{"id":695,"date":"2026-04-10T09:37:10","date_gmt":"2026-04-10T09:37:10","guid":{"rendered":"http:\/\/5fab2e07e4b017964f147add"},"modified":"2026-04-10T09:37:10","modified_gmt":"2026-04-10T09:37:10","slug":"godfall-review","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/godfall-review\/","title":{"rendered":"Godfall Review"},"content":{"rendered":"<p dir=\"ltr\">New consoles have an illustrious history of launch-day games that are fairly entertaining and technically impressive, but don\u2019t make much of an impact on the generation they help debut. <a href=\"https:\/\/www.ign.com\/games\/godfall\">Godfall<\/a> 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. It\u2019s an amusing loot-based hack-and-slasher with a gorgeous look and loads of loadout choice, but a paper-thin story and a lack of variety keep it from being much more than shallow fun.<\/p>\n<p dir=\"ltr\">Despite a feature list that includes three-player online co-op, repeatable missions with randomized loot, and a grindable endgame, developer Counterplay Games says Godfall is <em>not<\/em> a \u201cgame as a service\u201d in the same vein as Destiny \u2013 and it doesn\u2019t entirely feel like one, though the influences of that format are clear as day. Instead, the roughly 10 hours it took me to complete its campaign felt like a more linear game wearing the skin of a \u201clive service,\u201d obviously designed for replayability but without the trappings of microtransactions to avoid and an endless update cycle to look forward to.<\/p>\n<h2>You\u2019re Betrayed and Yada Yada Yada You Fight God<\/h2>\n<p dir=\"ltr\">Part of that skin is an entirely forgettable story that\u2019s the very definition of passable. Godfall\u2019s opening cinematic (which <a href=\"https:\/\/www.ign.com\/videos\/godfall-cinematic-intro-the-fall\">you can watch<\/a> below) does the bare minimum to loosely establish its beautifully designed world and a warring feud between you \u2013 a fallen king named Orin \u2013 and the big bad Macros, your brother who is trying to become a god even if it means destroying the world as a result. Your quest to stop him is a threadbare setup to go fight some dudes that&#8217;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. Without spoiling anything, its culmination is about as blunt and pointless as the journey there too.<\/p>\n<p><output class=\"article-video-container\"><\/output><\/p>\n<p dir=\"ltr\">The missions that make up this story take place on three open-world maps called realms, which are dotted with a decent variety of enemies to kill, chests to open, and resources to gather. A mission will give you a specific goal or target to head toward, but you\u2019re also free to wander around and find other stuff like chests and crafting materials as you do it \u2013 or even stick around after the mission to complete extra encounters for even more loot. It\u2019s a structure that surprised me, one that reminded me a lot of Warframe\u2019s sprawling, reward-filled levels but with a set layout instead of a procedurally pieced together one.<\/p>\n<p dir=\"ltr\">Godfall really does look great, with vibrant environments and incredible character, world, and equipment designs. All three of its realms \u2013 earth, water, and air \u2013 are beautiful, and their bespoke designs mean they can occasionally have a logic to them that I appreciated. On the earth map, for example, there\u2019s a large fortress built into a mountain that is visually distinct from the flat battlefield strewn with destroyed siege weapons just outside its gates. That said, part of their \u201cnext-gen\u201d feel is that everything in this world is shining like the dang sun with over-the-top bloom lighting. That can be adjusted in the menu, but the effect is so strong by default that it\u2019s sometimes hard to actually see certain enemies underneath all their glowing particle effects.<\/p>\n<div class=\"quote-container\" readability=\"8\">The bespoke maps are amusing to explore\u2026 the first few times, at least.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p dir=\"ltr\">The maps themselves are full of cool looking areas that are fun to run through\u2026 the first few times, at least. 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. Godfall\u2019s missions will send you running through these areas over and over again, so while it\u2019s fun to stumble upon hidden resources and neat locations initially, they inevitably lose their luster upon repeat visits.<\/p>\n<p dir=\"ltr\">It doesn\u2019t help that the mission objectives are all incredibly similar too, with nearly every one of them being summed up as \u201cmindlessly follow this waypoint and kill this specific mini-boss.\u201d You\u2019ll occasionally see simple \u201cfight off waves of enemies\u201d or \u201cbreak these objects\u201d 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. That\u2019s genuinely fun the first time you do a given mission, but Godfall uses repeat missions to pad out its campaign in a pretty disappointing way (and then builds its entire endgame on that concept).<\/p>\n<p><output class=\"article-video-container\"><\/output><\/p>\n<p dir=\"ltr\">Enemy variety can wear similarly thin, despite there being some cool differences between each type. Assassins dressed in black have to be approached differently than knights hiding behind giant shields, and I enjoyed prioritizing weaker support targets first while having to avoid their stronger but tankier allies. But when missions repeatedly threw the same groups of them at me, smaller fights on the way to my ultimate target eventually became a chore. (Occasionally I would even simply run past them with no consequence beyond the lost opportunity to gain experience.)