Vivid Games’ GodFire: Rise of Prometheus looks like a very expensive mobile version of Ryse. It is shockingly similar in a multitude of ways, especially, in terms of the combat, which revolves around blocking blows from enemies and countering with a flurry off well-timed heavy and light attacks, hopefully, resulting in a blood-tacular execution. This may sound like a recipe for disaster, but the game manages to pull it off — even with a thin layer of jank. Firstly, the game didn’t run particularly well. Secondly, combat stuttered in certain spots, and the mini-boss I encountered seemed to be stuck while I slashed at his back. I couldn’t quite tell if it was by design, or bad AI.
How they pull it off is by only allowing the player direct control of Prometheus while he roams the games impressive, highly-detailed Unreal 3-powered environments. Otherwise, the virtual d-pad is only used for dodging. It’s a smart design decision that makes up for some of the inaccuracies that come along with on-screen buttons.
I can’t say that I am particularly fond of the combat in Godfire: Rise of Prometheus. In fact, inoffensive is what comes to mind whenever I think of it. In-between my minion killing two mini-games appeared. These mini games consisted of spinning sections of a puzzle until they matched up. The reward for completing these menial task? Killing more minions — two times over. Not only was the mini-game uninteresting, but leading directly back into the dull combat was dreadful.
I also encountered a couple of issues with input. Now, it could be on my part and I was just fumbling the controls, but I pressed the on-screen button several times expecting a light attack and got a heavy attack. It’s not a criticism I can level at the game without a bit of trepidation, seeing as touchscreen controls are generally lacking in the tactile feel a control provides, but if it is something Vivid games, developers of Godfire: Rise of Prometheus can improve, that would be lovely.
Godfire: Rise of Prometheus is without a doubt pretty; the art is beautiful, and the graphics are astonishing for an iOS game. On the other hand, it is a little hard to get excited for what is (at this time, at least) a mediocre game inspired by the mediocrity ridden Ryse.