How To Manage Your PS5 Storage

The PlayStation 5 may come with a 825 GB SSD, but that doesn’t mean you can use it all. In fact, there’s only 667 GB of precious storage for your games. Given that some AAA titles regularly clock in over 100 GB (we’re looking at you, Call of Duty), and PlayStation 5 games can’t be moved onto an external hard drive, let alone be played from one, that’s going to fill up fast.

SSD storage is coming for the PlayStation 5 eventually, but it’s not available at launch, so in this video, we give you our top tips to save space on your console. From specific Trophy settings to turn off to game prioritization to, crucially, ensuring that you’re putting your PlayStation 4 games on a USB hard drive, there are many things you can do to get the most out of your PlayStation 5’s internal storage.

We have plenty of features about the PlayStation 5 up on GameSpot, including a roundup of hidden features that you’ll definitely want to check out, as well as in-depth looks and reviews of its launch lineup.

Call of Duty: Black Ops Cold War’s Multiple Endings Explained

MAJOR SPOLIERS AHEAD!

Call of Duty: Black Ops Cold War has a few endings to its single-player campaign mode. Players are given the option to save the world by preventing a nuclear war, or teaming up with Perseus to commence the launch and deter the Americans to a dead end. Throughout the story, you’re given many options to progress the way you want. But when it comes to this final mission, a lot more is at stake and your actions are a matter of life or death. Here’s how your options break down.

After some mental interrogation, your character Bell wakes up and finds themselves with Adler and the American team. You’re strapped to a chair and given one choice: Tell Adler the truth about Perseus’ location and help prevent a nuclear catastrophe, or lie to him, divert the American team to another location, and help Perseus vaporize all of Europe. If you tell Adler the truth, you get the canonical ending where you, Mason, Woods, and Adler head to the Solovetsky islands and stop the launch from happening. Perseus escapes but America wins this fight and saves all of Europe.

Lying to Adler sends you to the Duga array in the Ukraine- a distraction for Perseus to start the launch with no Americans in his way. If you unlocked the secret door in Hudson’s base prior to this mission, you also have a chance to not only turn your back on the US team, but plan an ambush that leads to the deaths of Woods, Mason, Kim and Adler by your own hands. Once the US team is killed, you and the mysterious man (who turns out NOT to be Perseus) launch the nukes and blame the United States. Be on the lookout for GameSpot’s Call of Duty: Black Ops Cold War coverage with its upcoming review and guides to both multiplayer and zombies mode.

PS5 Wishlist: Improvements We Want To See

After months of anticipation, Sony’s PS5 is finally out now. Although it’s only just now getting into the hands of eager fans, we’ve had the chance to interface with the console for quite some time. In our testing, we began to consider what Sony could do to further improve its next-generation console, whether it be through firmware updates or future hardware iterations.

Below we detail our biggest wishes for PS5 after using the console for a few weeks and what we think would help the PS5 shine even brighter than it already does. As a note, this article is focused more on the console from a feature-set or quality-of-life standpoint, so don’t expect any wishes about specific game franchises coming back.

After you’re done reading, be sure to jump into the comments to share your biggest wishes for the console moving forward. If you’re still on the fence about buying one, read our PS5 review. And if you’re looking to get a PS5, be sure to check out our PS5 buying guide, where we offer the latest updates on which retailers have the console back in stock.

Add Folder Organization

When you first open up your PS5 library, it’s quite the sight to behold with all your game icons laid out in such a tidy manner. But while it’s nice to view your collection in this way, you may find yourself wanting to organize it further into sections based on your preferences. Unfortunately, PS5 currently doesn’t have any folder options you can use to customize or manage how your games are laid out. It’s an odd look for PS5, seeing as it’s something the PS4 can already do. Here’s to hoping we’ll get folders, or maybe something even more useful!

Quick Resume-Like Functionality

We don’t want this to become a list of features that Xbox Series X/S but PS5 doesn’t. That said, we feel that Quick Resume–which allows you to bounce between multiple games without having to boot each one from scratch–is something that would be cool to see Sony implement into the PS5. How feasible that is to do from a technical standpoint is unclear, and the feature is certainly more of a luxury than a necessity. But we still feel passionately that PS5 could benefit from such functionality in the future, particularly if it can address some of our gripes with how it works on Series X/S.

Store PS5 Games On External Storage

Okay, one more thing that Xbox has: Gosh darn it, the option to store PS5 games on external storage sure would be nice! As is, there’s not a lot of wiggle room on the internal drive, and with game install sizes being pretty massive these days, it can fill up pretty quickly. Letting you install PS5 games on an external would be an enormous help for people who have to worry about slow internet speeds and data caps. And luckily, it does seem like Sony has heard people’s pleas, and is looking to address this issue in a future update.

