![]() ![]() Initially, I found it strange that you couldn't jump, I automatically went for the Square button to attack, and I wasn't keen on the triggers as my main attack buttons, but honestly, with a little learning curve: it kind of works. When testing "Favour Performance" vs "Favour Resolution" Configurations there were definite stutters and lag to the "Resolution" mode, which seems to drop the framerate to 30 fps locked, rather than ~55fps average (60 fps targetted), so leave the settings on default!Ĭontrols are strange at first, but make sense being as they are built around the new DualSense controller. ![]() Given the number, if assets, textures and volume of effects on display in combination I have to say that these issues were very infrequent, and though I definitely noticed a few frame-drops here and there, there is nothing game-breaking and I experienced absolutely no crashes throughout my time reviewing this title. I did notice a few graphical oddities along the way though, mostly to do with draw-distance pop-in and ambient lighting certain assets could be seen from a distance yet their shadows weren't rendered until you got within several meters of them, and not all of them loaded in at the same time, which is strange. I'm utterly flabbergasted with just how fast everything loaded up and how quickly you can go back and forth to various places with minimal loading screens and virtually no graphical issues. Loading times are next to invisible in comparison to the last generation. The vocal talent has a very warm cinematic quality to it, and it should be noted that the story, though thin and obvious, is rather well portrayed by the actors and actresses. Lighting and sound play a huge part in fleshing out this world and bringing it to life, and there is a definite God of war feel here, with loot chests punctuating larger moments and huge boss fights along the way. It's a real missed opportunity to have a truly huge explorable open world rather than a maze-like series of options to push through. Though the game is huge, it is far from sprawling, each section is basically a series of connected hallways or paths that you can opt to go left or right but you will end up in one of the interconnected areas anyway. You also have to fend off waves of attackers at various points to secure your bounty before moving on to the Monolith in the Crimson Glades. No spoilers but I really enjoyed this fight after the sparseness of the preceding level, though it was all far to easy to get through and beat. ![]() The first of which is Solaris, a mechanical behemoth who targets you with laser beams and deals out hefty sweeping fire and flame related attacks. ![]() As is rather typical of the genre, you tend to encounter groups of two to eight enemies at a time, at various checkpoints within the maps, and this general flow is repeated and ramped up until you get to the endgame: a boss fight. From reflective metallic flooring and glimmering shiny walls to smoke and flame engulfed Hades-like lava pits, and watery Atlantean ruins peppered with corals and ice-encrusted scenery: this game covers all bases and shows off the diversity and skilled design it takes to put together what was at first quite a mysterious PS5 (timed exclusive) title. The landscapes portrayed across the three main realms are incredibly well realised and quite literally littered with detail across the board. The scale and grandeur of the environments are immense and I actually found myself just admiring the scenery and taking in the detail moving back and forth to examine effects and textures as they happened. The sheer number of items and objects on screen at any given moment is a clear step up from the previous generation and with a targeted 60fps in performance mode Godfall flows well while you trundle through each of the locales. Aperion itself is a lavish fantasy land split into base elements with various monolithic and intricate scenery of differing stereotypical environmental types. ![]()
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