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the official godfall
review and right off the bat i want to
make one thing crystal clear this game
is not
anthem this game is not even like anthem
beyond the passing resemblance purely
visual by the way between plates and
javelins
and maybe the concept of loot but that
is also a common thread between any
other title in this entire genre
in reality the games are not similar
they merely look a bit alike kind of
sort of and anyone who has played them
both through to end game will
immediately know this
that being said godfall has problems not
anthem level problems not by any stretch
but it certainly has
problems and my first most critical and
most aggressively rehashed point for
this entire review right now
is that the game does not even come
close to deserving
its price tag i have no idea who decided
that this game should be sixty dollars
on the epic store
and seventy dollars on next-gen consoles
i have no idea why they decided to make
that call
but it is an absolute embarrassment of a
title
at that price totally and completely
undeserving of being purchased
with in my opinion little to no viable
option for overcoming that barrier with
what it offers today
what you see is what you get godfall is
a flashy combat oriented game and i
would be lying if i claim that i did not
have a decent
10 or so hours-ish of fun while playing
but with a campaign that will probably
last
i don't know six ish hours if you just
go quickly through an eight
maybe ten at most if you do all the
bonus objectives
and then an endgame loop predicated on
repetition i can't sit here and tell you
that it is even
close to worth it to buy the game for
such a high price tag right now today
even less so when you factor in currency
exchange ratios globally which can
drive the price up even higher in
certain other countries for this one
i've decided to break it down into pros
and
cons at least for this particular review
collecting my thoughts has taken a bit
longer than i would normally have liked
because
the truth is i was very much conflicted
on this one on the one hand the loot and
the combat in this game are
somewhat successful and that's important
but on the other almost
every single supporting structure is
either inadequate
broken or poorly designed to the point
where experiencing the loot becomes a
chore
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i'll start with the pros godfall has a
very high skill ceiling and the combat
loop is incredibly fun
in short bursts there are a number of
mechanics here that mesh together in
order to construct something that might
look
like a simple hack and slash because the
way i play it honestly that's probably
why it looks that way but
in reality can be experienced as
something much more first there is the
breach mechanic which is basically just
a guard bar
or a stamina bar that many games have if
you complete that breech bar you
open the enemy to a finisher or a stun
attack or whatever and in a lot of
fights this will be happening with
decent frequency then
there is the perry system and keep in
mind pretty much all of these individual
systems have stats associated with them
so if you want to power them up and
play off of that specific mechanic it is
somewhat possible to do in the end game
the perry system is again fairly
standard proper timing can deflect
ranged attacks or stagger enemies and i
found myself dodging more frequently
than anything else
instead of parrying and this is older
footage by the way in the background but
when i started to grasp the rhythm of
parrying combat began to flow much more
smoothly
then there are a number of moves and
attack mechanics from the skill tree not
all of them appear to be useful in
endgame but you can get northern and
southern weapon techniques
weapon timing attacks petrifying slams
life drains weak points
shield abilities and much more this is
more of a choose what you like situation
because the skill tree will take
probably 18-ish if i had to guess hours
to fill in
and like i said before not everything is
viable in endgame from what i've seen so
far really just
critical hit builds and weak point
builds have any real future at the
moment but
that's not a pro that's a really big con
so more on that later
after all that is the soul shatter
mechanic and the weapon polarity systems
soul shatter is just bonus damage stored
within the enemy
using light attacks to build it in a
heavy attack or a shield attack to
detonate
it's useful scalable and fairly
interesting with the explosions adding
to the power fantasy of visceral godlike
combat
and lastly the weapon polarity where you
just use one to slowly charge up the
other and then you switch for a damage
boost and
an explosion attack all in all the
combat does have
depth it doesn't seem like it does
necessarily at first and you can
certainly play it in a one-dimensional
way
i played in a very one-dimensional way
for like maybe
six full hours before really expanding
my arsenal and grasping the combat much
better but
when you begin to take advantage of the
different mechanics and grow towards
that skill ceiling
the combat is good and i would overall
state that the fundamental combat loop
lands squarely in the pro category
now on to loot and customization loot in
any loot based game
is essential obviously it's in the name
and i'm hesitant to call the loot in
this game a pro
per se mostly because a lot of the
attributes are worthless especially at
endgame
and i even had some where it would say
things like give a bonus of zero
for every 20 adjacent vitality so
basically the augment was totally
worthless and gave a bonus of zero no
matter what i did but
in general at least for the first 12 or
so hours give or take
attributes are very fun to stack and
there is a decent amount of
customization
the basic foundation of loot in this
game is not actually broken hence my
strong disassociation from anthem where
the loot was just so botched the game
