As I make my way running through the Thieves Cloister, I can’t help but notice that the rain overlaps with a horrible filter on my screen making everything look like I’m constantly moving in slow-motion. A few meters ahead, a boss shows up, and I can’t see where my character ends and the monster begins anymore.
Wait… is that a smartphone signal bar on top of the screen? What?
Babylon’s Fall —the latest collaboration between PlatinumGames and Square Enix — is an action RPG that takes place in Neo Babylon, where the Domitinian Empire tries to steal any treasure they can from the ruins of the fallen Babylonian civilization. As one of the superhuman Sentinels forced to serve the empire, you will use your Dynamis powers to travel through the many layers of the Ziggurat, the only remaining tower from past times.
Related:Babylon's Fall Interview: “There Will Be Lots Of Differing Opinions About It”
Right from the beginning, the art style in this game grabbed my attention, but unfortunately for all the wrong reasons. There is a clear intent to make this game look like a painting, and you can perceive invisible brush movements and a canvas-like filter as you move the camera. Sadly, it’s implemented in such a messy way that it looks like you’re getting your head violently shaken while playing the game, meaning any attempt at perceiving details (especially during combat) just fails miserably.
This becomes especially frustrating in zones like the Thieves Cloister or the Volcanic Cloister, as weather elements like rain or the lack of lighting overlap with the filter, making everything look like a poorly painted mosaic. It’s as if the horrible painting filter tries to hide some poor quality upscaling in the game. And now I think about
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