![]() Every God eater needs a weapon, a shield, and a gun, but while it’s a nice change of pace to be able to juggle all three, combat amounts to spamming the primary attack and taking a few ranged shot every now and again. It’s still no cutting-edge system, but outfits, hair, colors, accessories, and more are available for the players’ customizing pleasure. The symmetrical layout and reusing of assets doesn’t help exploration, nor does the absence of unique features that could have given meaning to each room.Ĭharacter creation has been overhauled, giving players the most freedom they’ve ever had. Grey, metal walls surround the player and impose upon them an inescapable aura of mundanity. In the Caravan, the player’s hub area, it’s the same story. Plenty of platforms that appear to be reachable are blocked by invisible walls-the maps are littered with offenses. Cold areas feature white snow and ice can make pickups equally hard to spot. ![]() Tall, thin, white waterfalls can often be confused for items, which are shrouded in thin, tall, white beams of light. Perhaps the purpose was to highlight the action in the foreground, but even then the game fails. I found my eyes glued to the minimap, chasing down the red icon that denotes the Aragami, instead of at the dreadful-looking maps. There are no captivating sights or unique colors to differentiate any area of the map from the rest. Each map comes with a few options for temporal or weather conditions, but maintain the same dull, monotonous color palettes regardless. Reducing the play space to a flat arena would only improve gameplay by trimming out the chore-like traversal. The maps lack verticality and obstacles, or anything that may be exploited when fighting Aragami. Each map is a series of narrow paths punctuated by the odd open space. Players will spend the most time out in the field, exploring a couple of linear maps that are near-identical in how they’re navigated. ![]() Every step of the way, God Eater 3 flaunts its shallow exploration of “serious” themes regarding discrimination and free-will, but uses said themes for nothing other than as a light garnish to hide the story’s glaring flaws. The story sells itself as a character-driven epic, but is without any strong characters. Out in the field, players face down what feels like twice as many Aragami as necessary in a lazy attempt to spread out the story beats. In such an exposure-heavy game, the lack of context for hunts is surprising. After a hunt, the mission assignment desk will remind players that various NPCs need your attention, marking the start of a short, but rather inconvenient game of hide-and-go-seek as you search the three floors of your Caravan ship for correct NPC to talk to. ![]() Between hunts, players can expect a big helping of exposure dialogue with a side of filler text to read. The narrative of God Eater 3 plays out like any other in the series, this time featuring a new cast of two-dimensional archetypes eager to step into the shallow shoes of their predecessors. That’s a win for humanity, but a substantial blow for any potential gameplay developments. On top of being stronger than your average God eater, AGE units are resistant to the Ashlands’ toxicity, nullifying the threat of the Ashlands completely. ![]() In response to the rising threat of the Ashlands, humanity creates their own weapons in the form of special Adaptive God Eaters. The game takes the lessons learned from its predecessors and proceeds to do absolutely nothing with them.įrom the ever-growing Ashlands comes a new breed of Aragami known as the Ashborn-monstrously strong beings that thrive in the Ashlands’ toxic environments. God Eater 3 continues the series tradition of blending together lackluster progression, melodramatic storytelling, outdated visuals, and one-note combat to create tepid Monster Hunter clones. New Aragami, but the same old tricks it seems. ![]()
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