Godfall | PS5 version review

Godfall | PS5 version review
Do you remember Ryse, the action game with an impressive technical sector that was supposed to drive the launch of Xbox One in the now distant 2013? Here, Godfall reminded us of that project. Oh yes, because despite everything that an unclear marketing campaign has revealed in recent months, Godfall is not a Game As A Service, or rather, it does not propose itself, mainly, in this type of games. The latest effort of Counterplay Games, in fact, is first of all an action game that you can start, and finish, alone as long as you are constantly connected to the internet during your gaming sessions. We are not, therefore, facing a Warframe heir, but neither are we facing a cornerstone of the action genre.

Fratelli coltelli

Orin and Macros are two brothers linked by a similar affection to that of the Gallagher brothers in 2009 ... in fact, in the first moments that introduce us to the plot of Godfall, we find them busy giving it to each other with swords, maces, spears and any blunt weapon they can find in the throne room where they plays this cheerful diatribe between relatives. The reason for the debate? We do not know but we are sure it is connected to the fact that Macros, once thrown his brother into the deepest realms of the game world, decides to begin an ascension rite to transform him into a god, triggering, however, the destruction of the whole universe.

With this very simple incipit, the events narrated in Godfall open which will see Orin busy traveling three realms, becoming stronger and stronger and finding weapons of all kinds, in order to be able to confront himself again with his brother ... avoiding this time, to fly again from the third floor. During his personal odyssey, our hero will be joined by a series of more or less interesting supporting actors who, unfortunately, add nothing to a narrative sector that shows on several occasions a general lack in terms of stratification. A real shame, especially considering that the numerous written artifacts, found during the exploratory phases, have repeatedly shown us a game universe full of interesting mythological ideas and which, with the right care, could have guaranteed a much more intriguing and evocative lore. .

In the ten, abundant, hours required to complete the main campaign, it seemed to us that Godfall was a project carried out in a hurry and if the similarities with Ryse we can glimpse in the gameplay, and in the structure of game, the narrative brought to mind the first release of Anthem, where a potentially interesting lore could not express itself due to a hasty narrative, not very thorough and full of script holes. The problem, in this case, is that not being in front of a Game As A Service, we cannot tell you if the roadmap to support Godfall will lead him, at least in terms of narration, to significantly improve from what is shown in this first version. .

Seven Swords for Seven Brothers

Counterplay Games has always defined Godfall as a Looter Slasher, which makes us understand the action nature of the production. Referring to the question of the Loot to the next paragraph, we want to start by analyzing the combat system of the title which, like many other elements of the game, looks like a cauldron of quotations, and references, little amalgamated with each other. Let's be clear, fighting in Godfall is pleasant, and scenographic, and certainly succeeds in the intent to entertain for a long time. The real problems, however, all lie in the excesses, on the part of the developers, in inserting a plethora of unbalanced mechanics, which do not offer a real impact within the play structure.

The foundations of combat -system of godfall are the same as any self-respecting action title: basic attack, charge, parry and dodge. To which are added five different classes of weapons that go to offer the canonical different styles of combat: fast, heavy, on distance and so on. If the guys of Counterplay Games had stopped at these two elements, perhaps limiting themselves to adding, only, the classic final attack, surely we would be faced with a more balanced production. Instead, the developers have opted to insert a whole series of skills and attacks that prove to be indispensable on one or two occasions throughout the game, completely destabilizing the overall balance of the work.

To make you better understand what we mean, even if it proves satisfying to be able to throw your shield at enemies like a rudimentary Frisbee, it is also true that such a mechanic must have a series of situations to follow. which is really necessary to use it. And it is precisely in this, important, element that Gpdfall fails. All the mechanics that go beyond the basic combat-system, in fact, do not turn out to be balanced to the proposed situations, where the mechanics of the Breach (which is nothing more than the resistance available to our opponents) supplants all the stratification of the Combat-System .

To stun the enemies, in fact, it will be enough to reduce their stamina bar to zero with some well-placed charged attacks. The totality of the fights, therefore, will be resolved with the player intent on repeating the same move, indefinitely, to quickly annihilate the opponents. If we add to this, moreover, a highly deficient AI, and a lack of variety in terms of the opponents' offensives, then all the stratification embodied by the Godfall combat system collapses miserably, reducing itself to a fun and spectacular button-smasher.





In addition to the beating, is there more?

We could undoubtedly dwell much more on the analysis of each element of the Combat-System of Godfall but, once we understood the enormous deficit in terms of balance present in its structure, dwell on the numerous skills, or on how the different armors are limited in changing the final attack of the protagonist, it seemed really futile to us as, unfortunately, it all ends in quick brain-dead fights, which will be chained one after the other as we try to overcome the three realms that make up the main campaign.

The title, as we mentioned at the beginning, is not a real Game As A Service, but rather an action single player with cooperative elements. Orin, in fact, will have to overcome these three game worlds to get to the final battle with Macros. To accomplish this task, however, he will have to face a series of main, optional and exploration missions, in an attempt to collect resources, and loot, which make him strong enough to confront the various bosses of the area. If all this seems to you the classic plot to justify the creation of specific builds, suitable for facing the various challenges, know that we are again faced with gross errors in the general balance of the adventure.

First of all the concept of Looter Slasher is ostentatious in an excessive way, as Godfall will constantly cover the player with ever more powerful paraphernalia, going to lose all sorts of satisfaction in having found a more performing weapon. In addition to this important flaw we also find the total absence of a real need to create a specific build as almost all the bosses in the game will not require specific tactics or armaments to be killed.

If we add to all this, moreover, a summary level design, based on an infinite number of very similar corridors and satisfying pogos to explore, you will better understand how the whole experience is reduced to a redundant formula that plans to: start the mission, run through all enemies, take down the most powerful opponent, take the loot and start over. A real shame, because a greater care in balancing a few mechanics would have been enough and the whole experience would have benefited by highlighting the numerous positive aspects that save Godfall, however, from turning out to be a real disaster.

Sull 'endgame, finally, we cannot yet express ourselves worthily. At the end of the main story, in fact, we will unlock a fourth realm that will offer a series of missions based on the elimination of some mid-bosses before facing the main enemy. The basic formula of the game is modified by the introduction of some modifiers to insert bonuses, and malus, before the start of the various challenges. The motivation that may push the player, at the moment, to engage in these additional challenges, however, is resolved in the simple possibility of creating the 12 armors which, as we mentioned earlier, are limited to modifying the final attack available to Orin. Although, however, the current purpose of the endgame is ephemeral, we are faced with what could prove to be the strong point of the entire production, if skilfully developed over the months by Counterplay Games.

Godfall on PlayStation 5

We don't want to be bad but, speaking exclusively of the game's artistic sector, Godfall looks like a set of elements created with no artistic interconnection and peppered with a plethora of particle effects designed to charm the player with the " fairy lights ". With the exception of Weapons and Armor, all made in a truly inspired way, everything else seems a constant reference to some other famous production of the action genre. Settings, enemies, animations, menus, everything seems to be taken 1: 1 from some other title and, although we find nothing wrong in wanting to be inspired by successful works, each of these elements does not show itself cohesive with the others.

On the technical side, however, Godfall is a real pleasure for the eyes. Animations, polygonal models, details and backdrops are full of details. The absence of Ray Tracing is not felt thanks to a really well done dynamic lighting and to the famous particle effects that cover the screen with lights and colors with every kill we make. As expected, we find two selectable graphics modes: one dedicated to performance (which sacrifices some graphics components to keep the game at a granite 60fps) and one that will focus on resolution (approaching native 4K, improving details and lighting but lowering the frame rate to 30fps).



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