Make Older PlayStation Games Available On PSN

In the months leading up to launch, Sony said it didn’t have time to make the PS5 backwards compatible with PS3, PS2, and PS1 games, and it was a total bummer. While PS4’s library is outstanding, it still feels like a missed opportunity for the company not to include older PlayStation generations in its backwards compatibility list. That said, running older-generation PlayStation software on new hardware is no easy task when we’re talking about Sony getting its oldest games to run on PS5 just by inserting the discs alone. Who knows if Sony will commit to adding such a capability to the console in future models.

For some reason, the PS5 library menu defaults icons for cross-gen games to the PS4 versions.
For some reason, the PS5 library menu defaults icons for cross-gen games to the PS4 versions.

But if we inevitably can’t play old PlayStation games that way until a new console version arrives, then we’re hoping that Sony will re-release some of its most highly-regarded classics on PSN via emulation, much like what it did on PS4 with its “PS2 Classics” series. Heck, it’s possible to run those PS2-on-PS4 games on PS5 via backward compatibility, and you can even access a decent catalog of PS2 and PS3 games using PS Now. If you’re really looking to play old games on PS5, there are a few ways to do so–it’s just a bit scattered.

So, our biggest wish in all this talk about playing old PlayStation games on PS5 is for Sony to unify its approach to making previous-gen games available to play. Perhaps new classic games from PS1 to PS3 can be sold on PSN under a new banner. Or better yet, maybe all these games get clumped into Sony’s PlayStation Plus Collection. Whatever the company chooses to do, all we want to do is play its older games on its latest platform.

An Easier Way To Access Your Trophy List

Given the relatively seamless all-in-one interface allowed by the PS5’s Control Center, it’s a bit disappointing that there’s no easier way to check the Trophy list for the game being played. As it stands, you can’t seem to quickly pull up the list for the game like on the PS4. You can only access it by going to the Trophy menu directly.

It’s also far too tedious to sift through the Trophies, as Sony decided to give each Trophy a flashier design than the basic list on the PS4. It certainly makes you feel like a champion when you earn one, but it’s a chore to look through the whole list.

Fix PlayStation 5 Games Defaulting To PS4 Versions

On PS5, if you’ve got a game like Marvel’s Spider-Man: Miles Morales that’s available on both PS5 and PS4, you can choose which version you want to download. However, the PS5 often defaults to downloading PS4 versions of cross-generation games when they appear in your library. When you highlight a cross-gen game in the Library tab, it’s typically the PS4 version, and not the PS5 version, at first glance–although the difference isn’t made visually clear. To get to the next-gen version, you actually have to hit the button with the three dots that appear when you select a game to pull up a menu where you can choose between and download each version.

It's easy to forget, but PS4 did have PS2 games you could play via emulation.
It’s easy to forget, but PS4 did have PS2 games you could play via emulation.

We’re hoping that Sony patches this up because this interface issue persists even after you download the proper PS5 versions. Repeatedly during pre-release testing, we had PS5 apps that we’d already played switch their icons back over to PS4 versions on the home screen, which prompted the menu to start a download of the PS4 version every time we selected it, rather than just start playing the PS5 version.

Honestly, it seems like this issue might be tied to how some games get automatic updates, but again, if you’re moving quickly through the UI, you can start a download accidentally that’ll instantly need to delete. And if you have both versions of a game installed, it’s very easy to start the wrong one and not realize it, which has become increasingly frustrating the more we’ve had it happen. For more about our thoughts and frustrations around this UI issue, check out our feature detailing our experiences.

Darkwing Duck Reboot In Development At Disney Plus – Report

If you grew up in the 1990s, you might have fond memories of the Disney Afternoon programming block, which included classic Disney cartoons like Ducktales, Talespin, Gargoyles, and–most importantly–Darkwing Duck. Now, Disney’s vigilante superhero is coming back on Disney+, according to a report from Variety.

A reboot of the animated series is in early development and, while a writer has not been found, Seth Rogen, Evan Goldberg, James Weaver, and Alex McAtee will produce. Rogen and Goldberg are also developing a Teenage Mutant Ninja Turtles CG-animated feature.

Darkwing Duck debuted in 1991, with 91 episodes airing across three seasons. Most of us Elder Millennials remember Darkwing Duck from the aforementioned syndicated Disney Afternoon animation block.

