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In the 02/10/2019 edition:

God Eater 3 Review - Attack On Aragami

By Ginny Woo on Feb 09, 2019 06:30 am

Gigantic inhuman entities threatening mankind are something that we're all familiar with in the year 2019. Monster Hunter, Attack on Titan, Godzilla--there's something inherently compelling about the trope where desperate survivors pit themselves against incredible odds and incredibly large monsters at the end of the world. God Eater 3's narrative, much like its predecessors, leans heavily into this conceit and tells an enjoyable (if light) tale as icing on its frenzied action-RPG cake.

Part of a series that has historically been for PlayStation portable devices, God Eater 3 is the first entry created with home consoles and PC as its primary platforms. Also significant is a new developer, Marvelous, a studio perhaps more well-known for its contribution to games with prodigious amounts of swimsuit DLC than the stuff of the monster-hunting variety. This tonal shift isn't as evident as you might think, though, especially since the series was already awash with anime tropes and aesthetic choices. God Eater 3 doesn't deliver any real twists and honestly, that's fine. The real friends that you make along the way in God Eater games aren't the ones with compelling backstories; they're the ones that help you kill Aragami with the sort of precision reserved for surgical procedures.

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Aragami are representative of the evil threatening the world--they're gigantic predators that devour everything in their wake as the world drowns under deadly ash storms. A nightmarish fusion of beast and mech, there's something brutal about their designs, which hammers home the divide between the alien and the organic world that you have to protect. You're the mostly-silent star in this particular story, doomed to take up the thankless job of Aragami eradication for people who have treated you like an expendable weapon since infancy. There's a predictable follow-up series of events: You're liberated, you recover from your trauma through the power of friendship, and then you meet a life-changing person who isn't quite who they appear to be. There are plenty of similarities between the core story of God Eater 3, the previous entries in the franchise, and whichever monster-fighting anime is currently trending on Crunchyroll, so while it's an entertaining tale, temper your expectations for crushing moral dilemmas.

What will likely exceed your expectations, whether you're familiar with God Eater's particular brand of slaughter or not, is the combat. While it's easy to draw parallels with Monster Hunter, God Eater 3 is a fair bit closer to Devil May Cry's style of action. It's fast-paced and frenetic, reliant on chaining high-octane and high-mobility combos without getting hit in order to efficiently dissect Aragami. You have no shortage of movement options, including a specific command for Dash abilities, and you can effortlessly switch between melee and ranged combat. The feeling of stabbing an Aragami's plated shins with your greatsword in close combat before flying away and firing a shotgun shell right into the exposed wound never really gets old.

Another mechanic, which is now a staple of the God Eater series, is the ability for your weapon to consume the essence of the beasts you kill. In doing so, you get to enter Burst Mode, giving you better damage output, flashier combo moves, and increased range on your basic attacks. The effects vary depending on your weapon loadout, which offers an interesting level of strategy for you to consider from mission to mission. The most difficult bosses in the game have a similar mechanic of their own, where attack patterns can grow a host of other deadly variables, making your defensive strategy just as important as your damage output.

Unfortunately, the game's difficulty curve is fairly stagnant until about the halfway mark, when it suddenly ramps up by increasing the number of baddies you need to take down at the same time. This can lead to an initial feeling of being underpowered for these tense stand-offs, where you'll have to rely on every ounce of your skills to not get nailed to the wall by twice as many deadly laser beams and teleporting death machines than what you're used to.

It's not all smooth sailing when it comes to the nuts and bolts of God Eater 3, either, with a number of small annoyances. One particular gripe here is that the game binds multiple options to the same input, and most frustratingly, the button to loot will also be bound to another action (whether it be dashing or blocking, depending on the control scheme) which makes looting a pain. Flitting around the maps as quick as you please is fine and dandy until you want to pick up something useful, like crafting materials; you have a higher chance of careening face-first into a nearby enemy.

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Another issue is the presence of the various customization systems that the series has accumulated over the years. There are crafting systems, ability systems, what seems like well over 100 possible skills to use, and upgrades on top of those too. Fiddling with a million and one variables to make your character perform better is neat at first, but a mastery of those systems isn't at all necessary to do well in the game, meaning it's easy to ignore them.

The rest of the time spent as a God-eating machine is an affair punctuated by expository cutscenes and managing your various AI companions on the fields of war. The AI perform well enough at their respective jobs of doing damage, chaining skills, and trying to keep you alive if necessary. If you're craving a little more of a human feel to those connections, then there's the option of taking on the fast and furious multiplayer Assault Missions where pile-driving Aragami into the ground with mates before the timer runs out is the name of the game. It's a welcome reprieve from the grind of the single-player mode and its buffet of relatively run-of-the-mill missions, so having it as an option is a refreshing change of pace for the series.

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God Eater 3 is a solid entry in the franchise that doesn't necessarily reinvent itself, but it doesn't have to. All the core things that make God Eater so enjoyable, from the lightning-fast combat to the anime stylings, have been given a new lick of paint and propped up enticingly next to additions like the well-tuned Assault Missions and creative enemies to make one delicious package. Some aspects of the game--like its difficulty curve and multitude of superfluous customization systems--miss the mark, but it's an enjoyable romp with plenty of raucous battles if you're hungry for an action RPG.


