![]() I think what I appreciate most about Godfall, above all else, is its combat nuances. Nearly all of it involves beating creatures or humans into a pulp. There’s as little or as much content as you want, depending on your mood: especially once you hit the endgame challenges. You’ll jump into stages with tons of optional objectives and pieces of loot, but you’re mostly encouraged to tear your way through to the end of the critical path, using spirit (detective) vision to divine where to go next. The actual gameplay is very linear, because again, it’s action-focused. It might take a certain kind of person to really enjoy this aesthetic, but the whole ’90s decadence of it all is appreciated for its audacity. It’s over-the-top and takes itself way too seriously at times, and it’s also glorious. You’ll accomplish this by going on a Highlander-esque killing spree of his retinue, who in turn grant you their power. Your job is to take down Macros the betrayer, who intends on ascending into godhood: hence the title of the game. You can become the bug you see above (in Godfall, this was seen as a lesser Valorplate until recently, as per the events of the game), the lion in all of the game’s promotional materials, and so on. In this universe warriors wear “Valorplates,” which are basically giant suits of armor that all have different lore reasons for existing. ![]() Godfall is an action-first game with a fairly silly set of story guidelines. I also really enjoyed my time with it when it wasn’t actively fighting me. Godfall doesn’t quite fit under that latter umbrella as there’s a clear vision here, but I can heartily say that the amount of people I can recommend it to is a niche at best. No, not “whoa that backflip into a shotgun blast was wild!” kind of insane. ![]() I’ve played a lot of insane action games in my time. ![]()
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