Godfall - what the game might look like

Posted by Best PC Gamer on January 22nd, 2020

If I correctly understood the interpretation of the words Holliday 2020, the release of the game should take place around November 2020, which means that soon the developers will most likely begin to reveal various details about the gameplay. However, now we can assume what the game will look like, that is what we will do in this article. The text below is based on available information from the World Wide Web, an interview with the PlayStation LifeStyle foreign site, and comparisons with other games of the genre.

We will start with the graphic component, because it’s a rather controversial moment due to the release of the game on two platforms at once, but we still don’t know what the PlayStation 5 really is capable of. The now popular Unreal Engine 4 is responsible for the picture in front of the players’ eyes, at least claim various game resources. You can directly evaluate the quality of the picture in the trailer.

Series of games

In the process of developing the project, the team was inspired by American fantasy novels and the Monster Hunter series of games. The latter is the most important, since perhaps this led them to ideas for some mechanics (more on this later). The game world is divided into five realms (Earth, Water, Air, Fire, and Souls) and it is not yet clear exactly how it will be arranged, because there are several options for implementation at once.

In other words, it is not clear what to expect - an open world or just maps (missions). At the moment, Warframe and Destiny 2 are most suitable for comparison. In the first planet, they are a bunch of tasks, and in the second, each planet is a kind of large location on which players run, performing various activities. In the interview, the phrase about the mission just flashed, so maybe we will get a system similar to Warframe.

Multiplayer mode

Godfall includes a multiplayer mode for three people, following the latest trends, it will allow characters at different levels to be in the same group, most likely implies scaling opponents for each user, as implemented in Borderlands 3. When describing the online component, they mentioned the hot-join function, so as not to force users to sit in lines waiting for a group, this most likely means joining players after the launch of missions.

More recently, it became known that, unfortunately (or fortunately), users will not have one single character in the game. Instead of this canonical system, they suggest taking on the role of an avatar and trying on several different sets of armor (Valorplates), while changing the class.

Each set, based on the words of the developers, will have its own unique features and history, as well as include several meridian slots, where the player will place "improvements" to give new characteristics to the character or open additional functions.

 Characteristics

Based on the above, when compared with existing projects, I immediately recall Warframe. After all, there is also a huge number of armors that differ in abilities and characteristics, and meridians are mods that are inserted into armor, only they affect certain characteristics (with the exception of special syndicate ones). The process of obtaining armor is also similar, if Valorplates will consist of several parts, it doesn’t matter that in Warframe players hunt for recipes for crafting (all the same).

On the other hand, the key mechanics of the game will be the ability to change armor (classes) directly during the passage of missions, but again they did not specify how this process would occur. It may be necessary to simply change equipment in the character’s screen, a more complex version implies the existence of a special system for switching between several pre-prepared “characters”. If we consider the latter case, I can only think of canceled Lineage Eternal or a few singles.

As I already mentioned, Godfall belongs to the slasher genre, which means that the entire game process is built around close combat, and most likely, in particular, how interesting the project will depend on its implementation. Unlike loot, this aspect can already be seen on the gif above, although only some combat features are shown there. For example, strong and possibly non-blocking attacks are accompanied by a small explosion of air.

 Battles with bosses

From the gif, the presence of a successful parry system becomes obvious, that is, if during the attack of the enemy at the right time to put a block, he will lose his balance, creating the perfect moment for delivering several attacks. It would seem that the presence of such simple mechanics may turn out to be insignificant, but in reality it opens up a ton of possibilities if it works in battles with bosses or strong opponents.

Also in an interview, they mentioned adaptive triggers of the new PlayStation controller, they allow developers to adjust the degree of their pressing for certain actions. It’s hard to imagine how exactly this feature will work in the game, but it will definitely be easier to play with the gamepad than on the keyboard.

Each character in battle will use two types of weapons at once, or rather, he is able to switch between them, as is realized in many looter-shooters or single-player games. As for long-range combat, it is in the game, but it is very limited by the reload time or the number of charges (most likely, depends on the suit) due to the focus on close combat. They didn’t say anything at all about the abilities of the costumes, but something tells me that the emphasis will be placed on melee weapons rather than on a certain, roughly speaking, mage with a one-handed sword.

It is logical to assume that they differ among themselves in damage and most likely with a mobile set, taking into account the aforementioned MH. If the developers decide to come up with as many different movements for a certain type of weapon, this automatically makes the game good.

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