothers with Olin alone-is intriguing, but unable to deliver its plot or central figure in a compelling or meaningful way. Loot is plentiful, yes, but with so much equipment available virtually every turn, the desire to upgrade or retain your favorite items is cheaper and may even be denied.
And while the fighting is fleshy and heavy at first, anyway, when it doesn’t stutter premature stops or temporarily brick my PS5, it fails to innovate and evolve as it progresses. To do. Within hours instead of days, combat begins to feel a bit monotonous, regardless of the number of impressive looking swords, hammers and blades you keep cycling. There’s a faint smell of God of War, which isn’t a bad thing, but let’s face it. But God of War combat is just one element of that epic recipe. Without a solid world-building and immersive story, Godfall’s lofty purpose is sadly inadequate, a little over-repeated and one-dimensional.
On the plus side, attacking all the enemies you see will level up Olin pretty quickly-what’s that? -And most players-predators-slashers-novices of any genre should be able to understand the basics quite early on. I feel that defensive moves are just as important as offensive moves-parrying is very satisfying here and is necessary given the bulky defenses of some enemies-and I have a light attack gust. Thanks to the Soul Shatter mechanic for rewarding those who can pull it off, then a series of heavy stuff. Very rarely (usually when traveling between realms in the world’s most turbulent elevators), you will be asked to dispatch a horde of enemies in a particular way. This pulls you away from your comfort zone and undoubtedly forces you to experiment with different techniques and combos in a way that develops your weapons in an organic and exciting way.
But there is little to do here. Yes, there are collectibles, but they are as naive as the world itself, and rarely add meat to the bones of a few world-building. There are enemies of cookie cutters, ornate goblets, and an endless sea of terracotta pots to destroy, but breaking pottery is essentially Orin’s full-time job. Leveling up is definitely satisfying-in fact, no matter how trivial, any success is presented with a fun prosperity that I can absolutely get used to-but the skill tree is unobtrusive, hard to read, and almost offers. Not-it-at first glance-a great skill I thought I would try them out. Outside of combat, a bloody place that roams between two dull NPCs, moving from one side of the room to the next, triggering a very important prompt that’s almost as reliable as a chocolate teapot.
The Valor Plate, an essentially complete set of armor that changes not only Olin’s appearance and fighting, but also his speaking and interaction, actually seems a bit shallow and overwhelming. In particular, unlocking them is a long, slow and dirty process. Probably don’t affect gameplay as much as you expected. Your world is littered with resources with flashy, vaguely exotic names-Sunsteel; Infused Jasper; Essence of Incarnation; Coin of Valor-All of these have been gear-upgraded or previously inaccessible. It can be used to unlock areas, etc., but there are so many that it’s hard to keep track of what you need, not to mention the reason.
It’s a shame that the same can’t be said about the UI for games that are visually very sophisticated. You can equip equipment by entering the sub-page of each item in the equipment menu. What so far? -But it cannot be dismantled or recovered from it. It must be done from the arsenal. This requires you to go back and forth between the two submenus and equip new gear. You can look up the item in either menu, but whichever you choose, you’ll be automatically taken to the main device page. It will appear at the top of your inventory each time and you will have to scroll down again to the item class you were messing with. Sure it’s a small thing, but you’ll spend a lot of time on these menus. It’s not enough to immerse your game in loot and then create a loot menu system that fights intuition every turn.
Perhaps the worst crime is the lack of public matchmaking for games that will definitely improve by fighting one or two battles with you. This is a very strange abbreviation. Especially in endgames (which I think you can achieve once a weekend over time), you’ll be hooked beyond beautiful set pieces and barely able to stay engaged. This is the Godfall problem. After all, it’s all style, little in substance, and its exaggerated opening promises fade a bit with each recurring mission. While battles can deal with opaque stories if they are consistently smooth and fluid, and mediocre gameplay can be tempted if the stories are attractive, Godfall is currently in both worlds. It doesn’t matter how beautiful the world is, as long as it offers the worst and has everything to do that you will soon notice.