A floating robot face called The Sanctum tells me how I spin through the air, encased in a kind of neon light that I have to make for my character Orin, a valorplate (a kind of special armor) called “Archon of” rebirth “with it he becomes a phoenix and can attack a new kingdom of the four elements. At first, Orin is an almighty warrior in shining armor, but after an hour he plays himself into a woman, although his voice is still lower than Optimus Prime’s metal. After advancing another hour in the title, I returned to the original Orin and The Sanctum has now become my personal Cortana, guiding me through the lower levels with his voice identical to that of the Master Chief’s assistant. I’ve seen linear for years.
Godfall is a mess of three pairs of noses, there is nowhere to get it. Most of the time I had absolutely no understanding of the number of names, objects, types, races, and groups I was bombarded with in the first few hours of the game. I suppose they want me not to notice how monotonous the game is, and sometimes I’ve come to the conclusion that the trick worked on Counterplay games.
The piece has been tagged since it was heralded as a “looter slasher”, pretty stupid to coin a new term for it, wow. Better not go around the bush, right? Basically, Godfall is a mix of Monster Hunter and Diablo. Boom! You’ll have to run forward without stopping through more linear corridors as you split the heads of enemies with a giant sword (or ax) and collect the bullets and items they drop when you die. This loot will help you upgrade both Orin and his weapons to get closer to the main target and bring down the evil macros who are not only Orin’s older brother but also a mad god who is about to do the whole Destroy kingdom.
The Counterplay Games studio, based in Northern California, consists of 75 people who, thanks to the financial help of Gearbox, the creators of Borderlands, were able to create the “video game of their dreams” with Unreal Engine 4. Counterplay Games members come in equal parts from Blizzard and the developers of Destiny 1 and 2, and it is evident that they have tried to create a product that would take the latest out of the competition and try to combine it all into one . The levels try to look like Diablo III while the design gets a touch of Destiny 2. We also have a small floating AI that guides us through the levels. When it comes to armor, they use the “Arena of Valor” / “File of Storms” trend that Bungie has embraced in its game since its inception.
The fight is easier than the pacifier mechanism. Orin hits by pressing the R1, makes a heavy attack with the R2, dodges the enemy attacks with the X and raises the shield with the L1. All the fights feel intense, and the title has many moves aimed at achieving the feeling of contentment that comes from having an enemy executed with a disc at the right time and hit in the right place. In addition, during the 8 or 9 hours that the game lasts, you can get both weapons and skills perfectly under control.
The character’s rhythm in moving is pretty good as you can sprint of course but not jump (something normal in the genre but that’s still weird and restrictive), and for how tall Orin is, it moves pretty well, really fluid (at least in its “masculine form”). The problem is more that Godfall never feels like anything other than a luxurious graphic demonstration. The world Counterplay put so much effort into feels flat and tired, and the characters are more alike, practically impossible to empathize with. All enemies you encounter are stupid enough to say; I think Orin kills the same Macros Knight about 670,000 times with the same plasma rifle, and the final bosses are predictable and downright vulgar.
The design is an obvious mix between Arena of Valor and Destiny, and although the temple seen at the beginning of the adventure is great with its golden corridors that make the most of ray tracing, this is the perfect example of a Good design is of little use if both the world around you and the mythology on which these designs are based don’t feel alive, or at least arouse curiosity. Godfall isn’t doing a good job here, and Counterplay has miserably neglected to interest me in anything other than passing the game as quickly as possible so that I never see Orin again in my life.
The truth is, I rarely talk about the price of a launch when analyzing it because it seems a little out of place, and in fact, it’s something we rarely do in Gamereactor in general. With Godfall, however, I’m afraid we’ll have to address the issue as Gearbox is charging us $ 79.95 for the title, a joke with very bad taste. Which looks great, yes, but Demon’s Soul looks better. The Counterplay title has a huge number of lighting effects, 4K textures and reflections that will make you stop looking at them and then face the same stupid enemy that you have already destroyed 100 times. From this point of view, Godfall looks very similar to Ryse: Son of Rome for Xbox One: very pretty, but monotonous and without its own essence. A very simple startup game that no one will remember in a couple of months.
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