Godfall review: “great combat but its focus on grind might not sit well with everyone”

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Godfall review: “great combat but its focus on grind might not sit well with everyone”

An enjoyable hack and slash looter that plays well despite a sparse, repeating structure

There’s something very satisfying in a basic way about the Godfall combat. That’s not to say the game is basic, because there’s a ton of stat stuff and gear to play with under the hood. It’s more that core of the game, which is mainly smacking the absolute crap out of things with a nine-foot sword, just does it so well. The surface level combat, built from light and heavy attacks, parries and evasion, is polished to an artisan sheen, and makes every blow land with a shattering impact that just screams ‘EAT SHIT AND DIE WEIRDLY ORNATE SPACE KNIGHT’. 

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I wasn’t sure what to make of this at first. It’s all cosmic knights fighting for power in suits apparently designed by Gundam and Fabergé. It’s part high space fantasy, part Devil May Cry and all shiny. So very, very shiny. But it almost immediately won me over with a solid combat system that slams. It might not be innovative but it has an incredible force to it – every blow, every dodge and parry has a power that comes out of the screen. After some stumbling steps getting used to a few weird choices (like a gluey target lock and shield block) you soon settle into a rhythm of assessing and dismantling threats. 

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