The premise of the show was a parody of vigilante heroes like The Shadow and Batman; Darkwing had all kinds of gadgets and villains that would’ve fit in fine in the Golden and Silver ages of comic books. Darkwing frequently dropped phrases like “I am the terror that flaps in the night,” reminiscent of catch phrases like “Who knows what evil lurks in the hearts of men? The Shadow knows!” and “I am vengeance, I am the night, I am Batman!” The show frequently lampooned pop culture, even spending an entire episode on a detailed Twin Peaks parody.

Since then, Darkwing has lived on in comic books and has appeared in the ongoing Ducktales reboot airing on Disney XD, which features actors like David Tennant, Danny Pudi, and Ben Schwartz in major roles. Voice actor Chris Diamantopoulos voiced the character on Ducktales, but there’s no word yet whether he’ll reprise his role here or even if the two shows will cross over like they did back in the Disney Afternoon days.

If you’re as jazzed about the Darkwing Duck reboot as we are, check out some of our galleries of your favorite cartoons.

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Destiny 2 Beyond Light – Where To Find Entropic Shards To Earn Your Stasis Aspect

Working through the story campaign of Beyond Light, Destiny 2‘s latest expansion, will earn you the new Stasis ability–a power that lets you slow and freeze enemies to take them out of the fight and deal massive damage. To get the most out of the new abilities, though, you’ll need Aspects, equippable mods that give your Stasis subclass new abilities.

Your first Aspect comes from a quest late in the Beyond Light campaign, and you’ll need to hunt down collectibles called Entropic Shards to complete it. We’ve run down everything you need to do and to know in order to unlock your first Stasis Aspect, while also detailing the locations of every Entropic Shard currently found on Europa.

Unlock Stasis Aspects By Getting The Aspect Of Control Quest

First, work your way through the Beyond Light campaign. Defeat Eramis and continue on the Exo Stranger’s Born in Darkness quests until you’ve fully unlocked the Stasis subclass and its three grenades. There are a lot of parts to this, so it’ll take a bit.

Unlock The Salvation’s Grip Exotic Grenade Launcher

You'll need Salvation's Grip in order to gain the power to destroy Entropic Shards.
You’ll need Salvation’s Grip in order to gain the power to destroy Entropic Shards.

After defeating Eramis, you’ll unlock a new Exotic quest you can get from the Drifter in the Tower, called The Stasis Prototype. It’ll send you on a lengthy quest to steal the Fallen’s Stasis weapon technology. Check out our full Salvation’s Grip guide to find out how to get the gun–you’ll need it to complete the next step.

Entropic Shard Locations

After you finish with Born in Darkness and The Stasis Prototype, you’ll get a quest line called Aspect of Control. Your objective here is to destroy five Entropic Shards around Europa. These are smaller versions of the big diamond-shaped Cruxes of Darkness you’ve been communing with throughout the campaign. The only way to destroy them is using Salvation’s Grip, so make sure you bring it along.

The Entropic Shards are found in various places around Europa and are usually hidden. There are nine total Entropic Shards, but only eight are currently available in the world. Destroying them unlocks Triumphs and lore book entries, and counts toward earning the Beyond Light Triumph seal. Here’s where to find each shard.

Entropic Shard 1: Cadmus Ridge

Head to the west side of Cadmus Ridge, near the entrance to Bray Exoscience, to find your first shard. It’s snuggled up next to an ice shelf; look for a series of antennae on a platform above you in the middle of a small gap. The Entropic Shard is nearby, around a corner.

Your first Shard is out in the open, but snug in a corner and so easy to miss.
Your first Shard is out in the open, but snug in a corner and so easy to miss.
Check the west corner of Cadmus Ridge, but at the lowest elevation you can get to.

Entropic Shard 2: Concealed Void

Next, go to Asterion Abyss and enter the Concealed Void Lost Sector there. Fight your way through the entire Lost Sector to the boss room, a bronze-colored Vex structure filled with Fallen. When it’s clear, look up in the center of the room to see the Entropic Shard floating high above you.

Look up in the boss room of the Concealed Void Lost Sector to find the Shard.
You'll need to go through the entire Lost Sector this time.

Entropic Shard 3: Asterion Abyss

Right outside the entrance of Concealed Void, you’ll find a blocky Vex structure. Climb on top of it–you can find an ice shelf that grants easy access on the east side. Head around to the west side to find the Shard, which is against one of the walls.

Approach the Vex structure from the east side to find an easy way up, then walk around to the west side to find the Shard.
You'll need to climb up above the entrance of Concealed Void, from the outside on the east, to find this Shard.

