Godfire review (iOS / Universal)

June 19, 2014

godfire_logo10 word description: Mythologically themed third person action/fighting game. Upgrades, Bosses, IAPs.

godfire pic 2919

10 word review: Gorgeous looking; repetitive fights; large but slow bosses; rather short.

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You will like this if you enjoy: Button-mashing fighting games. Very nice graphics.

godfire pic 2901

The good news: Graphics and animations – particularly in the relentless button-mashing fights – are very high quality and great to watch. Sounds and overall presentation are also consistently good. Controls could be improved, with maybe an option to have a movable d-pad, but are responsive and reliable enough for everything that this game needs you to be able to do. Bosses are large and look the part. Cloud sync works!

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The bad news: Fighting the cannon-fodder enemies, which is a large part of the game, soon becomes repetitive and combat never feels like it really evolves. Puzzles (to open some chests and doors) are laughably easy to the point where I wondered why they bothered even having them in the game – they just slow you down unnecessarily. Boss fights all follow the same sequence: Dodge boss attack several times, wait for boss to become vulnerable (obvious visual cues), hit boss a few times, repeat. Levels are linear and very short, and there are only 7 of them. The best weapons and items can only be bought via IAP; they can’t be unlocked through playing the game.

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Arcadelife verdict: Despite gripes, of which I have several (see above), I can appreciate what Godfire is trying to do and, for the most part, I believe it achieves its aims. Most of the budget clearly went into the visuals, which are consistently high quality apart from some extreme depth-of-field in places, which just makes the game look unnecessarily blurry. Yes, the fighting is repetitive but it looks and feels very convincing, with some of the best fighting animations that I have seen in any iOS game. Saying that, I never really felt that I (or my character) was becoming more skilled as the input (essentially mash on two buttons) is never developed despite unlocking a variety of moves and combos.

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The bosses initially look very impressive, until they start to be recycled half way through the game, and they all follow the same attack/sleep cycle which doesn’t really give a sense of intensity or threat.

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Overall, Godfire kept me going to the end of normal mode because it looks so good. Unlocking yet another pair of swords doesn’t have the gameplay hook that it could have; the fact that the top 3 weapon choices need to be bought with real money is just indicative of “me too” IAP inclusion, without giving any thought to players who might actually want to play the game to unlock the best items.

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Godfire appears to be trying to imitate aspects of Dark Souls or God of War, but it lacks the depth and complexity of those titles and really only excels with its visuals. However, if you want one of the best looking iOS action games and you’re not put off by repetitive combat and by-the-numbers boss fights, Godfire will keep you playing and, for the most part, enjoying it. Just don’t go in expecting a hugely challenging or deep experience.

Arcadelife rating

Presentation – 9/10
Visuals – 9.5/10
Controls – 8/10
Content – 7/10
Fun – 7/10
Final rating – 8.5/10


Rating categories explained here.
Version reviewed by Arcadelife is 1.0.0
iTunes link

Godfire website link

Arcadelife played and reviewed this game on:
5th gen iPod Touch (iOS 7.1.1)
4th gen iPad (iOS 7.1.1)
This review was typed on a Das Keyboard Model S mechanical keyboard – check them out, they’re really rather groovy.

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