was literally unplayable
in godfall you have scaling rarity from
gray to yellow upgradable and
enchantable with various resources which
are engaging and fun to farm
for the most part at least in the
beginning with options here and there
about what stats to enhance or choose
for the final masterwork on each item
and all of it meshes together with the
augment system to create something that
does
have a future i believe even if it's
just not there yet
there are two weapons for each build and
then some gear slots like amulets rings
lifestones and a banner these each have
a number of different stats but those
stats are restricted somewhat based on
the slot
not sure on the specifics here i'm sure
someone will eventually create a
spreadsheet online but
it does matter what you can roll where
because if it's too restrictive which
it doesn't feel like it is but maybe it
is i'm not sure the game will have far
less longevity
less than it does already which is a
really really bad thing
then there are the augments with a power
consumption mechanic similar to what you
might see in warframe and again there is
a comparison between this and warframe
i really don't find them to be all that
similar that's why i'm not really
focusing on that
and the bonuses here are certainly fun
to play with the augment bonuses that is
but
it's not anything that i would proclaim
as revolutionary for the industry not by
any stretch
all in all from what i played critical
hit rapidly became one of the two
clearly viable end game builds the other
being weak point damage as far as i can
tell
and i enjoyed combat the customization
and the loot farming for
upwards of 10 to 12 hours at least but
now we move on to the cons and brace
yourself for these
first up is length and repetition the
campaign is
fun ish but it's extremely short and
there's
very little mechanical diversity here
you'll be fighting repeated enemies
constantly and as is true with any loot
based game the end game loop is very
obviously where the entire experience
truly is supposed to start this is
facilitated by the level based loot so
up to level 50 which is the character's
maximum
you'll be replacing the gear that you
find with every couple of missions like
every time you go up a few levels it's
very important to replace your gear it's
like in wow
in world of warcraft when you're going
from level 20 to level 25
most of your gear is going to be
drastically different in power scaling
so
all the way through the campaign up to
max level 50 it's very clear that that's
just prepping
for the end game this is when the game
is at its most fun when you're actually
in the beginning
in the prep phase before you get to what
is supposed to be the most fun
when you are scaling quickly and
climbing through the levels it's great
but
when you hit end game it all falls apart
there is effectively two systems for
endgame which are the dream stones and
then the procedurally generated tower
climb with
floor stops or whatever it is now i say
procedurally generated but that's a lie
the false depth here is just so
incredibly obvious i can't do anything
other than criticize it universally like
it's just
bad it might have a future but as it
stands it is purely bad
it purely deserves to be criticized as
vitriolically as possible
you have time trials and survival trials
that's
it if there's more i haven't seen any of
it a single time
and it's just so lazy and repetitive
you will be sick of the tower after just
a few times going through
also the doors which you get to choose
from
big air quotes there yeah i can't make
sense of these because the only thing
they seem to really indicate is the
enemy type with the symbol on the front
of which there aren't even all that many
again repetition to the maximum
and then sometimes a purple or a red one
seems to have unlockable chests inside
which is
probably the most exciting part of all
the end game content period but
mostly the doors are not distinct enough
not meaningful enough
and yeah you get little bonuses after
some rooms and maybe that's what the
symbols mean
but i just didn't care enough to
memorize or learn them
or look up a spreadsheet or whatever
because it gets so boring
and so repetitive so quickly i just
couldn't do it anymore
but that's just the tower the other part
is the dreamstones
the problem is the dreamstones mostly
exist as a bridge between the tiny
little campaign
and the max level of 50. so most of them
can't even drop the best gear which
makes them obsolete for anything other
than resource farming
and the dreamstones are just random
segments of the campaign
you just played now that might be okay
if there was sufficient modification to
these but there
isn't it is so lazy and so rehashed i
kid you not
when you play the dream stones from the
first few missions in the game in the
original campaign
you have to do the tutorial stuff again
you have to unlock a spirit chest one by
one like in the beginning
and learn how to like climb or whatever
because they didn't even bother to
remove the tutorial
from end game dreamstone missions they
literally just copy
and pasted them and said here go now get
to 50 playing the exact
same content you played in the original
campaign
with no modifications even oh my god
seriously
you have to go through and do like the
little tutorial steps every time you
play that
worse yet even though some of the bosses
are pretty cool the first time
you're fighting them over and over and
over and over so they get extremely
boring
not only that but a few of them have
like really absurd moves
they stagger you and chain stun you and
maybe if you're much much more
technically skilled than i am you can
navigate the gauntlet of
flying orbs or the space beams of death
which is chain stun but
i got staggered and knocked down so
often in certain ones of these fights
i couldn't even stand them to make
things worse it feels like the currency
scaling is just
broken when you start out it's fun it is
it's bounced fine and starts out fun and
