Babylon’s Fall Review: Falling Short

The newest game from the makers of Assassin’s Creed is intended to be a multi-player, time-traveling RPG with all the trappings of their popular franchise. But does it succeed?

The “babylon’s fall review ign” is an action-adventure game that has been released by the video game developer, Bethesda. The game was released on November 4th, 2017 for Microsoft Windows and Xbox One. It comes with a price tag of $39.99 USD.

Platinum Games has a long history, and its brand has become something of a quality mark for action games. Unfortunately, Babylon’s Fall demonstrates that even the finest companies can suffer from poor development, and it’s certainly one of the worst titles Platinum and Square Enix have produced in recent years.

At its foundation, Babylon’s Fall seems to be a cash grab for a live service that lacks a unified goal. When compared to Platinum’s prior lightning-fast combat systems, Babylon’s Fall seems slow and unresponsive. 

It’s also easy to get overwhelmed by the constant barrage of treasure, currencies, combat points, and other items hurled at you. There’s a glimmer of potential here, but it’s rapidly buried behind a mound of monotony and tacked-on live service components. 

Review of Babylon’s Fall: Falling Short

Your unique character wakes up on a ship as it docks in the great metropolis of Babylon in Babylon’s Fall. You and a few others are “conscripted captives,” compelled to investigate the mysterious Tower of Babil using an implanted weapon known as a Gideon Coffin. 

It’s an intriguing notion, and the tale has a lot of thematic potential, particularly given that your character is practically enslaved against their choice. Unfortunately, the game never takes you somewhere fascinating, and the storyline never takes the predicament you’re in seriously. 

At the same time, Babylon’s Fall has an unattractive visual style that falls short of the target. It aspires to be like an oil painting, but it renders Babylon’s Fall murky and unfocused as a result. This is compounded by dreadful character models that seem to have been created for a smartphone game rather than a console game. I appreciate the concept of creating a game that resembles a moving oil painting, but it’s nearly astounding how badly it fails here. 

The awful character generator contributes nothing to the progress of the game. It offers some of the most dreadful alternatives I’ve seen in a long time. There are minimal skin tone possibilities in particular, leaving players with almost no options if they wish to create characters of color.  


The same can be said of the fighting in Babylon’s Fall, which lacks the same sense of realism and flare that Platinum is renowned for. You have two weapon slots, and your Gideon Coffin allows you to put two more into slots that allow you to conjure ethereal weapons. 

Your Gideon Coffin weapons are connected to a gauge that steadily refreshes and builds up more quickly if you utilize basic assaults. Your single defensive option is a dodge, which takes you a short distance and slows you down if timed correctly. Each weapon has a good amount of versatility, and the ethereal variants provide some excellent aesthetic flare as well as more options to expand your battle repertory. 

The actual issue, though, is that combat engagements in Babylon’s Fall are seldom engaging. Each mission combines combat confrontations with platforming and the odd environmental danger. Battles are mostly a rinse-and-repeat affair in which you strike an adversary with a combination, dodge their assault, and then repeat the process. 


It’s disappointing to see Babylon’s Fall’s combat lag, since Platinum has built some of the most dynamic combat systems out there, such as Metal Gear Rising’s slicing-and-dicing or Astral Chain’s amazing dual-character system. The main issue is that there is no distinctive spark at the system’s core, and the Gideon Coffin concept is never completely fulfilled. 

Combat is simply one illustration of Babylon’s Fall’s greater flaw, which is how formulaic and repetitive everything seems. To earn cash, cosmetics, and equipment, players must complete daily tasks and battle pass challenges. Of course, all of that entails a fair amount of grinding, and the tedious game design doesn’t help matters when you’re playing mission after mission. 

The music is, without a doubt, the most memorable aspect of my experience with Babylon’s Fall. The game’s soundtrack, at the very least, is on par with Square Enix’s normal fantasy material, with a wonderful blend of simple catchy melodies and big symphonic compositions, particularly the main theme. 

The Bottom Line in Babylon’s Fall Review



  • The music is excellent, with several unforgettable symphonic themes.
  • Weapon choices provide a lot of variety.


  • Combat rapidly becomes monotonous.
  • Visually and aesthetically, it’s a complete disaster.
  • The mission as well as the entire gameplay cycle are quite monotonous.
  • The story fails to deliver on any of the intriguing issues it introduces.

Babylon’s Fall is a serious candidate for the most underwhelming Platinum Games game ever. Live service games rely on players staying with the experience for months, if not years, but there’s no compelling incentive to do so right now with Babylon’s Fall.

The visual choices are perplexing, and the gameplay concept rapidly becomes tedious. It’s conceivable that Babylon’s Fall may turn into something worthwhile — eventually — but it will need a major renovation. 

[Note: The copy of Babylon’s Fall used for this review was given by Square Enix.]

The “babylon’s fall gameplay” is a game that has been released by the developer, GameHouse. The game was developed to be an interactive adventure, but it fell short of its goal and ended up being a disappointing experience.

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