God Eater Updated Hands-On Impressions
We charge up our sword and sink our teeth into a God with an updated look at Namco Bandai’s attempt at hunting monsters.
Inside an ornately adorned show floor gazebo at the Tokyo Game Show sat Namco Bandai’s God Eater. Many will quickly draw parallels between it and its biggest competition, Capcom’s phenomenally successful animal harassment series, Monster Hunter. God Eater was released in Japan in the early months of 2010, but it is taking its sweet time with localization, aiming for a release stateside in February of next year when it skips the pond. At this year’s Tokyo Game Show, we picked up the PSP and tried our hand at slaying aragami, the game’s version of the deities of the underworld.
It’s worth noting that despite our brief play being entirely focused on combat, we’ve been told that God Eater will include an extensive character, weapon, and crafting customization system. Our demo began in a launch area away from the fight. After bumbling our way through the Japanese menus, we got to the action and landed in an abandoned urban environment. Because this game takes place in a postapocalyptic setting, there was little surprise to see a heavy focus on burning fires, a red-heavy color palette, and extensive use of gray and brown walls. As a result of being in a serious state of disarray, the city seemed less like a bunch of rooms to explore and funneled us out into open areas via a cement gauntlet.
Before we had a chance to look around very much, we were set upon by a large beast, one of the game’s mutants running the show after the downfall of Earth. Peace comes not with kind words and compassion but with a blade and bullet. As a result, it’s not long before we’re hacking, slashing, and shooting at the creature alongside our AI-controlled team in the name of humanity. Weapons come in the form of archetypal ranged and melee options, with swords good for up-close-and-personal fighting. Rifles, however, give you a chance to back up a bit and blast away while avoiding getting too close to the claws and teeth. Holding and pressing the melee attack button charges up a more powerful attack; when it makes contact, it restores some of your origin physics bar, which is the stamina meter that drains as you perform melee strikes. The power-up takes a few seconds to complete, requiring you to stand as it builds, but once successful, your blade morphs into a giant tooth-covered mouth, biting into the flesh of your enemy and looking a lot like a Spider-Man's nemesis Venom's venom fang attack from the Marvel vs. Capcom series.
Our fur-covered friend wasn’t a fan of our welcoming party, and after a brief clash, it hightailed it and forced us to chase it to the next showdown location. This need to move helped to introduce us to the game’s minimap, a guide available onscreen at all times, while a larger overlay map could be toggled by tapping the start button. Because our target was marked with a big red dot, it was simple to locate it for another round of hide the sword.
With the exception of our group and the fleeing creature, the city was completely empty. Whether this was designed to speed up the demo process or place the focus on hunting and killing big prey, it meant that we could follow its trail without encountering smaller skirmishes, such as having to clear waves of small, annoying trash monsters.
Ad hoc multiplayer support will be available on the PlayStation Portable, but we played offline and were flanked by AI. The team did a good job attracting the hate, dealing damage, as well as healing and reviving fallen comrades who got a little too close to the action.
Controls were fairly standard for a third-person action game, using the analog stick to navigate the environment. But, while the auto-target function mapped to the left shoulder button appeared to do a reasonable job locking on to and framing where bullets should be going when the target was within sight, sharing the camera view with a combat function meant we found our character looking in odd places when more exciting things were going on elsewhere.
A final push had us backing the creature into a room with nowhere to retreat. We used the opportunity to put the beast to sleep by force and were rewarded with the spoils of victory, no doubt to upgrade and modify our current gear loadout. Unfortunately, before we could bask in the glory of our slain foe, our screen faded to black and we were thanked for playing.
Whether God Eater has the brand awareness and combat mix to succeed in such a crowded marketplace remains to be seen. But from our hands-on time with the game, it ticks some of the boxes for success, and we’ll be keeping our eye out for more time to play as it makes its journey to the West next year.
Seems that way. All that anticipation, and the game is a no-show outside Japan. Nah, I'm not interested. [SARCASM]"Yay! I love playing sequels to games I never played!"[/SARCASM] About all I have to say now is "**** that, and **** off, Namco. Keep your sorry-*** sequel."
So this one didn't got localized, but Burst did?
If it's similar to Monster Hunter, I'll be pleased. The theme seems much more fitting to my tastes.
Not sure is this game better or Lord of Arcana better? Nevertheless Monster Hunter rocks! Stay tune for Monster Hunter Portable 3!!
hmmm ok then
@Shadownicoy MasterOfSprites was being sarcastic.
MasterOfSprites u r dumb this game is a rpg gow is a hack and slash how is this a rip off. this is no where near gow mechs whats wrong with u ppl
i cant wait for this game..it looks amazing and i love my psp its my bestfriend before i go off to bed :D
Pre-ordered mine today :P
*Sarcastic* A game where you fight things!? Total rip off of God of War! Am I right guys?
I played over 60hours on this game... and I guarantee that it is far from MH... It is a fast-paced action RPG... AI's were smart... and the gameplay was challenging... It surely tests your hunting skills...
that has got to be the most epic box cover i have ever seen
Why is it taking so long to be available in America and Europe?
diabloNL11 You realize its for PSP right, its looks good for PSP. echt waar hoor
Hell , what happened to Last Ranker?
I tried the Japanese demo but never made it to the combat...just couldn't figure out what the heck to do. Still, I like the idea of the game...I'm a sucker for grinds with customizable characters, weapons to unlock and hack-and-slash gameplay, so this interests me. However, it's definitely a rent-first to see if it has staying power.
It's incredibly repetitive btw. Played a good chunk of it, after awhile it gets annoyingly difficult with the rewards hardly worth the effort.
I wonder how the camera is in comparison to MHFU. I never got the hang of holding my PSP with one hand like a claw...
It doesn't look like real fun, and the graphics look horrible
OK this game is hella fun. I mean MH is good but the much need action boost works perfect with this. Glad to see they are getting this to the states. Stop hating on this game, if you like MH then this should be a very welcome addition to your well hunting style needs. MH, DW, Phantasy Star, and now God Eater are the few choices you got for this 4 player co-op, quest type titles. You should enjoy or at least try to enjoy the few you have. Its not like they are WoW clones, or one of the many fps that just try to wrangle money.
I read a review from a reputable fellow gamer, who had imported this, and apparently it is fun for a wee while, but after a time, the crazy difficulty, dull rewards and limited maps make it a chore. I'll pass I think.
And this game wont sell well because pirates are already playing it (its kinda english patched I believe) and then God Eater 2 will come out probably and people will complain about Namco not bringing it overseas because of poor sales of the first one. Hilarious.
I'm willing to give this game a try.
What, auto-target?! Forget it! I'll stick to Monster Hunter...
Ummm, I think I'll stick with Monster Hunter...
God Eater
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- Publisher(s): Bandai Namco Games
- Genre: Action
- Release: Feb 4, 2010 (JP) »
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