Entropic Shard 4: Bunker E15

Now head up to the Eventide Ruins area and enter the Bunker E15 Lost Sector, located roughly in the center of the region. Fight through the area until you get to a room with a big glass window that you’ll pass before you enter it. Inside are a whole bunch of Vex, along with three Vex cages with Braytech Security Frames locked inside. Eventually, a Vex Cyclops will spawn–that’s how you know you’re in the right place. From the spot where the Cyclops spawns, turn around and look back toward the entrance to the room, then up and into the corner. It’s tough to spot, but the Entropic Shard is nestled in the scaffolding of the ceiling.

When you hit the Vex Cyclops, check the corner of the room to find the Shard behind some scaffolding.
You don't need to get quite to the boss room of E15 to find this Shard.

Entropic Shard 5: Eventide Ruins

Head east from the Bunker E15 entrance, toward the exit of the path that carries you from Eventide Ruins to Asterion Abyss. Look for a building with a red cube structure on top and a sphere beside that. Approach from the south and look under the mangled steel frames to find a Shard hidden underneath–it’s another tough one to spot.

Look for mangled former buildings near the edge of the area. The Shard is hidden by all that debris.
Your Shard is hidden by debris on the east side of Eventide Ruins, near the path to Asterion Abyss.

Entropic Shard 6: Riis-Reborn Approach

Head north toward Riis-Reborn and make your way through the city. You’ll go up a gravity lift to enter the area. Eventually, you’ll come to a room with two exits, one going left and one to the right. The right door is the one you want, and you should remember it being sealed with Stasis if you already opened it. Just beyond is another gravity lift. At the top, look underneath the scaffold walkway with the stairs to find the Shard.

Right after the second gravity lift in Riis-Reborn, hop over the walkway and check beneath it at the foot of the stairs to find the Shard.

Entropic Shard 7: Kell’s Rising

Keep following the path from the second gravity lift and you’ll soon come to another hallway with two paths–a door on the right and a corner that takes you to the left and more teleporters. Take the right doorway to enter Kell’s Rising, the main part of the city. You’ll have come through here during parts of the campaign, including the final mission to unlock Salvation’s Grip. You’ll have to keep moving through the city until you hit the point where you start to climb up on the rooftops. Continue forward, and you’ll eventually run out of places to go, stopping on a large open landing where you previously fought a Fallen spider tank. With your back to where you just came from, jump up onto the rooftop on the right side of the arena and check under the small staircase there to get your shard.

Take the right door at this fork to reach Kell's Rising. To the left is Technocrat's Iron.
When you reach the end of the rooftops, jump up on the building on the right side.
The Shard is under the stairs on the final rooftop.

Entropic Shard 8: Technocrat’s Iron

It’s a long walk to get the final shard. Head back through Kell’s Rising to that fork where you took the right door, and instead, follow the hallway around to the left. That’ll teleport you into Technocrat’s Iron, the factory you previously attacked and sabotaged during the campaign. Keep moving through the area, past the section with the railway tracks, until you hit the large dead-end arena at the end. This is a big boss room where you fought a huge Fallen brig, and you’ll know it by the four pillars standing around the center. As you enter, look up at the pillar closest you on the right. The last Shard hovers just beside it.

Look up at the pillar on the right as you enter to spot the Shard nearby

Return To The Exo Stranger

Once you have at least five Entropic Shards destroyed, return to the Stranger in the Beyond to finish the Aspect of Control quest. She’ll reward you with a Stasis Aspect; you’ll also unlock bounties from her that will earn you Stasis Fragments, which you can slot in with your Aspect for additional subclass changes and benefits.

You can earn two Fragments each week, so make sure to clear those quests and return to the Stranger frequently to give yourself all the Stasis power and options you can get.

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Destiny 2 Update 3.0.0.2 Patch Notes

The first new update since the release of Destiny 2‘s Beyond Light expansion is here, and it’s a relatively minor one. While we’ve seen some serious issues cropping up, hotfix 3.0.0.2 resolves a variety of problems, including one that led to a gun being disabled.

Part of the big 3.0 update included changing fire rates on many weapons, and this update adjusts the Rose hand cannon (the one tied to the Exotic hand cannon Lumina) to have its intended 140 RPM firing rate. It had previously been set to 150 RPM, leading to the gun being temporarily disabled. Meanwhile, the Exotic grenade launcher Witherhoard remains disabled following this update.

For Xbox One and Series X/S players, the update addresses a crash when interacting with the Vault at the Tower, so you should have no need to fear diving into your library of items. Across all platforms, there are also unspecified backend changes related to stability.

