

The same is true of the game’s characters. It’s impossible to care about the plot, because while the game clearly wants to lean into its lore, what’s here is so generic, poorly written, and filled with proper nouns that it impossible to follow beyond broad strokes. It would be an understatement to say Godfall doesn’t make a good first impression. "The best idea the game has is Soulshatter, which allows you to stack damage on enemies with light attacks before detonating it with heavy attacks." That’s not to say that Godfall doesn’t look good – it’s truly a gorgeous game – but you don’t have to squint hard to see where it’s taking its cues from, and absolutely nothing about its world or characters feels original. A more specific description would be to day it’s combination of the art from WarCraft, Darksiders, and God of War. Its art style could be politely described as generic fantasy. Even the control schemes are almost identical. Pressing down both thumbsticks activates Archon’s Fury, which is this game’s version of Spartan Rage.

You have a retractable shield on your left arm that fans out on command so you can block and parry enemy attacks, except for the red ones, which, as in God of War, must be dodged. Enemies can be killed by either reducing their health to zero, or building up their stun meter, which allows you to execute them. You can press a button to leap over specially marked obstacles and climb designated ledges. Each of your two weapons comes with two special abilities that do extra damage.
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There are skill trees to fill out, which upgrade your character and grant new abilities. There are light and heavy attacks that can be chained into basic combos.
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If you’ve played God of War, you’ll know how to do basically everything in Godfall because they play almost exactly the same. The easiest thing to compare Godfall to is Sony Santa Monica’s 2018 reboot/sequel to the God of War series. " If you’ve played God of War, you’ll know how to do basically everything in Godfall because they play almost exactly the same." How every second I spent playing it reminded me of something else. As I hacked and slashed my way through the game’s too-long tutorial, I marveled at how derivative Godfall was. It’s not an imaginative premise, but Godfall isn’t an imaginative game. Macros is on his way to godhood, and Orin has to take him down. But, like all bad guys with aspirations of absolute power, Macros makes a crucial mistake: instead of killing Orin then and there, he smashes him through the stone into the sea. Because there has to be a story, Orin loses. The war ends in a duel atop a tall tower overlooking the ocean. The long and short of it is that the big bad, Macros, wants to become a god. The details of how it started are glossed over.

Godfall starts at the end of a war between two brothers.
