![]() ![]() There’s a noticeable lack of utility or support builds, with every skill, Valorplate (the suit of armor you wear), and gear-piece servicing your ability to strike, dodge or parry. However, it’s hard to grasp systems this simple in an RPG, even one more focused on action elements. There’s not much to get excited about here, but if you’re someone who enjoys simplicity, it might not bother you much. Vitality increases your health, Might increases your damage and Spirit increases the effectiveness of healing items. It never feels like the player is making a conscious decision regarding what their build looks like and how it affects their gameplay.Īdditionally, the game only has three primary stats: Vitality, Might and Spirit. ![]() Similar to most looter-style games, the loot you equip is determined by a number assigned to it. Godfall possesses a standard approach to progression and loot, which is a big part of the reason why it’s classified as a “looter slasher.” With every chest you open up or boss you beat, you’ll receive tons of gear in the form of weapons, rings, charms, banners or necklaces. It creates a unique effect, making the player feel like they’re exploring something alien and unfamiliar. My favorite area is the Water realm it has a ridiculous level of variety in the types of plants present, with some being round-shaped, others looking like coral, a few even glow and each one of them is a different color. Green and red moss grows up against castle walls, certain buildings show unique signs of decay, and the presence of a shattered pillar or wooden carriage wheel adds realism to a scene. This is mostly thanks to a decently high level of detail, as you can see rocks, flower petals and tree leaves often thrown around custom-made floors. Despite this, the game undeniably looks nice. The lack of variety between each mission within an area caused Godfall to get a bit stale. If you spend enough time in one world, you pretty much know exactly what to expect from the rest of it, as it’s mostly populated by the same style of foliage and architecture. Additionally, I don't like how areas aimlessly float next to giant low-polygon rocks and randomly placed castle sections. This aesthetic might appeal to some, but it often feels like each world lacks unique setpieces. Godfall boasts a vibrant art direction where every tree is brightly colored, tons of exotic foliage fill scenes, and each castle is made of a material that is overwhelmingly shiny. This will be a pretty frustrating barrier for some players, as they’ve spent their time with Godfall not needing to think about what to do to succeed, and now, the game is expecting them to play at their best and utilize everything in their arsenal. Beforehand, you could just spam attacks and still easily make progress. The first time you encounter a Lieutenant is the only moment throughout the entire Earth realm (the first world) where you have to learn how to play the game to proceed. However, this creates an awkward synergy. This is when Godfall is actually fun to play, as its complicated combat system needs to be skillfully utilized to progress. If a dot appears on a boss at any time, point your cursor at it and quickly strike, causing them to stagger temporarily. If the boss glows red, dodge away as fast as possible. If the boss glows blue or tosses a projectile at you, get ready to parry and strike. Additionally, you have to react in specific ways against every move. If you make one wrong move, nearly half of your health could disappear, and you’re only given three healing items. There are a lot of ways to approach each fight and its combat system is surprisingly intricate. Now all those strategic button presses make sense as does the constant equipment upgrades. While the majority of the game is far too forgiving, you can seem a glimmer of what Godfall could be. This is what the entirety of the game should play like. If you die during a phase, the boss regains all health lost and you have to try again. These enemies are classified as “lieutenants,” and each of them comes with a number of phases. Thankfully, death carries some weight during a boss fight. I’ve spent 15 hours with Godfall and a large majority of it involved mindlessly pressing the attack buttons in random sequences to proceed through an area. For a game so focused on these systems to undeliver in how it has the player approach combat is a pretty severe oversight. Looting is its secondary mechanic, but in the end, that’s also in the service of enhancing your combat abilities. Furthermore, Godfall’s gameplay loop relies heavily on this combat system. ![]()
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