<\/p>\n<p dir=\"ltr\">The conceptually clever enemy designs extend to bosses and mini-bosses as well. All of them have unique abilities and specific strategies to take them down, and I really enjoyed the challenge they could initially present. Mini-bosses include a giant alligator that can turn invisible, a spectral knight that summons ghosts, and an absolute jerk of an assassin who will throw knives at you and teleport away when you get close. The big bosses that (mostly) cap off each realm are even larger and more elaborate encounters with special arenas, and they are really fun\u2026 again, the first few times you face them. By my count there are only around 12 or so mini-bosses and six proper bosses, the former of which are recycled during the campaign itself and all of which are reused in Godfall\u2019s endgame. Even before the story is over, it becomes fairly clear Godfall has mostly run out of new stuff to show you, and that\u2019s when it quickly stops being novel.<\/p>\n<div class=\"quote-container\" readability=\"7\">The feeling that some chunk of content is missing here is very real.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p dir=\"ltr\">And if you can abide a bit of speculation, it strikes me as incredibly conspicuous that there\u2019s an earth boss for the earth realm, a water boss for the water realm, and then inexplicably the fire and air bosses are both in the air realm, with one of them unlocked mostly by repeating previous missions. If that doesn\u2019t scream \u201cwe had to cut the fire realm to hit the PS5 launch date\u201d I don\u2019t know what does \u2013 but even if I\u2019m off base with that assumption, at least <em>the feeling<\/em> that some chunk of content is missing here is very real.<\/p>\n<h2>Pick Your Poison<\/h2>\n<p dir=\"ltr\">What keeps Godfall going for as long as it does is that the combat itself can be very amusing. While it is certainly clunky at times \u2013 for example, there\u2019s no way to easily swap between locked-on targets, and while the camera is pulled in close like God of War, the indicators for what enemies are doing outside of your vision are significantly less clear \u2013 but the rhythm I eventually settled into was satisfying and impressively flexible. Godfall has loads of different combat mechanics to explore, all of which feel like powerful avenues no matter which of its distinct-feeling weapons you decide to use.<\/p>\n<p dir=\"ltr\">Some of it is familiar, like using heavy attacks to quickly build up an enemy\u2019s Breach gauge, exposing them to finishing moves and more damage when full. 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\u2019s 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. Use that to finish an enemy off and they\u2019ll actually explode in a lovely puff of particles. Soulshatter adds an engaging and easy-to-understand combo mechanic to every fight, and I enjoyed trying to figure out just the right amount of light attacks to hit with before using a heavy to pop an enemy like a balloon.<\/p>\n<p dir=\"ltr\">On top of that, there\u2019s also the Polarity system, which is an interesting method of incentivizing you to both stick with and also swap between your two equippable weapon slots. 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 \u2013 but if you switch too early, the charge starts over. Gear effects can use this in interesting ways, too: I spent a chunk of the campaign using a Longsword (which provide a good balance of speed and power) that charged Polarity faster, while my secondary weapon was a set of Dual Blades (a much quicker alternative) that would cause a status ailment when it had its Polarity buff active. It\u2019s a neat mechanic that made my choice of secondary weapon feel just as important as my primary.<\/p>\n<div class=\"quote-container\" readability=\"7\">Soulshatter makes for a fun and accessible combo system that lets you pop enemies like balloons.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p dir=\"ltr\">There\u2019s even a Weakpoint system that reminded me of Fortnite of all things, occasionally adding little symbols to parts of an enemy that you can point your reticle at while swinging to deal even more damage. Layer that with dodges, a parry with a very forgiving activation window, and a whole bunch of ways to modify all this with equipment and Godfall certainly gives you a lot to mess with and think about during combat. The main thing that sells this all a bit short, however, is how well straight up hacking and slashing can work too, at least on the Normal difficulty setting (which also undercuts things slightly by making death almost entirely inconsequential, sometimes even respawning you directly in front of the enemy that just killed you). Playing in co-op with friends is of course a welcome treat, but it makes this issue even more apparent as you all swing madly at whatever enemy is unfortunate enough to be in front of you at the time.<\/p>\n<p dir=\"ltr\">But Godfall gives you plenty of tools to flex your playstyle preference, most noticeably in your choice of Valorplate \u2013 basically a suit of armor that slightly alters your capabilities and looks incredibly cool. There are 12 total that are unlocked at a fairly fast pace as you progress, and each one shares your overall character level and equipment. Every Valorplate is designed to amplify one of Godfall\u2019s other mechanics: one increases Breach damage while another increases Soulshatter buildup, and there\u2019s one for each status ailment, including Ignite, Chill, Shock, and Poison. 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.