We have no context of whether that’s because of improvements or some personal connection with it.Īs mentioned, there is the important ‘Ultimate Edition’ wording at the end of the title. Checking this creaky looter’s Metacritic, we liked it more than most. There is repetition here, with the hordes of enemies starting to feel somewhat familiar, but in short bursts Godfall is a satisfying play. We played in several hour-long chunks and reached the end in roughly twelve hours, and we feel it’s the best way to play. The loot may not offer the dripfeed of reward that you would expect, but the elegant, balletic combat is enough to pull you through. It’s not to say that Godfall is unenjoyable. It’s almost always a question of DPS, and we were hoping for far more than that. The inventory builds up with green, blue and purple items, yet there’s no joy in seeing them. They have the same impact, and side-benefits like poison and life-leech are never transformative enough. But, perhaps because the orientation is almost completely towards melee, bladed weapons, they never feel different. You can even get lost in a sea of upgrades and crafting, which is suitably deep. The loot is plentiful, and there are plenty of sockets for them, from swords to armour to accessories and banners. It’s a parade of terms, and we soon became numbed to it.īut a looter lives and breathes on its loot, and we began to see why Godfall fell critically short. Godfall has the early Halo and Destiny disease of introducing new concepts with Important Capital Letters and fanciful names, but spending so little time and context on them that you’re unaware if they’re important to the plot or not. There’s a fine moment when you’re taken through a kind of holographic representation of all the generals that you’ll need to kill on the trail of revenge, but otherwise the narrative is cobblers. So, it’s a mash of revenge and good old deicide. We struggled to see what he’d do with his godhood when he had it. But you’ve been deposed by your brother, Macros, who is intent on simultaneously ending the world of Aperion and ascending to godhood. You play Orin, a Valorian Knight who was once a big deal. It was never going to trouble the BAFTA narrative categories. We kind of expected it from a critical misfire that’s aiming to be an action-looter in the Diablo mold. But hey: they do look fabulous as they do it. When we’re meant to feel the fury of a fallen champion, and want to be soaked in the blood of our brother, it comes across as empty posturing. If there’s a criticism, though, it’s that – being suits of armour – the cast feel like Transformers, without any kind of expression or humanity to them. The characters, too, are fantastic action figures that show off the strengths of Counterplay’s art team.
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