I feel like some of these should be gradually unlocked through the early hours of the campaign rather than unloading so much content and in-game systems when you finish the final boss battle of the campaign. They range from boss battles against powerful foes in special areas and defending against hordes of enemies. While the early chapters felt like you’re just going from corridor to corridor taking on a group of enemies or a boss, the additional modes that unlock after the campaign have been great at bringing some variety into the gameplay. In addition to the regular story quests, Babylon’s Fall has a few other quest types you unlock through progression. After finishing the campaign and seeing all the in-game systems suddenly available with new mission types, I decided to spend a lot of time playing and also checking out hte NieR: Automata event which has been quite excellent. One of the final areas of the current campaign even reminded me of a late area in Xenoblade Chronicles 2. While the bosses despite some reuse in levels were fun to take on, the later parts of the campaign including the last two areas were great when it comes to the aesthetic and the layouts. A lot of the basic in-game systems aren’t explained well, and there’s no indication that things can improve. For this review over a month after launch covering the PS5 version, I wanted to highlight what works and what needs to be addressed for it to be something fans of looters and PlatinumGames games can enjoy.īabylon’s Fall initially feels like a free-to-play button masher action game with a confusing visual style that has many live service elements as you are put into a story that doesn’t make sense. As I made it deeper into the main story campaign, I noticed the enemies and in-game systems slowly improve and open up. If I wasn’t reviewing Babylon’s Fall, I’d have likely given up after about 5 hours, but I decided to see it to the end in co-op rather than powering through things solo which was a lot harder.
The opening hours of the campaign feel like a complete waste of time with boring and repetitive levels accompanied by a story that makes no sense.
Babylon’s Fall in its current state still needs a lot of work in some key areas to be something I can easily recommend even to fans of PlatinumGames, but there definitely is potential here. A lot has changed since launch for Babylon’s Fall through updates, but I’m baffled at how most of the in-game systems and so much of the good content is locked behind over a dozen hours of playing at least. The combat later on is a lot of fun and certain boss fights and quests have been great to test out new builds with.
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Having experienced the full campaign, played a lot of the postgame with others, completing the NieR: Automata event including the secret mission a few times, and also helping out newer players through the campaign, there are a lot of problems with the game, but also things drawing me back to it. I ended up finding a few things I enjoyed a lot about Babylon’s Fall that unlocked later on and also getting the platinum trophy on PS5. I wasn’t sure what to expect after the opening hours put me off, but decided to see the campaign through all the way and try out the collaboration events while I had people to play it with.
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Around launch day, Square Enix sent me a Babylon’s Fall review code on PS5 and I’ve been slowly chipping away at the game over the last month or so to see if it actually had potential for improvement or was a lost cause. I liked some aspects of the visuals and whatever music we heard in trailers, but wasn’t sold on actually spending time with it despite pre-ordering the game physically for the SteelBook. This was mostly due to the fact that it was an online-only action RPG with a confusing aesthetic that seemed like it had identity issues. With each new showing pre-release, PlatinumGames and Square Enix’s Babylon’s Fall looked less interesting.