![]() At one point it looks as though the narrative might add some depth by musing on the potential for power to corrupt those who have no need for it, but this is dropped just as soon as it arrives in favor of a predictable sequel tease. The end goal is to kill your brother before he can become a god and bring about the apocalypse. The threadbare story provides little context either, offering just enough of a reason for all the bloodshed. ![]() Enemies simply mill about waiting to die-their entire purpose served by being vanquished at your hands-and the environments, for as good as they look, end up feeling like hollow set dressing. You have no interaction with the world around you, and there's no nuance to indicate a sense of history in each locale. ![]() Your objective rarely deviates from the basic task of killing everything in sight, aside from a select few outliers where you might have to destroy an object as well. Part of this tedium is due to routine level and quest design that does little more than shuffle you from one battle to the next. There are some new wrinkles to this endgame content, including ways to earn new loot, a reward system that grants temporary buffs, and the prospect of failing and having to start over, but the core conceit of repeating battles to unlock loot to repeat more battles is not an enticing one when that's all there is to it. To make matters worse, Godfall's endgame revolves around yet more fights against the same bosses you've already clashed steel with before. Then you simply ascend an elevator and repeat the whole process again in the next realm.Īs you can imagine, this rigid framework quickly devolves into tedium and wears out its welcome long before the final credits roll around nine hours in. Once you've slain each of these enemies and acquired the requisite amount of MacGuffins, you can open the door and fight that realm's boss. From here, you have to return to previously visited locations and defeat a number of mid-bosses-some of which are unique, but most of which are repeats of fights you've already had. Upon entering each biome, you're given a brief tour of the area before being tasked with finding some kind of door that's locked by a specific number of MacGuffins. ![]() The whole game takes place across three distinct realms: Earth, Water, and Air. The issues Godfall faces occur outside of combat, where its structure and gameplay loop are decidedly uninspired.īy clicking 'enter', you agree to GameSpot's There's nothing inherently wrong with this approach, especially since it mixes in a few of its own ideas as well. Diablo, Monster Hunter, and Warframe make up a portion of its overt inspirations, but it manages to avoid feeling completely derivative by pulling from so many different influences at once. The name holds up insofar as you loot and slash things, but there's nothing about Godfall that feels intrinsically new. Godfall's mixture of loot progression and third-person melee combat has been described by Counterplay Games as a new type of genre: the looter-slasher. Beyond the visual spectacle, however, lies a game that's immediately familiar and over-reliant on an amalgamation of loot-driven games from the past eight years or so. From the way sparks fly to the myriad particles that coat every inch of its action and the reflectiveness of its gaudy gold and marble halls, Godfall wants you to know that next gen is here. Even if you're playing on a moderately powerful PC, as I did, it's clear from the opening moments that developer Counterplay Games has endeavored to show off advancements in visual fidelity, no doubt in light of new hardware such as the PlayStation 5.
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