Players will have the chance to tryGodfallin less than a month.WithGodfallpriced at $70on console, devs are talking about a feature that may partially explain the cost.
In many respects,Godfallis a pioneer title. It is one of the first PS5 games, and must live up to the expectations for the console. In addition, it’s billed as a looter-slasher, a new spinoff of the looter-shooter game players that have grown used to. To top it all off, this is a brand-new IP from a relatively young developer, Counterplay Games. Now it’s just been revealed howGodfallis taking advantage of a new feature: the PS5’s dualsense controller.

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This is by no means the first time thatCounterplay Games has talked aboutGodfall’s Dualsense utilization. Each time, the developer has gone into more detail about how haptic feedback is used. In the latest blog post, Counterplay revealed that the haptics of the controller are used to simulate the weapon the player is using. This means that heavy weapons will feel slower and weightier, while light weapons will operate more quickly. If the haptics are used right, what players see on screen will translate directly to how the weapons feel to operate in their hands.
Granted, not many players have had the chance to feel haptic feedback yet. Even those who haveunboxed the PS5 controllerand tried it out have not had a PS5 game to feel the feedback from. Still, Counterplay has made it clear it is acutely aware of how important the feature is. Unlike a shooter, melee combat games live and die on how good up-close combat feels. IfGodfallcan properly utilize haptic feedback, it could pave the way for a new dimension of satisfying melee combat in video games.
At best, this could makeGodfallsatisfying in a way that is completely separate from its loot system. IfGodfall’s various weapon typesfeel significantly different, each one could be a new adventure for the player. This alone could add massive replay value to the game.
At worst, this could result in serious disconnect for the player.Godfall’s combat mechanicsrevolve around using different weapons at different times. If certain weapons just don’t feel right, players may completely ignore them, and thus, ignore an important part of the game. For example, if the dual blades feel too light, they may not have enough impact feedback to be truly satisfying. It’s tricky, uncharted territory that Counterplay’s in, but hopefully it can pull this off.
Godfallreleases November 12 for PS5 and PC.