‘godfire: rise of prometheus’ review

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Ever since Vivid Games announced Godfire: Rise of Prometheus ($2.99) last year, we’ve been keeping a cthua kém eye on its development. For good reason too, as Vivid has a reputation for great games (see Real Boxing) & the thought of them creating a title in the same vein as God of War was an exciting prospect. Now that it’s finally here, it’s safe to say that the wait has been mostly worth it. Visually stunning, Godfire suffers from some gameplay monotony but is otherwise a great action-adventure title.

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These days it takes a lot lớn impress me when it comes khổng lồ graphics, but Godfire manages khổng lồ bởi so relatively easily. Simply put, the game is gorgeous. Character models, backgrounds, enemies — even the cutscenes look great. One thing that Godfire does particularly well is impart a sense of scale with its backdrops. Its use of tiered backdrops lớn create majestic worlds is a technique hardly seen on iOS titles và harder still to pull off. Yet, Godfire does it easily, successfully emulating such titles as God of War. This is definitely one of those titles to lớn keep on your iPhone 5S or iPad tablet Air to lớn showcase just how beautiful a game can look on iOS. Sure, I encountered some minor slowdown even on these powerful devices, but overall everything ran relatively smoothly.

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Of course, there’s more khổng lồ Godfire then simply eye candy, và thankfully there’s a decent game behind the visuals. As a third-person action-adventure title, Godfire is best described as mobile-ized version of God of War. You take control of the nhân vật Prometheus as he moves through bite-sized levels levels inspired by Greek Mythology. Speaking of the story, Godfire’s tale is pretty entertaining, with plenty of cutscenes và decent voice acting as you follow Promotheus’ journey as he takes down everything và anything in his path lớn power.

Gameplay-wise, there’s a robust armory system that offers plenty of customization and replayability & a good combat system complete with special moves and combos. Again, the combat system is highly reminiscent of God of War và revolves around launching heavy & light attachồng combos with a healthy dose of blocking and dodging in the set. Defeating enemies earn health và ‘Wrath’ which can be used to launch special attacks. It’s a fun system, but it’s no where near as fast & hectic as God of War, leaving players to lớn focus more on strategy than mass killings. This especially comes inkhổng lồ play with the unlocked harder difficulties, which offer the opportunity khổng lồ earn cooler weapons và armor. In addition khổng lồ the combat, there’re even some limited avenues for exploration within levels that typically lead khổng lồ treasure chests, along with simple puzzles that break up the combat.

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With the currency earned while playing, players can tăng cấp a variety of weapons and armor, each with different stats và visual changes. Players can also find và earn relics, which offer different perks ranging from increased attaông chồng skill to lớn making it easier lớn find hidden chests within a cấp độ. Completing a mission also awards experience points which go towards a leveling system that rewards new combos and attribute points that can be allocated to basic stats. It’s not the deepest system, but if offers a decent amount of customizability. While IAP exists for all the currencies available, I never felt it necessary.

With awesome visuals, a complete character system, a decent story, Godfire features everything necessary to be an excellent action-adventure title. However, its biggest weakness lies in the monotony once you get deep into the gameplay. Missions are rather formulaic, which typically involve a story-driven cutscene, some exploration leading lớn waves of enemies (no more than three or four at a time), further exploration and enemy encounters, and so on until the end. Granted, some levels conclude with pretty epic trùm battles but otherwise the levels in Godfire are incredibly straightforward. This really shouldn’t be surprising, however, as most other similar titles follow the same sort of format.

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Where it’s more of an issue is in terms of enemies and even some of the trùm battles. Enemy models rarely feel like they change, with later baddies simply having greater stats lớn match your own upgrades. With as many upgrades available, you’d think that the combat system would get deeper, but it never felt that way khổng lồ me. quái nhân battles, meanwhile, really feel tedious and almost always involve sầu you dodging attacks until the respective sầu trùm gets “tired” allowing you to wail on hyên until he snaps out of it, & so on. Sadly, some later bosses feel lượt thích re-skins as well, which is a bit disappointing.

I could overlook the reuse of enemy sprites và models or even the fact that most henchman battles rarely change, but I just don’t understand the issue with how trùm battles play out. It would have been nice khổng lồ have sầu more strategic variety in how they played out. As it is, later bosses simply up the difficulty in dodging their attacks before you can retaliate, which can be somewhat of a problem with the touch-based controls. Thankfully, Godfire has full MFi tư vấn and plays wonderfully on my bluetooth controller.