Malicious Fallen Review

Premium rush.

Malicious Fallen may not be developed by Platinum Games, but it sure does look the part. This may have something to do with the fact that developer Alvion supported Platinum Games during the development of such titles as Metal Gear Rising: Revengeance, Bayonetta 2, and Anarchy Reigns to name a few. Malicious Fallen delivers some beautiful, colorful, anime-inspired visuals, and presents a familiar approach to massive-scale fights and flashy combo attacks. But that’s not enough to shake the feeling we've seen it done bigger, better, and more cohesively elsewhere.

Malicious Fallen tells the tale of a land ruled by an insane king whose wife makes a deal with supernatural powers in order to end her husband's reign of terror. After he's gone, however, she finds herself more than a little hesitant to give up on her power trip. She becomes the new despot, subsequently granting her best warriors a share of the glory in rampaging across the countryside. A group of prophets, loyal to the powers beyond, have you in their back pocket. You play the part of the Spirit Vessel, who's been imbued with all the remaining magical power left in the universe, along with a cape called the Mantle of Cinders, to go forth and triumph over evil.

Since all of this is presented in text form, however, it ends up as an easily missable cover story for what essentially boils down to a dazzling boss rush that throws you to the wolves within minutes of starting the game. You're given a short, perfunctory tutorial, a series of portals to choose from, and off you go. The brevity of training could be forgiven if the game were more of an arcade-style brawler where you only really need to know how to hit, dodge, and maybe perform a flashy special, but Malicious Fallen--to its credit and curse--offers a combat system full of tiny intricacies that only really come together via rigorous, Sisyphean trial-and-error.

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You begin your quest with a few attacks: the Mantle of Cinders can turn into a shield for defense, a set of giant fists for close-quarters combat, or it can fire a ranged attack that can target whatever's directly in front, and potentially barrage multiple enemies. To add an extra level of complexity, you can also alter attacks so that enemies who die explode, chaining damage to other nearby enemies. All of this is adds points into a resource called Aura.

Aura is everything in Malicious Fallen. Not only is it the resource that you use to heal, but when your Aura stash is full, you're allowed to unleash extremely high-powered attacks that can make relatively quick work of the game's massive bosses. All of this is technically explained in the tutorial, but these instructions mean little without context; you're ultimately left to figure out how to handle Aura on the fly, and likely die several times in the process.

The other gameplay element is a Mega Man-style system where every boss drops a new ability for you to use, and figuring out which ability will have maximum effect against each boss--or even whether what you have available will even make a dent--is, again, a trial-and-error process. It requires that you get very comfortable with each bosses' patterns and attacks, but it also means a lot of wrestling with the game's twitchy camera. It's the basis for a woefully unintuitive targeting system that only focuses on the boss, and sometimes has trouble even activating. It's not unusual to end up on your back, suffering from a barrage of cheap hits for prolonged periods of time, all because you weren't able to target properly. The kicker? Your life force is measured by having limbs and parts of your outfit knocked off--which, on a busy battlefield, can be near impossible to monitor. Typically, it's not until a single hit results in an unexpected game over that you realize how far gone you were.

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Through the chaos, however, there are joys to be found. The game's ornate cathedrals and rollicking battlefields are, at times, breathtaking spectacles. The bosses themselves are fantastically designed, and just watching them move and react is impressive. While combat is poorly explained, going back to older bosses with a new arsenal and a better understanding of the game makes for a gratifying form of payback.

The fact remains that you have to perform a lot of legwork to understand how each boss works in respect to your abilities. There's a fine line to be crossed in a boss rush game, where hard fought battles lead to either sighs of relief or aggravated groans. Too often, Malicious Fallen earns the latter. Malicious Fallen isn’t a game that feels triumphant so much as tiring.

