Play Station Official Magazine - UK (2020-11)

(Antfer) #1

PREVIEW


037

PREVIEW


longsword is the way to go. If you’re more interested
in throwing your weight around and wreaking havoc
with brutal momentum, the two-handed hammer
is for you. If you want to keep mobs in check and
specialise in crowd control, there’s the spear, and if
you’re more into your combos and chaining together
attacks, you may prefer to opt for the heavy dual
blades or the greatsword.

KNIGHT ON THE TILES
A cursory glance at game in action will show you
why combat is the selling point of this game:
it’s weighty, it’s satisfying, and it’s gorgeous.
Counterplay Games makes a big deal about how
good melee action feels on the pad, too: the studio
takes advantage of the DualSense controller’s haptic
feedback to give you a better sense of passing
through the game’s myriad environments. Imagine
walking along a marble floor, Counterplay suggests,
trying to get us to imagine the way it feels different
through your boots compared to walking over gravel,
dirt, or a rain-slick field. The developer tells us we’re
going to notice the difference as we pass through
each of these places – as well as when we dodge, or
get knocked off our feet – without ever having to
look at the ground onscreen.
Once you’ve taken a trip to the armoury and got
yourself armed and ready for combat, it’s
time to step into the lush, bright, fantasy
realm the game calls home. Missions are
similar to Destiny’s Strikes: standalone and
somewhat linear activities that take you
through levels brimming with powerful
enemies. You’re going to need to think
about your Valorplate setup before you
jump into a mission, since the end bosses
are super-strong and resilient to most
attacks. Knowing how to take advantage
of any weaknesses is essential.

DEBUFFED BOSSES
Unlike its genre stablemates, Godfall
features mid-bosses in each level, mixing
up the formula and giving you more to
think about when equipping your Valorplates and
augment: sure, you may be well-equipped to take
down the final boss, but what’s the point in figuring
out a killer DPS balance if you can’t get past a
debuff-loving mid-boss? It’s a lot to think about, and
should give the game more depth per level than your
standard loot-based RPG.
While this all sounds great, Counterplay has yet
to show off anything other than the highly-polished
combat (which all takes place in small, enclosed
arenas). We have questions. What does the hub
world look like? Where’s the UI? When are we
going to learn more about the ‘constellation-like’
upgrade tree that will define the nuances in how
we play? The game was announced almost a year
ago, and while it’s encouraging to see how engaging
and tactile the combat is, and to see more of those
intricate, zodiac-inspired armour sets, we can’t help
but get a little nervous at the fact that this close to
launch, we’ve still only seen one facet of the game.
The DualSense innovations and smart melee
combat are all well and good, but will those two
features alone be enough to save Godfall from
launch-window obscurity and the tag of this new
generation’s Heavenly Sword? That’s not the worst
comparison, but let’s see more.

FACTRICK


The final boss is Macros,
a ‘mad god’ who you must
depose. There’s a lot of
fighting before that.


  1. BLASPHEMY


Counterplay Games
previously helped with
development on a little loot
shooter called Destiny.


  1. THEIR DESTINY


The world of Aperion is split
into five distinctive realms:
those of Earth, Water, Air,
Fire, and Spirit.


  1. ELEMENTARY


Above Loot! Treasure chests are hidden in the world and when unlocked
explode like in a Destiny-like fizz of collectible loot and visual effects.

Above Combat is fast and explodes in a riot of particle and
light effects that are putting that ray tracing to the test.

Above Valorplates are tied to progression, and you’ll be able to
unlock all 12 of them through playing and crafting.

“MISSIONS ARE


SIMILAR TO DESTINY’S


STRIKES: STANDALONE


AND SOMEWHAT


LINEAR ACTIVITIES.”


037

PREVIEW


longsword is the way to go. If you’re more interested
in throwing your weight around and wreaking havoc
with brutal momentum, the two-handed hammer
is for you. If you want to keep mobs in check and
specialise in crowd control, there’s the spear, and if
you’re more into your combos and chaining together
attacks, you may prefer to opt for the heavy dual
blades or the greatsword.

KNIGHT ON THE TILES
A cursory glance at game in action will show you
why combat is the selling point of this game:
it’s weighty, it’s satisfying, and it’s gorgeous.
Counterplay Games makes a big deal about how
good melee action feels on the pad, too: the studio
takes advantage of the DualSense controller’s haptic
feedback to give you a better sense of passing
through the game’s myriad environments. Imagine
walking along a marble floor, Counterplay suggests,
trying to get us to imagine the way it feels different
through your boots compared to walking over gravel,
dirt, or a rain-slick field. The developer tells us we’re
going to notice the difference as we pass through
each of these places – as well as when we dodge, or
get knocked off our feet – without ever having to
look at the ground onscreen.
Once you’ve taken a trip to the armoury and got
yourself armed and ready for combat, it’s
time to step into the lush, bright, fantasy
realm the game calls home. Missions are
similar to Destiny’s Strikes: standalone and
somewhat linear activities that take you
through levels brimming with powerful
enemies. You’re going to need to think
about your Valorplate setup before you
jump into a mission, since the end bosses
are super-strong and resilient to most
attacks. Knowing how to take advantage
of any weaknesses is essential.

DEBUFFED BOSSES
Unlike its genre stablemates, Godfall
features mid-bosses in each level, mixing
up the formula and giving you more to
think about when equipping your Valorplates and
augment: sure, you may be well-equipped to take
down the final boss, but what’s the point in figuring
out a killer DPS balance if you can’t get past a
debuff-loving mid-boss? It’s a lot to think about, and
should give the game more depth per level than your
standard loot-based RPG.
While this all sounds great, Counterplay has yet
to show off anything other than the highly-polished
combat (which all takes place in small, enclosed
arenas). We have questions. What does the hub
world look like? Where’s the UI? When are we
going to learn more about the ‘constellation-like’
upgrade tree that will define the nuances in how
we play? The game was announced almost a year
ago, and while it’s encouraging to see how engaging
and tactile the combat is, and to see more of those
intricate, zodiac-inspired armour sets, we can’t help
but get a little nervous at the fact that this close to
launch, we’ve still only seen one facet of the game.
The DualSense innovations and smart melee
combat are all well and good, but will those two
features alone be enough to save Godfall from
launch-window obscurity and the tag of this new
generation’s Heavenly Sword? That’s not the worst
comparison, but let’s see more.

FACTRICK


The final boss is Macros,
a ‘mad god’ who you must
depose.There’sa lotof
fightingbeforethat.

1.BLASPHEMY

Counterplay Games
previously helped with
developmentona littleloot
shootercalledDestiny.

2.THEIRDESTINY

The world of Aperion is split
into five distinctive realms:
those of Earth, Water, Air,
Fire, and Spirit.

3.ELEMENTARY

Above Loot! Treasure chests are hidden in the world and when unlocked
explode like in a Destiny-like fizz of collectible loot and visual effects.


Above Combat is fast and explodes in a riot of particle and
light effects that are putting that ray tracing to the test.


Above Valorplates are tied to progression, and you’ll be able to
unlock all 12 of them through playing and crafting.


“MISSIONS ARE


SIMILAR TO DESTINY’S


STRIKES: STANDALONE


AND SOMEWHAT


LINEAR ACTIVITIES.”

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