Apex Legends Review - Battle Royale The Way It Should Be

By Phil Hornshaw on Feb 09, 2019 04:00 am

If Apex Legends has one thing going for it, it's the feeling that the game is complete--something not all battle royale games can boast. The explosion of popularity in the genre means there are a lot of games that do last-player-standing competition pretty well, but with some kinks. Some existing shooters are adding battle royale modes to their offerings, fitting their existing gameplay into a new framework; other battle royale games are constantly struggling to work out bugs, kinks, and balancing issues; and still others started life as something else and managed to retrofit their ideas the battle royale mold, with some fitting better than others.

Meanwhile, Apex Legends focuses on doing one thing extremely well. That thing is team competition in the BR genre; at launch, it only includes a team-based mode where 20 groups of three players square off against each other. Everything in Apex Legends works to further teamwork: that includes a number of improvements to issues that plague the whole genre, like cleaning up inventory management and increasing accessibility, and the addition of new ideas, like squad composition elements and special character abilities.

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Apex Legends excels by combining good ideas that have worked in shooters before. The battle royale ruleset is the same as in similar games, with very few changes: Teams skydive onto a huge island with nothing and scramble to gather up weapons and items to use against any other teams they encounter until only one team survives. While there are no titans or wall-running, it's still possible to see the bones of Titanfall 2 undergirding Apex, which reuses Titanfall's weapons and some of its fluid movement mechanics, like sliding and mantling. But the core of the formula here is the tight, three-player squad structure, which all the other pieces benefit.

Another big change to the battle royale formula in Apex Legends is one extremely similar to what Blizzard brought to multiplayer FPS games in Overwatch. At the start of each match, each player chooses one of eight characters, each with specific abilities that serve specific roles. The defensive Gibraltar can drop a shield and call in an airstrike to drive another team back; the offensive Wraith can create portals between two locations and briefly disappear to avoid damage; the supportive Pathfinder uses grappling hooks and ziplines to help the team reach areas where they might have a tactical advantage.

It all plays back into the focus on teamwork, since no character is especially powerful, and no abilities are useful all the time. You're not a lone wolf--instead, you have a specific role that complements teammates as you play, and that works to help find a new side of battle royale that hasn't been explored before.

Moment-to-moment, though, what's remarkable about Apex Legends is that it just works. Battle royale is a bit of an obtuse genre with a lot of moving parts; in most games, you find weapons, gun attachments, armor, healing items, and more. You'll spend lots of time digging in menus to manage inventory. Apex streamlines all of that with user interface tweaks that make it possible to instantly identify what you need and ignore the things you don't. Ammo types are color-coded to the guns that use them. Attachments automatically join with guns they fit and swap to appropriate new guns when you pick them up, while things you can't use or don't improve your gear are brightly marked as such. It's an even more accessible version of Call of Duty: Black Ops 4's battle royale improvements with its Blackout mode, and the rest of the genre should adopt it.

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The best feature in Apex Legends is its extremely robust "ping" system, which lets you press a button to create a marker on your teammates' screens. The ping system is super smart--aim it at a gun or a helmet and your character will identify that object's location to everyone else. You can ping in your menu to call for things you need, mark places you want to go, or identify spots other players have passed through. Most importantly, you can use pings to mark enemy locations. The system is so responsive and well-implemented in Apex Legends that it can fully replace talking to your team at all. In fact, the accuracy of a ping on-screen can often be better at helping you quickly convey information than talking.

A revival system also helps you get more engaged with your team. If a teammate falls in battle and is knocked out of the match, you can recover their banner, an item that drops with their loot, and use it to respawn them into the game as if they just started. The system adds some intense, harrowing strategy to Apex that requires you to risk everything to save your squad; you can only call back dead teammates at specific, single-use Respawn Beacons on the map, but you're completely exposed while doing so. Pull off a clutch play, though, and you can bring your team back from the brink. The system provides a great incentive to stay in matches and keep talking to and aiding your team, instead of just leaving when you die to join another match.

Like in Respawn's previous games, shooting here is hefty and satisfying, and Apex sports a wide variety of cool guns to learn and master. However, gunplay sometimes gets held back because lots guns carry strangely small magazines. Players have a lot of health, which gets increased greatly with the addition of armor, so it often takes a lot of shots to take people down. Ideally, you're always shooting someone with the help of a pal, but the small magazines have the effect of making you feel underpowered alone. In most matches I've played, shotguns get the most use from players because they have the highest likelihood of actually taking down an opponent, while many of the other guns spray bullets too much and leave you vulnerable as you reload and reload and reload.

Apex Legends is a mix of smart shooter ideas that makes for a competitive, team-based game that gets at all the best parts of battle royale while addressing a lot of the weaknesses.

As a free-to-play game, Apex Legends includes both loot boxes and in-game items that can be purchased with real money, and loot boxes can also be earned by playing. Everything on offer is cosmetic, much like in Fortnite or Overwatch, so paying money isn't essential to playing the game and staying competitive, and you can largely ignore microtransactions if you aren't interested in paying.

The one place Apex Legends' microtransactions can irritate is in trying to unlock new characters. At launch, six characters are available for free, with two that can be unlocked either with paid or earned currency. Neither is essential--they offer different abilities but not better or worse ones--but as an average player, it still took me around 17 hours of play to earn enough currency to buy one character (it'll be shorter if you get more kills and more wins). With Respawn adding more characters to the game in the future, it's fully possible trying to unlock new characters will become a slog that turns off casual players and those unwilling or unable to pay.

Apex Legends is a mix of smart shooter ideas that makes for a competitive, team-based game that gets at all the best parts of battle royale while addressing a lot of the weaknesses. Respawn's intense focus on team play makes Apex more than just a worthy addition to the genre; it's an indicator of where battle royale should go in the future.


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