The Good

  • Beautifully drawn stages and characters
  • Combat system is surprisingly deep.
  • Imaginative, imposing bosses

The Bad

  • Combat system is poorly explained
  • Too easy for the enemy to score cheap hits
  • Controls and targeting are cluttered and counterintuitive
  • Story/motivation is flimsy

About the Author

Justin Clark went through each Malicious Fallen boss twice for the purposes of this review. So far, he has yet to find a clothing shop selling cloaks that turn into fists. GameSpot was provided with a complimentary download code for the purposes of this review.
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SamuraiCaci

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Seriously gamespot, giving this gorgeous looking game a 5 while you give an 8 to Shovel Knight? WTF is wrong with your reviews nowadays? Why the heck are you trying so hard to kill every non-america companies who try hard to give us gorgeous games while giving full support to low quality ATARI STYLE companies?

That's getting extremely annoying, can't you see freaking see the OBVIOUS difference between the amount of work done in both games? What makes you believe that an Atari game that everybody can do alone in the basement have a better score than a game developed by an entire TEAM? Stop influencing the industry in this incredible negative way please.

In the PS1 and PS2 era, we had tons of new innovative and fun games like Def Jam, God Hand, Urban Reign, Rival, Schools, Kensei, Fighting Bujutsu, The Warriors, Bloody Roar... But now, THANKS TO YOU AND IGN, who compare everything to Tekken, all we have in the fighting area are just updates from games made in 90! WWE remakes, SF remakes, Tekken remakes, DOA remakes, games who reuse tons of reused animations to make more of the same with just a few new reworks on moves and a few new characters. And when they are not more of the same, all we have from the new companies are ATARISPAMGAMES!

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Ripper_TV

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Malicious getting a sequel is a huge surprise in itself. I always thought the PS3 game was highly unpopular.

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zyxahn

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There should be 2 scores given. The review seems to really like the game. Gave it a low score because it's been done better in other games. It appears the game is fun to play.

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Gelugon_baat

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Also, here's another problem: when the player character is healed, limbs come back; clothing doesn't. This makes it even harder to know how much damage the player character has taken (apparently called "body break" in-game in the Japanese version).

I have noticed that there are rings underneath the player character's model, and my first thought was that these might be a visual indicator for health. Unfortunately, when the player character uses things like some of the cloak's aimed ranged attacks (which changes the camera to an over-the-shoulder perspective), the rings cannot be seen.

Really, if the developers don't really want any health bars, they could have used the colour of the cloak as a visual indicator, or any visual effects surrounding the player character that can be reliably seen all the time.

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Gelugon_baat

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Edited By Gelugon_baat

No kidding about how the visual designs of the game screws up the gameplay.

Here is a video of a boss fight. There should be a few things almost immediately notable to anyone who is observant.

Firstly, the player is manually controlling the camera. This is already tedious on its own. The camera is also incapable of making sure that the player character is always visible to the player (something that every competently designed action game should do), as is evident when the player is trying to get behind the boss.

Of course, the above observation is moot if there are better camera options, but if there are any, and the above is indeed the default camera mode, I do wonder what the f*ck the developers were thinking.

Secondly, there is just no reliable visual indicator about the health condition of the player character. As had been noted here in this review and elsewhere, the appearance of the player character is the indicator of his/her health. Yet, the main humanoid body of the player character is so small compared to anything else on-screen. More importantly, his/her cape is obscuring his/her silhouette much of the time.

This could have been addressed if the developers had considered the colour contrast between the skin of the player characters and their clothing, but the default sky blue tight-fitting top and white pants are really bad for the guy. (Playing as the female one is better because her clothing has a silhouette that is different from the silhouette of her near-naked body.)

Now, there are other types of clothing. The problem though is that they are not purely cosmetic (they appear to change stats). I have tried looking for any info about cosmetic customization, but there is nothing.

This game has terrible, terrible issues of user friendliness.

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DarkRikuShadow

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Is this the sequel to the first game that was on the ps3?

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PutASpongeOn

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@DarkRikuShadow: It's a remaster with all the content from the vita game and ps3 game (separate or something or had different content) and then also has new content as well.

So yeah, you'd like it if you liked the first game since it's pretty much that + vita stuff + new stuff.

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Ripper_TV

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@putaspongeon: Strange bundle. Did the game really sell on PS3 and Vita?

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