In the new Exotic Archive, Heir Apparent has been removed from the Monument to Lost Lights. Additionally, a problem where the emblems that come with the Collectors Edition has been fixed, and that should now be properly granted and show up in Collections as intended.

You can read the full patch notes below for the update–which is out now on Xbox One, Xbox Series X/S, PS4, PS5, PC, and Stadia–or check out our guide on where to find Xur for his first trip of the Beyond Light era, and then check out our Beyond Light early review impressions for our thoughts on the new DLC expansion so far.

DESTINY 2 HOTFIX 3.0.0.2

GENERAL

Service Stability

  • Resolved an issue where Destiny 2 could crash when players interacted with the Vault in the Tower on Xbox consoles.
  • Implementing backend changes to improve Destiny 2 service stability.

Rewards

  • Adjusted Rose’s fire rate from 150 RPM to its intended 140 RPM.
  • Players may once again equip this legendary hand cannon.
  • Heir Apparent has been removed from the Monument to Lost Lights – Exotic Archive.
  • Resolved an issue where Collectors Edition emblems were not being granted or appearing in collections properly.

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New Super Mario Bros. 35 Update And Event Now Live

Nintendo has kicked off a new limited-time Special Battle in Super Mario Bros. 35. This event runs through Sunday, November 15, and like previous Special Battles, it limits the stage rotation to only a specific handful of courses: in this case, Worlds 5-1 to 6-4.

Alongside the new Special Battle event, Nintendo has also rolled out another update for Super Mario Bros. 35. The Ver. 1.0.2 patch primarily resolves a handful of issues, including one that prevented players from throwing fireballs while underwater in certain situations, and another that let players open courses they hadn’t yet unlocked. You can see the full patch notes below.

Super Mario Bros. 35 is battle royale-style take on the original Super Mario Bros., featuring 35 players all vying to be the last Mario remaining. The game is exclusively available to Nintendo Switch Online subscribers and is one of several different games and products that Nintendo has released recently to commemorate the Super Mario series’ 35th anniversary, in addition to Super Mario 3D All-Stars and the newly launched Super Mario Bros. Game & Watch handheld.

“Delivering precisely what is advertised, Super Mario Bros. 35 delivers on familiar 2D platforming with an all-new competitive twist,” we wrote in our Super Mario Bros. 35 review. “Playing against 34 other Marios at once is a wonderful type of mayhem, as is facing off against hordes of enemies. However, early course repetition and late-game lulls slightly temper this Mushroom Kingdom celebration of Mario’s 35 years.”

Nintendo still has other events planned as part of its Super Mario 35th anniversary celebration. Next week, the company is holding a special Ninji Speedrun event in Super Mario Maker 2 featuring a course designed specifically for the series’ 35th anniversary. Splatoon 2 is also holding a Mario-themed Splatfest in January, while Animal Crossing: New Horizons is adding a line of Super Mario furniture in March. Nintendo is also bringing Super Mario 3D World to Switch with some new content on February 12.

Super Mario Bros. 35 Ver. 1.0.2 Patch Notes

General Fixes

  • Fixed an issue where large numbers of enemies appearing on-screen would result in gameplay slowdown.
  • Fixed an issue where, under certain conditions, players were unable to throw fireballs underwater.
  • Fixed an issue where a special input would enable players to unlock unopened courses.
  • Treasure chest coin pool amounts are now displayed during spectator mode.
  • Adjusted the sound effect that plays as shells or other objects rapidly bounce back and forth within a single-block opening.
  • Adjusted the speed-up timing of the countdown timer.
  • Improved the overall gameplay experience.

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Demon’s Souls: Best Souls Farming Spot For Early Game

The Demon’s Souls remake is now available exclusively for PS5, and like the original and the Dark Souls series, the titular souls are of huge importance to your progression. You use these not only for currency but also to level up your character, and it can be difficult to collect enough to make a real difference if you don’t know where to look. That’s where we come in! We know the ideal spot to gather an easy 4,500 souls, which is enough to buy plenty of items, weapon improvements, or make several upgrades to your statistics.

How to easily farm souls

For this method, head to the Shrine of Storms from the Nexus and work your way through until you reach the Ritual Path Archstone. From there, proceed forward until you can drop down, then go through the tunnel you find and use arrows to shoot the Reaper. This will kill all the other enemies around it, giving you a healthy bounty of souls in very little time.