<\/p>\n<p><output class=\"widget-container\" readability=\"-24\"><\/p>\n<div class=\"jsx-2486504960 slideshow-preview\" readability=\"7\">\n<p>Every Valorplate in Godfall<\/p>\n<div class=\"jsx-2486504960 images-container\"><button aria-label=\"Open Slideshow\" class=\"jsx-2486504960 hero-image\"><\/p>\n<div class=\"jsx-3905315446 aspect-ratio-container aspect-ratio-16-9\">\n<div class=\"jsx-3905315446 aspect-ratio-child\"><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2020\/11\/godfall-review.jpg\" alt=\"Here's a look at all 12 of the Valorplates in Godfall, as well as what makes them unique. \" class=\"jsx-2920405963 progressive-image image jsx-2126225085 expand loading\"><\/div>\n<\/div>\n<p><\/button><\/div>\n<\/div>\n<p><\/output><\/p>\n<p dir=\"ltr\">It\u2019s very fun to find combos with your equipment and build around those synergies \u2013 the only problem is that every Valorplate is actually only a slightly different flavor of the same puzzle. Whether you\u2019re using Phoenix for fire damage or Typhon for water, it doesn\u2019t functionally change much in the heat of combat. In fact, according to the load screen tooltips, status ailments like Ignite, Chill, Shock, Poison, Bleed, and even Curse all share the same generic &#8220;deals damage over time&#8221; effect, which essentially make them and the Valorplates built around them little more than palette swaps. That\u2019s slightly less true for Valorplates built around other systems, like the Soulshatter-focused Greyhawk, which was a favorite of mine and had me leaning into that mechanic more \u2013 but even each Valorplate\u2019s \u201cunique\u201d Archon Fury ability is practically identical across the board, giving you a temporary boost to whatever mechanic or ailment they are centered around. As a result, how you play is influenced far more by the weapon types you choose than the fancy armor you put on.<\/p>\n<p dir=\"ltr\">As you might expect, using a Greatsword or a Warhammer is a very different experience from a pair of Dual Blades or a Polearm. And despite my gravitating toward the faster options, so much loot is thrown at you that I found myself content to swap fairly frequently as stronger options were picked up. 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. And in case this trend wasn\u2019t already clear, they are also extremely cool to look at, with a massive amount of visual diversity even within a single weapon type \u2013 swords can range from fantasy cleavers to ornate hybrids of ancient and futuristic design, and I never stopped finding new options that continued to impress.<\/p>\n<div class=\"quote-container\" readability=\"8\">Weapons look extremely cool, largely ornate hybrids of ancient and futuristic design.<\/p>\n<hr>\n<p><span>\u201c<\/span><\/p>\n<\/div>\n<p dir=\"ltr\">However, I do wish Godfall\u2019s menus and upgrading systems were just a little less cumbersome to use. 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\u2019t salvage an item from the screen you equip on, and you can\u2019t equip from the screen you salvage on; and perhaps most frustrating of all, you can\u2019t salvage an item if it\u2019s equipped on a different Valorplate, but there\u2019s no indication for which of the dozen suits it\u2019s attached to and no easy way to find out apart from slowly checking every single one. These aren\u2019t huge issues, but they add friction to the always laborious practice of inventory management.<\/p>\n<h2>Recurring Nightmares<\/h2>\n<p dir=\"ltr\">Once you beat Godfall\u2019s campaign, it attempts to keep the ball rolling by introducing an interesting but incredibly repetitive endgame mode called Dreamstones. These are designed to shuttle you to the level 50 cap, slightly tweaking the same exact missions from the campaign and grouping them into small sets as Orin \u201cexplores his memories\u201d \u2013 not that I found any of these missions particularly memorable in the first place. There are some interesting ideas behind Dreamstones, but let me be upfront when I say that if I wasn\u2019t reviewing Godfall I probably wouldn\u2019t have completed more than two or three of them at most before losing interest and walking away.<\/p>\n<p><output class=\"article-video-container\"><\/output><\/p>\n<p dir=\"ltr\">Probably the most compelling tricks Dreamstones introduce are the elements they borrow from roguelike game structures, applying randomized modifiers to runs that weaken or buff certain mechanics and elements, encouraging you to explore different Valorplates and weapons builds. You\u2019re also offered your pick of two different missions to complete each round, and given a choice of temporary boons between them, all culminating in a harder version of boss fight you\u2019ve probably already beaten multiple times \u2013 or will have soon.<\/p>\n<p dir=\"ltr\">All the while you\u2019re getting more gear with stronger effects and higher numbers to help you scale into the higher numbers of the escalating Dreamstones. But since everything you are fighting has been fought before, no amount of modifiers or loot can keep this endgame interesting for very long. Like I said, there are plenty of playstyle choices and combat mechanics to tinker with, but grinding for all of that stuff is only preparing you for statistically stronger versions of the exact same grind you just did to get it.<\/p>\n<p><a href=\"https:\/\/www.ign.com\/articles\/godfall-review\">News Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>New consoles have an illustrious history of launch-day games that are fairly entertaining and technically impressive, but don\u2019t make much of an impact on the generation they help debut. 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. It\u2019s an amusing loot-based hack-and-slasher with a gorgeous look and loads of loadout choice, but a paper-thin story and a lack of variety keep it from being much more than shallow fun. Despite a feature list that includes three-player online co-op, repeatable&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/godfall-review\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":696,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[],"class_list":["post-695","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ign"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Godfall Review | Arcader News<\/title>\n<meta name=\"description\" content=\"New consoles have an illustrious history of launch-day games that are fairly entertaining and technically impressive, but don\u2019t make much of an impact on\" \/>\n<meta name=\"robots\" content=\"index, follow, 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