There are few more attractive playhouses than slaying a series of giant monsters by scaling them like moving mountains to deliver a killing blow from above. And yet there are also few more disappointing experiences than having this premise so terribly short than in Praey for the Gods. This giant slaughter adventure tries to capture the magic of classic PlayStation Shadow of the Colossus, but misses the mark with sloppy controls, cheesy deaths, and bugs that manage to waste otherwise solid boss encounters.
Inspiration from Shadow of the Colossus isn’t hard to spot: In Praey for the Gods, you’ll travel through a desolate open world, scale giant monsters, and likely be quite confused by the story. Where the comparison ends is in its incredibly sloppy mechanics and questionable design choices.
Most blatant of these is how callous and awkward everything is, from escalation to combat. I feel like it takes about a second for your character to react to anything you do, which got me killed a lot at first. Eventually my brain adjusted to the lag and it became less of a problem, but every time I put down the controller and picked it up later, I had to retrain again. As you can imagine, the lag in a combat-oriented game where you can get killed in one hit is a recipe for a lot of rage, and though I got used to it at times, it never stopped. to be frustrating.
It sure doesn’t help that I was constantly shocked by the things that killed me during boss fights. Basically every time one of the Giants attacks it creates a shock wave in the immediate area that deals tons of damage, knocks you to the ground for an eternity, and is just plain cheap. There were times when I was clearly several feet away from an incoming attack and my character collapsed to the ground like I was a FIFA player trying to get a foul on the colossus attacking me. Combined with the sluggishness of the controls, there were plenty of times my death felt completely unfair to me and forced me to turn to the non-existent referee for a slow-motion replay of this blatant malarkey.
Climbing giant beasts is supposed to be the headliner of Praey for the Gods, but because you’re moving so incredibly slowly and the climbing controls are so inconsistent, it’s often more irritating than fun. You’ll be caught on random surfaces as you go and have to frantically shake the controller until you break free, or start climbing in the wrong direction for no discernible reason and struggle to regain control. Sometimes you will even fall off everything you climb while you still have stamina left and die in a fit of sheer rage. Considering how much time you spend climbing Praey for the Gods, these annoyances end up haunting you almost every step of the way in a thankfully short five-hour game.
These issues merge into the existing minor annoyances associated with this type of play in the worst possible way – things like how you are constantly interrupted by the beast shaking you like a rag doll and having to watch your stamina meter all the time. the weather. There is nothing worse than finally getting on a beast and reaching the area where you can deal damage, only to be repeatedly interrupted while shaken until you finally run out of stamina. and falls to the ground. Problems with climbing mechanics take these infrequent irritations and make them maddening in their own right.
You’ll also spend a lot of your time tripping all over the place, as every time your character takes a breath, they lose their balance, roll to the ground, and then get up and get their feet back on their feet. It takes several seconds each time and the animation frequently repeats several times in a row when, for example, a giant monster walks nearby. It’s so, so boring that, even though it made me laugh the first few times it happened, the more I played the more it filled me with an uncompromising fury.
Praey for the Gods Review Screenshots
As if that weren’t enough, Praey for the Gods also tests the limits of patience with technical awkwardness. Most are minor, like the framerate instability on PS5 or the time I got knocked down by a boss because he walked through an object in the world and didn’t bring me with him, but I have also experienced three hard crashes while playing, including one that caused me to lose quite a bit of progress. I didn’t run into enough bugs to make me flip a desk, but when you combine it with already rocky gameplay it only adds to that general feeling of lack of finish that got more and more boring as the game went on. and as I played.
Fighting in the open world has many of the same complaints as climbing, including feeling sluggish at the controls and your character struggling to stay on their feet, but has the added downside in the form of weapons so breakable that they are ‘they feel like they are fine china. I’m not one of those who claim that Breath of the Wild is a bad game because of the durability of the weapon, but dear lord, here your weapons are shattered into pieces after so few uses that most of the time , I just walked past enemies for fear of having to spend time gathering resources to create new ones. (You don’t get XP in combat, so why bother?)
And even when your weapons aren’t broken yet, if they’ve reached low durability, they do a lot less damage, causing the fight to drag on and cause so much frustration because the fight isn’t that good. to start. Swinging weapons at skeletal enemies or aiming at animals you hunt with a bow and arrow is inaccurate, costs valuable resources, and rarely helps you achieve your goal of defeating all eight bosses.
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