"GODFALL" descended under the gamers as a launch title of PlayStation 5.Regardless of the selling complaint of “a completely new next -generation“ router slasher ”game”, it is clear that the appearance of Hack and Slash is polished and polished.Unfortunately, the blade was missing, and it was far from the business.
Simple and clear.Clearly discovered.The GODFALL game system defeats enemies with a solid weapon, picks up equipment and strengthens.Only one point is prepared, focused, and the enthusiasm of the production team is poured."Godfall -like" is formed by successfully combining the elements of the action RPG that keeps the enemy with your own arms and the elements of building buildings that fight with the head and numbers.
As of two years, there are many games in the world, which are commonly called "hack and slash", which combines build construction and action.However, there are not many works that literally integrate "the fun of action derived from the improvement of the play skills" and "the fun of building builds created by data verification."Because these two elements are basically contradictory.
Promotion of play skills creates the ability to respond and applied, that is, versatility.Each of the approaching enemies, each of them fosters the fun of creating answers for each scene instantly.Building, on the other hand, eliminates all unnecessary actions in order to make the ideals you want to be real.In other words, it fosters the fun of improving efficiency and pursuing theoretical values.Therefore, the building does not work in the early to the middle of the game where the mechanism for efficiency is not established, and in the second half of the second half, instantly kills the enemy to make the action part useful.There are many games that recognize that.
However, there are quite a few works that aim to overcome this state.For example, the Monster Hunter series has a large amount of boss monsters with completely different attacks, promoting trial and error in the action side even after the ending, and having to train while improving equipment.design.I succeeded in solving the problem.The "Niou" series is not related to the build, and always uses a game -over risk from the play skill to the system = death on death as a solution.
And "GODFALL" is also a work that summarizes both opponents into one.The method he takes is to "firm the enemy from the beginning and strengthen the power of the attack".In other words, it is an extremely simple measure to build buildings and action practice from the beginning of the game.
The feature of the battle action in this work is to "stuck to the enemy and keep attacking."The skills that increase the power by continuous attacks, and the actions of the attack and defense that can attack while dodging the continuous enemy skills, and the soul shutter that can attack while continuous enemies, and the briefs that are different approaches.It is composed of systems such as banners that continue to recover characters in a certain range.It is designed to create great advantages and high comfort for players to be offensive.
But the advantage is the advantage.The enemies of this work have a high HP, including Zako, compared to other types of works, and it is difficult to defeat the enemy smoothly just by continuing to hit the attack.No matter how good it is, it is difficult to cut out physical strength in a limited concentration unless the equipment is logically considered so that you can not play soccer without a ball.It is more prominent in the latter half of the game).It is necessary not only to acquire the equipment of the appropriate level, but also to enhance it using materials and determine the direction to some extent from the abundant builds, such as multiple attributes and abnormal condition abnormalities.I'm saying that.
In the first place, the enemy's firepower is high, the attack range is wide, and it is difficult to continue to be an offensive."GODFALL" is designed with the technical skills that continue to attack weaknesses while diving on a onslaught, and the design that keeps the plan to build a build at the same time.
To be honest, this specification has to be called a double -edged sword.I think players who like complicated trial and error like me can enjoy it, but if you change your perspective, no matter how well you have equipment, it will not be clear if you do not have play skills, and the opposite is true.the law of nature.Therefore, "GODFALL" has a reduced stress due to game over -a mechanism that saves the progress status even if the physical strength is 0, and has unlimited immediately retry (for advanced users who make the reward are luxurious.The number of retries is limited only when it comes to difficulty).
It is hard to say that this mechanism works effectively.This is because it is a system that ultimately destroys the design that stuck and enjoys trial and error, saying, "If you repeat the hit and away, you can clear it."Certainly, it must be a remedy for players who are unfamiliar with action, but the bad point of this system is that the functions are not related to the difficulty.Humans are interesting, and if one answer is presented to the question from the beginning, the motivation for the challenge will decrease.The concept is finally reproduced by selecting a high difficulty level.This system, which is disclosed from the beginning, is not a hidden last resort.Whether you want to have a life -or -death moment, you can choose the above -mentioned system according to the player's preference, and you want to clear the main story with the game design.
The consistency of design is basically based on associations derived from the recipient experience.If there is a semi -forced building that bother you, and if there is a combination of high difficulty combat that emphasizes close combat, you will not think that retry is such a gentle specification."The consistent game design" means that the context to express the author's intentions is in line with the experience of the player, and the loss of consistency has stumbled on the road.It hinders the immersion of the player and confuses it.
