

Godus does have its flaws: its touch controls for shaping its virtual world aren’t quite right the little followers that you command can be maddening in their ability to pick the strangest paths to a destination and it’s a bit slow in its early hours.Īnd yet. a symbol for just how infuriating free-to-play has become”.Ī few days into the game, I’d disagree – certainly with the latter verdict. I made a few in-app purchases and was left feeling the emotional equivalent of a wet fart.”Īnother well-regarded site, Pocket Gamer, awarded Godus 5/10 and called it “a flawed and meandering experience which goes to a lot of effort to achieve very little”, while Digitally Downloaded slammed it as “nothing short of offensive. Respected iOS site TouchArcade headlined its review “The FarmVillian Nightmare Come True”, awarding Godus one star out of five: “Leaving the player like Tantalus, ever reaching and never satisfied. But in some early reviews, the emphasis has been firmly on the latter. “It is already a fantastic, amazing and incredible game, and free-to-play makes it even more fantastic, amazing and incredible.”ġ6 months later, is it? Well, Godus – like some of Molyneux’s other games – hits some expectations, and misses others. It works so beautifully for what free-to-play represents,” Molyneux told a conference in April 2013. “The god game genre was almost invented for free-to-play 25 years ago.

The fact that it’s a land-shaping god game that looks a bit like the Populous and Powermonger games that made his initial reputation 25 years ago has only served to stoke that anticipation further, despite a wider debate about the “free-to-play” business model that it would use. Molyneux’s public enthusiasm about his 22Cans studio’s second mobile game, Godus, has been clear since its earliest days, when the company was raising just over £526,000 on crowdfunding website Kickstarter to make it. It’s reaching so high – and sometimes missing – that makes Molyneux such an interesting and important creative figure in the games industry – and such fertile fodder for an affectionate Twitter parody. When the games are actually released, they tend to meet some of those expectations, and disappoint others. Godus’ pre-release hype isn’t new, then: when Molyneux talks to interviewers or conference audiences, he talks honestly and engagingly about his grand creative ambitions for whatever project he’s working on at the time. Molyneux’s first mobile game, Curiosity: What’s Inside the Cube, made lots of headlines before and after its release in November 2012, as players tapped away layers of a giant cube to discover a mysterious prize at its centre.
