The new Gearbox title, developed by Counterplay Games

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Counterplay Games defines Godfall as a "looter-slasher", and that's basically what we'll get. With a gameplay very close to the usual hack 'n' slash, our objective will be to level up and obtain new weapons and equipment with higher attributes. Once this is done, we will have to level up a little more and obtain more weapons and equipment with slightly higher attributes. And once this is done, then go up a little more level. And so on until level 50, which is the maximum level we can reach with our character, in the same way as in other games of the genre such as Destiny or Warframe.

But not only will we aim to level up, but, as in any action story worth its salt, there is an enemy to defeat. And not just any enemy: our brother Macros. Orin and Macros are two Valorian warriors who, after a series of disputes, ended up facing each other after murdering the gods. In that confrontation, Macros was the winner, leaving Orin for dead. Big mistake. For Orin is still alive, and he will not rest until he gets his revenge, saving the world along the way.

The background exercise in creating the world of Godfall is remarkable. Defeated gods, created races, ancient rites ... and it is a pity that all this is so much wasted. At the story level, Orin's motivations will quickly become less important to us, with mediocre dialogues, and a campaign that, beyond the missions, will consist of talking to the same two-TWO- NPCs, or non-playable characters, throughout the game, back and forth, back and forth between the two characters throughout each mission-mission interlude throughout the 12-15 hours of the campaign. If we accompany this with a particularly typical story, then we have a not entirely good narrative.

But... what difference does it make? Here we have come to fight and loot. And the combat is satisfying. Relatively.

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Godfall's combat is precisely the combat of a hack 'n' slash. We will have different weapons to use -sword, double swords, spear, mallet… -, being able to equip two of them at any time, which we can change in the middle of combat at will. With a high pace of play, we will be defeating enemies without stopping, almost always melee. In the same way, we will have a shield with which we can stop rival blows and, with the right timing, deflect enemy attacks so that a window is opened for the counterattack.

On that basis, which will become what we can do at level 1, combat will expand, and it is true that combat at level 50 is not anywhere near the same as combat at the first levels. Each time certain conditions are met - leveling up, defeating depending on which enemies... - we will earn skill points, which will allow us to buy... well, skills. These range from the simplest, such as increasing some statistics, to the possibility of getting new movements. Where before everything was melee hitting, in the middle of the game we will already be throwing the shield at the enemies, attacking the enemies from behind, knocking down others and killing them with one blow or using the special attacks of each of our weapons.

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The progression feels good, and we will notice that every skill point spent counts. With 25 skill branches, and 5 points per branch, we'll have plenty of variety to create the character build we want, all of which are fun to use.

But not everything is perfect, and the combat, being satisfactory, has problems, some, in my humble opinion, important, although they have been gradually reduced in the successive patches after the release of the game. The camera is especially close to the character, which does not allow us to have an adequate context of his surroundings. No longer that there is difficulty in knowing what we have behind, but sometimes there are problems in knowing what we have in front of us. To alleviate this, small arrows have been added to the interface that mark the direction of the enemies and their proximity, going from gray to red depending on the level of danger. It is not a bad solution if it were not because in the heat of combat they are often practically invisible if there are many sparks in the middle.

Because that's another problem: Godfall likes sparks. Godfall is very fond of sparks, to the point that almost every attack sparks in greater or lesser numbers. He is fine to want to teach graphic muscle - we will talk about graphics a little later - but he always has to be subordinate to the gameplay, or, at least, not hinder it. And it happens, not infrequently, that in combats where we face a multitude of enemies, the sparks do not let us see the enemy in front of us. And this, in my opinion, is a flagrant failure, because there will be times when we stop attacking thinking that we have defeated our opponent, and then discover, in a bad way, that it has not been like that, which anime series.

Continuing with the combat, it is also necessary to comment that there is no cancellation of animations. This is part of the vision of the developers, who say that if we make a move, we commit to it. In other games, if we start a move and regret it, pressing dodge, for example, we abandon that move and dodge. Not here, here if we attack, we will not be able to stop doing it, even if we see that the enemy is going to respond to our attack. Honestly, it is something that I do not like, but I would not put it as a critic because in the end it is a design decision and I understand that there will be those who agree more and those who agree less. The problem is the one mentioned above, it is risky to commit to a movement if we do not see what we have in front of us. And that is something to correct.

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Even having commented on the occasional flaw with the combat, if someone were to ask me about the biggest problem this Godfall has, it would be, without a doubt, the playable loop. Removing the combat, within a few hours we will have discovered everything that Godfall has to offer at the level of game structure.

During the campaign we will visit three scenarios, three kingdoms: Kingdom of Earth, Kingdom of Water and Kingdom of Air. These are 3 relatively open maps of medium size in which each mission we carry out will take place. Starting with the Kingdom of Earth, to unlock the next map you will have to defeat the boss of the area, a Macros lieutenant, to advance to the next map. How to get to the area manager? Obtaining stamps. How do you get stamps? Performing missions. And he's done. The same will happen on the second map - with the difference that we will also need stamps from the first - and the same will happen on the third. Already.

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If something cannot be denied to Godfall, and not in vain he has been taught a lot at fairs and conferences, it is his graphic muscle. With two modes, Quality and Performance, we have the possibility to play at 4K or 60 FPS. Both modes stand out graphically and, quite possibly, are the most remarkable thing we can see right now on console, with permission from Demon’s Souls. With very high resolution textures - Gearbox boasted that it was possible that a graphics with 16GB of VRAM could not with all the textures in depending on what points in the game - and a very successful lighting, we have a truly next gen game.

Unfortunately, again, this muscle is wasted in repetitive and clonic scenarios, where it will be normal to get lost due to lack of distinctive details within these. I'm pretty sure the developers knew about this, because the objective indicator will almost always lead the player by the hand in every hallway or corner. In fact, on a mission, this indicator got bugged, disappearing, and I lost 20 or 30 minutes on the clock - and I think I am falling short - without being able to find the objective, going around the same roads over and over again..

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Even with all its problems, Godfall is a good game, fun many times and that, if it were the base on which to build something bigger with free updates, it would be looked at with different eyes. But it is a complete game, and as such, it penalizes its lack of content, its repetitive scenarios and certain problems in a combat that, on the other hand, is fun.



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This game looks so gorgeous, but my goodness does it look like it would get boring quickly. I feel like this may be a free PS Plus title eventually. Maybe come March, but I wouldn’t pay any money for this. It is great to look at momentarily though.

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The truth partner as I said in the post is an incomplete game and the truth that when you have been playing for 2 hours you get bored of it, and by the way, Merry Christmas

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I knew this would be the case.
I'm excited to try the PS5 version of Maneater (the SharkPG). It's going to be free with PS Plus next month.

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