![]() ![]() ![]() 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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