upgrades can be bought or spammed out
frequently to try and get a new piece of
gear with solid attributes but
it's obsolete after 15 more minutes but
as you get to end game which is where
the game is supposed to truly start and
shine
the high high level stuff 50 49 whatever
takes tens of thousands of materials to
upgrade a single time
and if you are attempting to roll the
dice a bunch of times on similar items
to get
like one usable piece of gear for a
particular build
you will need to grind out an insane
amount of currency
from the bosses and the missions that
are just copy pasted back in with zero
new content
and you are probably already sick of
them due to the repetition that sets in
even before true endgame at its core the
dreamstone missions and the tower of
trials seem like they may have potential
maybe but as they exist today it's an
extremely
limited format with false debt it's all
false depth
and a minuscule lifespan before it
becomes boring and tedious
oh and i forgot to say this there's no
minimap
ever the entire experience is just one
little gps marker that sometimes even
makes mistakes and guides you the wrong
way that happens plenty of times
oh and i got stuck in walls a bunch of
times and if you get stuck in a wall or
stuck in a chest
that's it you fail the mission you have
to restart that was fun you can't jump
there's no jump button
and you have no mini-map there's no
mini-map it's literally like a rat in a
maze but there's a string tied directly
to your nose that just yanks you
straight through the entire thing
it's entirely possible that if i min max
certain other build concepts or whatever
it is i could find something that fits
my playstyle more than just
flat critical hit but the game is so
repetitive and boring already i cannot
possibly be convinced to farm enough
materials to do that
also as if this was not already enough
the valor plates which are essentially
the classes
are mostly just false depth as well let
me explain because it might seem like
they aren't but they really are
six of the plates which is half of them
at the moment have a status effect or
ailment attached to them shock chill
bleed poison curse ignite i think
and as far as i am aware if i'm wrong i
hope i'm wrong but i don't think i'm
wrong
these are all just a dot damage over
time
not a modifier a simple damage over time
effect
and the plates just have a 10 chance to
apply whatever their corresponding
ailment is
while not in their ascendant mode or
their god mode or whatever it is where
you charge it up and then are super
saiyan for a little bit but
most of the time you just have a 10
chance to apply one of these six
identical dot effects now think about
what that means for build diversity
a lot of the weapons can roll stat
modifiers such as 30
damage while the target is bleeding or
30 percent damage while the target is
ignited but realizing that there is
literally no difference in these
mechanics
they're all just flat damage over time
with tick tick damage damage
except maybe intrinsic resistances on
the enemies i don't even know
you start to understand that six of the
plates and all of the subsequent stat
modifiers that correspond to their
individual ailments
are the same thing it's literally six
completely
reused primary builds or frames or
whatever
valor plates i don't even know they just
have a different name
and a different color on their effect
but they're the same thing
it's pathetic ultimately i could keep
going on flaws for
quite a while like a really long time
and the more you play the end game the
more you realize how bare bones the game
really is and how flawed it really is
this title would have been fine for
twenty dollars okay-ish maybe for thirty
and
possibly probably not though acceptable
at forty dollars
for purchasing this but to try and sell
this [ __ ] for
60 even 70 dollars it's an insult
the game isn't even close to anthem
levels of catastrophe
although actually i don't know now that
i've gone through this whole thing i'm
almost rethinking that but no anthem was
just more fundamentally broken
for a lot of reasons this game is not
close to anthem because it's actually
playable and
has usable loot for the most part but
this thing is priced in as a full
aaa game so i'm gonna treat it like it
deserves godfall is an embarrassment of
a game at its current price tag
it might even have future dlc and
subsequent patches maybe but
at that time it might like it might
become something that's worthy after
future dlc and all that crap but by that
time who even knows how much money you
will have paid for it
if it were twenty dollars i'd review it
kindly i'd be like yeah okay
you know imperfect flawed it's got its
little different twenty dollars maybe
i'd review it fine it isn't though it
isn't
someone decided that this piece of [ __ ]
was a 70
title and for that reason i'm urging you
i'm like
strongly urging you to pass until it's
in
the bargain bin for like 10 20 at most
yeah maybe you can get it early and get
it for the 40 but i don't
because of that decision to make this a
60 70 full price game
i don't think they deserve any of that
money you should wait until it's an
absolute
bargain bin trasher and then pick it up
i had fun for like 10 hours
not even well maybe 10 to 12 i don't
somewhere in there and then
everything that the game is supposed to
be a looter end game grind procedural
tower climb blah blah whatever it sucked
bad
and if i had to rate it out of 10 for
the current price tag it's a four but
having just read my own script
now i'm leaning towards a three it just
does not deserve that price tag and i'm
insulted
that they would put that price tag on it
and they should feel ashamed but that's
it if you want support there are links
down below locals odyssey keeps and a
few other things like merch and another
gaming youtuber to check out but
i'll cut it there and stop rambling as
always thank you all for watching
and have a nice night
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