Alongside its PS5 launch Godfall is also coming to PC, and that’s where I’ve spent around eight hours with it so far (while I await the delivery of my PS5). Facebook. Inventory management and equipment upgrading is fairly simple, and I appreciate how much opportunity you have to keep your favorite pieces of gear relevant longer if you can spare the right resources, but there are a lot of rough edges when picking your loadout: The descriptions of items take a moment to slide onto their card when you hover over them, which slows down the process greatly when weighing your options or just looking for that one hammer you had with fire damage; you can’t salvage an item from the screen you equip on, and you can’t equip from the screen you salvage on; and perhaps most frustrating of all, you can’t salvage an item if it’s equipped on a different Valorplate, but there’s no indication for which of the dozen suits it’s attached to and no easy way to find out apart from slowly checking every single one. Fun and lovely for a time, but repetition wears it thin before long. These aren’t huge issues, but they add friction to the always laborious practice of inventory management. Some of it is familiar, like using heavy attacks to build up an enemy’s “breach” gauge, exposing them to finishing moves and more damage when full. Ad https://goo.gl/5BdJ4U - Comments (38) + Comments (38) Top Newest … Your quest to stop him is a threadbare setup to go fight some dudes that's mostly told through info dumps at your base, doing nothing to pull me from one mission to the next but also not so bad as to be distracting. Gaming. But Godfall gives you plenty of tools to flex your playstyle preference, most noticeably in your choice of Valorplate – basically a suit of armor that slightly alters your capabilities and looks incredibly cool. The different effects these can have are compellingly diverse, tweaking Polarity charging, weapon abilities, ailment effects, and more, and really letting you decide what direction interests you most. Every Valorplate is designed to amplify one of Godfall’s other mechanics: one increases breach damage while another increases Soulshatter buildup, and there’s one for each status ailment, including Ignite, Chill, Shock, and Poison. But while that emphasizes leading with heavies (especially against guarding enemies), the novel Soulshatter mechanic encourages the opposite: on top of their regular damage, light attacks will essentially bank part of an enemy’s health bar, and when you follow up with a heavy hit it triggers that effect to deal all of the damage you banked in a single burst. Godfall - Review After eight hours of PC play, so far Godfall is lovely and entertaining but wearing thin. Godfall’s opening cinematic (which you can watch above) does the bare minimum to loosely establish its beautifully designed world and a warring feud between you – a fallen king named Orin – and the big bad Macros, your brother who is trying to become a god even if it means destroying the world as a result. It doesn’t help that the mission objectives are all incredibly similar too, with nearly every one of them being summed up as “mindlessly follow this waypoint and kill this specific mini-boss.” You’ll occasionally see simple “fight off waves of enemies” or “break these objects” tasks thrown into the mix, but for the most part you are dropped somewhere on the map, pointed where to go, and then fight a slightly bigger baddie when you get there. They may be extremely visually distinct, but all three realms are functionally identical: basically just a series of plain, mostly circular arenas connected by short paths, with the occasional collectible or easily crossed terrain obstacle (mostly gaps that you clear just by holding Circle) scattered throughout. One of my favorites for a time was Bulwark, a Valorplate that increases Bleed chance, since I could pair it with powerful weapons that also caused Bleed and dealt extra damage to enemies affected by it. Godfall feels like a game that will probably occupy that space for the PlayStation 5 (to which it is a timed console exclusive), putting it in the company of games like Ryse: Son of Rome on the Xbox One, Red Steel on the Wii, or even (dare I say) Knack on the PlayStation 4. But while that emphasizes leading with heavies (especially against guarding enemies), the novel Soulshatter mechanic encourages the opposite: on top of their regular damage, light attacks will essentially bank part of an enemy’s health bar, and when you follow up with a heavy hit it triggers that effect to deal all of the damage you banked in a single burst. Dealing damage with one weapon will charge the polarity of the other, and switching to a fully charged weapon will empower its attacks for a while – but if you switch too early, the charge starts over. Whether you’re using Phoenix for fire damage or Typhon for water, it doesn’t functionally change much in the heat of combat. While it is certainly clunky at times – for example, there’s no way to quickly swap between locked-on targets, and why in the world is light attack on R1 and heavy attack on R2 with no way to rebind them? A mission will give you a specific goal or target to head toward, but you’re also free to wander around and find other stuff like chests and crafting materials as you do it – or even stick around after the mission to complete extra encounters for even more loot. Inventory management and equipment upgrading is fairly simple, and I appreciate how much opportunity you have to keep your favorite pieces of gear relevant longer if you can spare the right resources, but there are a lot of rough edges when picking your loadout: The descriptions of items take a moment to slide onto their card when you hover over them, which slows down the process greatly when weighing your options or just looking for that one hammer you had with fire damage; you can’t salvage an item from the screen you equip on, and you can’t equip from the screen you salvage on; and perhaps most frustrating of all, you can’t salvage an item if it’s equipped on a different Valorplate, but there’s no indication for which of the dozen suits it’s equipped on and no easy way to find out apart from slowly checking every single one. It’s got some fun and satisfying combat, a few genuinely novel mechanics, and graphics that range from absolutely gorgeous to a little over the top – but unless its thin story morphs into more than an excuse to go stab stuff, the grindable action-looter structure doesn't seem like it has enough variety to sustain its otherwise expansive customization. However, I do wish Godfall’s menus and upgrading systems were just a little less cumbersome to use. The other side of this coin is that Godfall’s missions all have similar objectives that will send you running through the same areas of these maps over and over again – so while it’s fun to stumble upon secret resources and cool sights initially, they inevitably lose their luster upon repeat visits, especially when nearly every mission so far can be summed up as “follow this waypoint, then kill this thing.”.

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