When doing this, you need to make sure you aren’t surrounded by the apparitions in this area. They can close in and get on either side of you, and you must be precise with your Heavy Arrow shots to take down the Reaper quickly.

Make sure you have stocked up on Heavy Arrows before entering this area, as well. Though you can find a merchant to sell you Light Arrows here, they tend to do less damage, which means they require more shots. Since the reaper begins moving after the first hit, that means more pressure to track it and land precision shots. Heavy arrows will get the job done quicker but you can also travel back to the Nexus and have Patches, the Hyena sell you more Heavy Arrows if he has traveled there. Patches can be found in the Armor Spider Archstone.

That’s all there is to it! Either head back to the Nexus to cash in your souls after you have killed the Reaper, or respawn at the start of the area and go through it again to get extra souls. As always in Souls games, make sure that if you are killed, you return to your body before behind killed again–lest you waste all that “hard work.”

For more on Demon’s Souls, check out our early review impressions. You can also try your luck getting a PS5 with our PS5 order guide.

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Godfall Review

New consoles have an illustrious history of launch-day games that are fairly entertaining and technically impressive, but don’t make much of an impact on the generation they help debut. Godfall feels like a game that will probably occupy that space for the PlayStation 5 (to which it is a timed console exclusive), putting it in the company of games like Ryse: Son of Rome on the Xbox One, Red Steel on the Wii, or even (dare I say) Knack on the PlayStation 4. It’s an amusing loot-based hack-and-slasher with a gorgeous look and loads of loadout choice, but a paper-thin story and a lack of variety keep it from being much more than shallow fun.

Despite a feature list that includes three-player online co-op, repeatable missions with randomized loot, and a grindable endgame, developer Counterplay Games says Godfall is not a “game as a service” in the same vein as Destiny – and it doesn’t entirely feel like one, though the influences of that format are clear as day. Instead, the roughly 10 hours it took me to complete its campaign felt like a more linear game wearing the skin of a “live service,” obviously designed for replayability but without the trappings of microtransactions to avoid and an endless update cycle to look forward to.

You’re Betrayed and Yada Yada Yada You Fight God

Part of that skin is an entirely forgettable story that’s the very definition of passable. Godfall’s opening cinematic (which you can watch below) does the bare minimum to loosely establish its beautifully designed world and a warring feud between you – a fallen king named Orin – and the big bad Macros, your brother who is trying to become a god even if it means destroying the world as a result. Your quest to stop him is a threadbare setup to go fight some dudes that’s mostly told through info dumps at your base, doing nothing to pull me from one mission to the next but also not so bad as to be distracting. Without spoiling anything, its culmination is about as blunt and pointless as the journey there too.

[ignvideo url=”https://www.ign.com/videos/godfall-cinematic-intro-the-fall”]

The missions that make up this story take place on three open-world maps called realms, which are dotted with a decent variety of enemies to kill, chests to open, and resources to gather. A mission will give you a specific goal or target to head toward, but you’re also free to wander around and find other stuff like chests and crafting materials as you do it – or even stick around after the mission to complete extra encounters for even more loot. It’s a structure that surprised me, one that reminded me a lot of Warframe’s sprawling, reward-filled levels but with a set layout instead of a procedurally pieced together one.

Godfall really does look great, with vibrant environments and incredible character, world, and equipment designs. All three of its realms – earth, water, and air – are beautiful, and their bespoke designs mean they can occasionally have a logic to them that I appreciated. On the earth map, for example, there’s a large fortress built into a mountain that is visually distinct from the flat battlefield strewn with destroyed siege weapons just outside its gates. That said, part of their “next-gen” feel is that everything in this world is shining like the dang sun with over-the-top bloom lighting. That can be adjusted in the menu, but the effect is so strong by default that it’s sometimes hard to actually see certain enemies underneath all their glowing particle effects.

[poilib element=”quoteBox” parameters=”excerpt=The%20bespoke%20maps%20are%20amusing%20to%20explore%E2%80%A6%20the%20first%20few%20times%2C%20at%20least.”]

The maps themselves are full of cool looking areas that are fun to run through… the first few times, at least. They may be extremely visually distinct, but all three realms are functionally identical: basically just a series of plain, mostly circular arenas connected by short paths, with the occasional collectible or easily crossed terrain obstacle (mostly gaps that you clear just by holding Circle) scattered throughout. Godfall’s missions will send you running through these areas over and over again, so while it’s fun to stumble upon hidden resources and neat locations initially, they inevitably lose their luster upon repeat visits.