In response to this idea, there may be some opinions that "you can play in the hard mode where the number of retries is limited from the beginning," "Normal mode in hack and slash is just a stepping stone, and the hard mode is true."No.But the "consistent problem" emerges here.
Generally, normal mode is a game mode that is the standard for the experience that the production team wants to receive.And there is also a perception that hard mode is a difficult level for players in normal fun.While the choice of lapping play is entrusted to the player, the "part that makes the game most interesting the creator thinks" is a normal mode, which should be the standard for experience.And the normal mode of this work is unlimited, so that the design that sticks and enjoys trial and error is collapsed by himself, and the play experience is reduced.
In addition, there is a problem that there are few types of bosses that hit the double -edged blade."GODFALL" has almost no content other than battle.The story is almost the only cause of the game progress, and there is almost no contents.Although the stage MAP can be strolled in the form of a miniature garden, there are few types and it is a flat location specialized for combat, especially for other use.For the time being, read items that are achievements and collection elements are prepared, but it is not an element that creates new play.
I do not particularly criticize the fact that I did not prepare other elements other than battle.Everything should be prepared as needed, and it doesn't mean that it should be served in general.In this work, Hack and Slash is the main game, and you can read the intention of emphasizing players.Even so, it is understandable that preparing other content in this work, which has to be extremely the two elements of action and build construction, is difficult in terms of smooth conductors for players.
However, the key battle volume is not modest.There are only six large bosses that collide in the main story, and there is no motion or boss itself in the content after clearing the main story.Therefore, if you are challenging the end content, you will not know if you are hitting the trained technique and build or the routine associated with the lap.Combined with the specifications of the too easy retries mentioned earlier, there were few opportunities to learn an impressive experience.
The blade that abolished the extra things is generally shining beautiful sparkle, but the edge of the blade is spilled and bad."GODFALL" has a rich building with abundant builds and action systems that reflect the concept neatly, but the fun has been reduced due to the existence of a retry system that is too easy to adjust and the small boss.I got the impression that.However, I would like to mention that it is not the case in multiplayer.Although the problem of the boss is a problem, a simple retry does not show the jagged atmosphere caused by mistakes between players, especially in end content, which makes it very easy (however, in the case of high difficulty.Except).Unfortunately, it's not a free matching.
Does the evolution of graphics make the game experience better?It's an endless topic, but my answer is Jesus.Many of the fun in video games are derived from the changes in the screen generated by operating the system.The more the change in the change, the more the type of game experience will be expanded.In particular, in the field of action games, the information received from the vision plays a role in reinforcing the real existence of the body extended into the monitor through a tool called a controller as a highly true thing.A realistic landscape beauty for characters with elaborate modeling.Toon rendering for the anime -like character.If you can prepare appropriate visuals for the subject, a historical drama from fantasy to the near future.You can fly your body to various worlds and make it your own experience.
"GODFALL" is a great work that benefits from such graphics evolution.Above all, the design of the armor "Vaylor Plate", which is a mechanical and athletic creature designed on the armor of the innocent knight, the "Vayer Plate" in the "Saint Fighter Seiya" in Japan and the "Magical Knight Laythus" in Japan.It is not unusual, such as the genie in ", but it is very rare that it is 3D modeled by such a rendering technology and can be operated freely.
Therefore, the experience of becoming a knight wearing a beautiful glossy armor and playing a high -speed battle is a very important position in this work, which has a simple game content, in this work.Occupies.Rather, it is no exaggeration to say that there is a visual "high -speed battle with heavy armor", which has a clear personality.I said the game experience of this work was "difficult, but still frivolous content", but I was able to play the end content because I was able to put the cool Verler Plate into the tentative body and operate it myself.I can do it."GODFALL" is one of the reference examples that show the magnitude of the power of visuals in the game.As I mentioned earlier, I played this work on a PC, but if I had the opportunity to play on PS5, I would be able to experience the power in a more understandable way by comparing it with the visual beauty in PS4.
Unfortunately, "GODFALL" has the problem of lack of battle volume in the first place, but with a straightforward measure to expand the player, we cannot fully use the interesting ideas because we narrowed down.There is.Although the visuals have a glow like the next -generation machine, they do not have the contents.Fortunately, modern video games have the potential to update.I would like to expect the future of the work, including additional content.
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