This repetition is built into progression too, as to unlock a new area you have to earn Sigils by rerunning previous missions or bosses to effectively 'buy' the stage. There's a very Destiny feel to the maps - you explore them initially for the story but that unlocks a series of encounters you can then repeat and replay, or just wander for some freeplay fun and resource gathering. The story generally gives you a tour through the area first, before then making you revisit and rerun the spaces for various reasons. Things are divided into realms you progress though, all of which are unapologetically a series of battle arenas with passages between them. The solid, satisfying nature of the combat goes a long way to covering the sparse economy of the actual level design. How this quest manifests itself is via a loot chasing, hack and slash through arena heavy levels chasing gear and tokens to open up more levels. god (look at the game name, now look at me). You are, for reasons, trying to stop your brother, once an ally now enemy, from becoming a. It's definitely an odd game: summoning just enough of a story, filled with magical armored warriors, to justify a lot of fighting and then running with it. After some stumbling steps getting used to a few weird choices (like a gluey target lock and shield block) you soon settle into a rhythm of assessing and dismantling threats. It might not be innovative but it has an incredible force to it - every blow, every dodge and parry has a power that comes out of the screen. But it almost immediately won me over with a solid combat system that slams. It's part high space fantasy, part Devil May Cry and all shiny. It's all cosmic knights fighting for power in suits apparently designed by Gundam and Fabergé. I wasn't sure what to make of this at first.
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