It doesn’t help that the mission objectives are all incredibly similar too, with nearly every one of them being summed up as “mindlessly follow this waypoint and kill this specific mini-boss.” You’ll occasionally see simple “fight off waves of enemies” or “break these objects” tasks thrown into the mix, but for the most part you are dropped somewhere on the map, pointed where to go, and then fight a slightly bigger baddie when you get there. That’s genuinely fun the first time you do a given mission, but Godfall uses repeat missions to pad out its campaign in a pretty disappointing way (and then builds its entire endgame on that concept).

[ignvideo url=”https://www.ign.com/videos/2020/11/11/godfall-the-first-16-minutes-of-pc-gameplay-1440p-60fps”]

Enemy variety can wear similarly thin, despite there being some cool differences between each type. Assassins dressed in black have to be approached differently than knights hiding behind giant shields, and I enjoyed prioritizing weaker support targets first while having to avoid their stronger but tankier allies. But when missions repeatedly threw the same groups of them at me, smaller fights on the way to my ultimate target eventually became a chore. (Occasionally I would even simply run past them with no consequence beyond the lost opportunity to gain experience.)

The conceptually clever enemy designs extend to bosses and mini-bosses as well. All of them have unique abilities and specific strategies to take them down, and I really enjoyed the challenge they could initially present. Mini-bosses include a giant alligator that can turn invisible, a spectral knight that summons ghosts, and an absolute jerk of an assassin who will throw knives at you and teleport away when you get close. The big bosses that (mostly) cap off each realm are even larger and more elaborate encounters with special arenas, and they are really fun… again, the first few times you face them. By my count there are only around 12 or so mini-bosses and six proper bosses, the former of which are recycled during the campaign itself and all of which are reused in Godfall’s endgame. Even before the story is over, it becomes fairly clear Godfall has mostly run out of new stuff to show you, and that’s when it quickly stops being novel.

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And if you can abide a bit of speculation, it strikes me as incredibly conspicuous that there’s an earth boss for the earth realm, a water boss for the water realm, and then inexplicably the fire and air bosses are both in the air realm, with one of them unlocked mostly by repeating previous missions. If that doesn’t scream “we had to cut the fire realm to hit the PS5 launch date” I don’t know what does – but even if I’m off base with that assumption, at least the feeling that some chunk of content is missing here is very real.

Pick Your Poison

What keeps Godfall going for as long as it does is that the combat itself can be very amusing. While it is certainly clunky at times – for example, there’s no way to easily swap between locked-on targets, and while the camera is pulled in close like God of War, the indicators for what enemies are doing outside of your vision are significantly less clear – but the rhythm I eventually settled into was satisfying and impressively flexible. Godfall has loads of different combat mechanics to explore, all of which feel like powerful avenues no matter which of its distinct-feeling weapons you decide to use.

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Some of it is familiar, like using heavy attacks to quickly build up an enemy’s Breach gauge, exposing them to finishing moves and more damage when full. But while that emphasizes leading with heavies (especially against guarding enemies), the novel Soulshatter mechanic encourages the opposite: on top of their regular damage, light attacks will essentially bank part of an enemy’s health bar, and when you follow up with a heavy hit it triggers that effect to deal all of the damage you banked in a single burst. Use that to finish an enemy off and they’ll actually explode in a lovely puff of particles. Soulshatter adds an engaging and easy-to-understand combo mechanic to every fight, and I enjoyed trying to figure out just the right amount of light attacks to hit with before using a heavy to pop an enemy like a balloon.

On top of that, there’s also the Polarity system, which is an interesting method of incentivizing you to both stick with and also swap between your two equippable weapon slots. Dealing damage with one weapon will charge the Polarity of the other, and switching to a fully charged weapon will empower its attacks for a while – but if you switch too early, the charge starts over. Gear effects can use this in interesting ways, too: I spent a chunk of the campaign using a Longsword (which provide a good balance of speed and power) that charged Polarity faster, while my secondary weapon was a set of Dual Blades (a much quicker alternative) that would cause a status ailment when it had its Polarity buff active. It’s a neat mechanic that made my choice of secondary weapon feel just as important as my primary.

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There’s even a Weakpoint system that reminded me of Fortnite of all things, occasionally adding little symbols to parts of an enemy that you can point your reticle at while swinging to deal even more damage. Layer that with dodges, a parry with a very forgiving activation window, and a whole bunch of ways to modify all this with equipment and Godfall certainly gives you a lot to mess with and think about during combat. The main thing that sells this all a bit short, however, is how well straight up hacking and slashing can work too, at least on the Normal difficulty setting (which also undercuts things slightly by making death almost entirely inconsequential, sometimes even respawning you directly in front of the enemy that just killed you). Playing in co-op with friends is of course a welcome treat, but it makes this issue even more apparent as you all swing madly at whatever enemy is unfortunate enough to be in front of you at the time.

