Join a group of warriors bonded with special equipment called Gideon Coffins in an odyssey to overcome the titanic Tower of Babylon. Wield unique weapons in both hands, and use the power of the Gideon Coffin, allowing for combinations of up to four weapons at once. The capabilities of different equipment will also bring endless strategic variation to combat. Game visuals are achieved using a newly developed “brushwork style” to create a unique fantasy setting with a medieval oil painting aesthetic. Play in co-op online multiplayer for up to 4 players. The game will feature a range of game modes post launch at no additional cost.
Babylon’s Fall seems like it needed a lot more development time. The core combat feels stiffer than my left wrist, which is currently recovering from a broken bone. Combining that with lackluster graphics and limited multiplayer options would be bad enough, but locking out key features of the game behind ten or so hours of gameplay makes Babylon’s Fall...
An overpriced game with a solid combat system that's buried under a mountain of banality and monetisation.
Babylon’s Fall is not an awful game, its just not a very good one and while I would never tell anyone what to do with their money, I will strongly suggest you avoid this one as it’s fate will surely be the same as the tower for which its named.
Babylon's Fall flat out needed more time. The graphics make the experience just horrible at times, with the filter even giving me headaches. The combat can be enjoyable, though there is a grind to it, it's something I still enjoy along with the music. Beyond that however, there are still just too many aspects of this game that can make your time with...
Given the nature of live service titles it's possible that Babylon's Fall could see a phoenix-style resurrection with some rebalancing, but somehow, we doubt it. Hopefully this absolute misfire doesn't signal a profound change in direction for Platinum Games; this title had a troubled conception and it shows, but rather than iterate on things, we'd...