It’s been two years since I last had the opportunity to review Counterplay Games’ Godfall. The game’s aesthetic looked enticing enough for me to be hyped about it and the combat seemed fun, but after several hours of playing it, I thought I’d rather kick my own teeth than ever touch it again. At launch, Godfall looked like a poor attempt to emulate the likes of Warframe, lacking everything that makes the latter any good. But as fate would have it, I found myself once again reviewing this game, under the promise of improved gameplay and several massive updates that should defy my expectations.
Let me tell you, reader, I wasn’t prepared for this comeback.
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The first thing I noticed when I landed in the vibrant world of Aperion was how alive it felt now. While the art direction and the environment aesthetics in Godfall were always some of its strongest points, at launch there was a complete lack of NPCs to interact with or any prominent dialogue during missions, making the world unnaturally desolate. As Orin, you were supposed to be the leading figure of a rebellion against the villainous Macros, and yet you would appear to be alone, cruising throughout the story with no other valorian warrior on sight.
The addition of new cutscenes, dialogue, and interactions with several secondary characters now properly breathe life into the story. The welcomed presence of your siblings in arms Soras and Ravenna (who now show up during and after missions alongside various militia squadrons), leads to more significant dialogue and provides context to your collective efforts to prevent Macros from successfully becoming a god.
Speaking of the devil, the major villain of the game displays his presence
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