But Godfall gives you plenty of tools to flex your playstyle preference, most noticeably in your choice of Valorplate – basically a suit of armor that slightly alters your capabilities and looks incredibly cool. There are 12 total that are unlocked at a fairly fast pace as you progress, and each one shares your overall character level and equipment. Every Valorplate is designed to amplify one of Godfall’s other mechanics: one increases Breach damage while another increases Soulshatter buildup, and there’s one for each status ailment, including Ignite, Chill, Shock, and Poison. One of my favorites for a time was Bulwark, a Valorplate that increases Bleed chance, since I could pair it with powerful weapons that also caused Bleed and dealt extra damage to enemies affected by it.

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It’s very fun to find combos with your equipment and build around those synergies – the only problem is that every Valorplate is actually only a slightly different flavor of the same puzzle. Whether you’re using Phoenix for fire damage or Typhon for water, it doesn’t functionally change much in the heat of combat. In fact, according to the load screen tooltips, status ailments like Ignite, Chill, Shock, Poison, Bleed, and even Curse all share the same generic “deals damage over time” effect, which essentially make them and the Valorplates built around them little more than palette swaps. That’s slightly less true for Valorplates built around other systems, like the Soulshatter-focused Greyhawk, which was a favorite of mine and had me leaning into that mechanic more – but even each Valorplate’s “unique” Archon Fury ability is practically identical across the board, giving you a temporary boost to whatever mechanic or ailment they are centered around. As a result, how you play is influenced far more by the weapon types you choose than the fancy armor you put on.

As you might expect, using a Greatsword or a Warhammer is a very different experience from a pair of Dual Blades or a Polearm. And despite my gravitating toward the faster options, so much loot is thrown at you that I found myself content to swap fairly frequently as stronger options were picked up. The different effects these can have are compellingly diverse, tweaking Polarity charging, weapon abilities, ailment effects, and more, and really letting you decide what direction interests you most. And in case this trend wasn’t already clear, they are also extremely cool to look at, with a massive amount of visual diversity even within a single weapon type – swords can range from fantasy cleavers to ornate hybrids of ancient and futuristic design, and I never stopped finding new options that continued to impress.

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However, I do wish Godfall’s menus and upgrading systems were just a little less cumbersome to use. Inventory management and equipment upgrading is fairly simple, and I appreciate how much opportunity you have to keep your favorite pieces of gear relevant longer if you can spare the right resources, but there are a lot of rough edges when picking your loadout: The descriptions of items take a moment to slide onto their card when you hover over them, which slows down the process greatly when weighing your options or just looking for that one hammer you had with fire damage; you can’t salvage an item from the screen you equip on, and you can’t equip from the screen you salvage on; and perhaps most frustrating of all, you can’t salvage an item if it’s equipped on a different Valorplate, but there’s no indication for which of the dozen suits it’s attached to and no easy way to find out apart from slowly checking every single one. These aren’t huge issues, but they add friction to the always laborious practice of inventory management.

Recurring Nightmares

Once you beat Godfall’s campaign, it attempts to keep the ball rolling by introducing an interesting but incredibly repetitive endgame mode called Dreamstones. These are designed to shuttle you to the level 50 cap, slightly tweaking the same exact missions from the campaign and grouping them into small sets as Orin “explores his memories” – not that I found any of these missions particularly memorable in the first place. There are some interesting ideas behind Dreamstones, but let me be upfront when I say that if I wasn’t reviewing Godfall I probably wouldn’t have completed more than two or three of them at most before losing interest and walking away.

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Probably the most compelling tricks Dreamstones introduce are the elements they borrow from roguelike game structures, applying randomized modifiers to runs that weaken or buff certain mechanics and elements, encouraging you to explore different Valorplates and weapons builds. You’re also offered your pick of two different missions to complete each round, and given a choice of temporary boons between them, all culminating in a harder version of boss fight you’ve probably already beaten multiple times – or will have soon.

All the while you’re getting more gear with stronger effects and higher numbers to help you scale into the higher numbers of the escalating Dreamstones. But since everything you are fighting has been fought before, no amount of modifiers or loot can keep this endgame interesting for very long. Like I said, there are plenty of playstyle choices and combat mechanics to tinker with, but grinding for all of that stuff is only preparing you for statistically stronger versions of the exact same grind you just did to get it.