![]() Somewhat counterintuitively, the Biting Edge is actually less mobile than the Short Blade, and replaces that weapon’s added steps and air-walk abilities with a blazingly fast attack rate, which can be sped up even further by combining the Biting Edge’s twin swords into a double-bladed “Glaive” mode, which amplifies speed, power, and hit count at the cost of locking out stamina regeneration and devouring attacks while linked up. The Biting Edge is my favorite of these new additions, and has replaced the Short Blade as my God Arc of choice. Every melee weapon from the previous games has returned, with two new additions to the arsenal. Translated, that means that God Eater 3 is still the same speedy, action-heavy hunter as the previous games were, now with an additional emphasis on moving quickly, thanks to a new Dive maneuver that can cover an entire stage in just a few leaps.Īs before, players step into the improbable clothing of the titular God Eaters and use their massive transforming “God Arc” weapons to chop bits off of monstrous Aragami creatures, then use those bits to craft better and wilder-looking God Arcs. I’m actually inclined to agree! I liked the way God Eater played, and First Studio has delivered more of that, with some meaningful expansions on the changes wrought by God Eater 2: Rage Burst. If, during the course of this game’s development, the team at First Studio really did try to “rethink” God Eater’s core gameplay, I can only imagine that they came to the conclusion that things are mostly fine the way they are. In all honesty, when I wrote my initial impressions of the game, I hadn’t known that First Studio was on God Eater 3’s case rather than Shift, and had I never found out, I’d just as easily assumed the new game came from the same hands that made the old, so similar are the experiences. To hear all that would imply much has changed between installments, but after playing the game, I can’t help but wonder just what’s different this time around. To that end, Bandai Namco even switched development houses for the project, from God Eater’s original stewards at Shift to Marvelous’ First Studio, under Soul Sacrifice veteran Ittetsu Suzuki. God Eater 3, for its part, was hyped early on as a “rethink” of the series’ values, ostensibly to reorient the franchise around what they felt players wanted out of a game developed natively for current-generation platforms (the most recent God Eater titles being of PS Vita lineage). Though it never quite left Monster Hunter’s long shadow, God Eater thrived by offering players intimidated by that game’s infamous levels of busywork a speedier, streamlined alternative dressed in sexed-up sci-fi anime style, without compromising the genre’s core appeal of mastering an arsenal of huge weapons and carving an armory’s worth of gear off the corpses of large monsters. That’s been the case with God Eater, Bandai Namco’s would-be challenger to Capcom’s juggernaut Monster Hunter series. Sometimes it’s good to be in second place.
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