God Eater 2: Rage Burst Review


Right! Let’s get a mention of Monster Hunter in straight away. There’s no way I can not write this without mentioning the mother of this gaming genre.

I will be mentioning Monster Hunter a fair bit in this review because God Eater 2 is what some would call a clone, whatever you call it, it’s certainly a variant in the genre. It’s a genre that’s rapidly gaining popularity in the west, with Monster Hunter now seemingly reaching cult status with gamers that enjoy a challenge.

There have been many games that use the MH basic formula. That formula simply being – kill things and use their body bits to make better weapons and armour. That’s it. Kill, kill, kill and kill some more. What MH manages and none other seem to get near is an abstract and bizarre game-world, with vague systems and little in the way of real tutorials, to the point of being inaccessible for many.

I’ve played a lot of these types of games now, they’re actually all worth checking out if you can find them very cheap (Ragnarok Odyssey, Toukiden, Freedom Wars being three of my favourite, special mention to Soul Sacrifice, but sadly I never got on with it). They’re all deeply flawed and all have one thing in common – they’re all playable on Sony’s PS Vita. The Japanese have a predilection for hand-held social gaming and Monster Hunter and its bastard babies satisfy that hunger perfectly.


Onto God Eater 2!

That’s why I’m here and you’re here. I just needed to waffle and tell you all where I sit with the game.

If and when you do buy God Eater 2, you actually get two games, both God Eater 2 and God Eater : Resurrection.

They’re both incredibly similar, the same engine and they play almost completely the same, apart from a few changes in skills and weapon and characters.

Oh boy, the characters.

God Eater’s roots are well and truly in traditional Japanese animé. I loathe animé. As soon as I started playing the game(s) I felt as if I was completely out of my comfort zone to be covering it (I probably haven’t seen the right animé for me yet). I just don’t get it. Melodramatics with a cast of annoying school children dressed in European regency clothing does nothing but bring out in a rash of my psyche.

Also the leering. The camera angles concentrating on female characters crotches and backsides. We all like being and feeling sexy, but I’m sure we can do that without a sense of the lecherous now. Sexy is good and should be celebrated to a degree, being lecherous really isn’t cool. Sexy is also consensual and a two-way affair. GE cinematics do often fall into the greasy hole of voyeurism.


The disc version of GE2 comes with GE : Resurrection on both the Vita and PS4. Every purchase of God Eater 2 includes this.

Confused? Fuck me, wait until you get on to some of the gameplay mechanics.

So what do you actually do on these two God Eater games? Like all games from the MH influenced stable, you get a mission. That mission usually involves going to kill a monster and butcher the said monster for resources (bones, the hide etc.), as well as collecting resources from the locale. GE is much the same, with a story centred around mankind being threatened by the ‘Araigami’, they’re just monsters. There’s a story, which is something the MH games do have. You don’t come to these games for story, you come for the combat and GE manages that very well.

As I previously said, both core games are exactly the same, differing stories. They shares assets and locations, but as far as I can see, in terms of narrative they completely standalone games.

I’ve spent most time with God Eater 2 now, also having played a good 6 hours+ on GE:R. Both games actually take about 5 hours to start warming up. This slow start is going to put a lot of people off.


There are also surprising amount of deep systems, obscure terminology, crafting, upgrading, bullet types, AI character upgrading, perks, gadgets and a big pile of other concepts. Those 6 hours of slow games play at the start could and should have been filled with proper tutorials introducing you to all these elements a step at a time. Alas, the tutorials are quite bare. There are references in the menus, but often I felt quite swamped under a deluge of lists.

Fear not if all the above scares you. You can still run out onto those battlefields and pummel shit out of those oversized beasts with your equally oversized weapons. Combat is satisfying. In fact, at times combat is orgasmic. It is fundamentally a pickup and play game. Things do get hairy in terms of tactics further on into the game.

Now I’m giving this game a bit of a kicking, aren’t I? I legitimately didn’t like this game at first, I really regretted taking it on. Despite the gaping flaws, these two games are by far the finest Monster Hunter variants I have played. Those 6 hours of warm up soon give way to some battles that have left me sweating and satisfied. It’s good to be moist.

Combat comprises of you having two weapons, a melee weapon and a gun. Using your God Eater power (pressing triangle on your controller transforms the weapon into a soul-devouring blob). Perform this on a live beast and you activate your ‘Blood Art’, these essentially being your super-power. Perform it on a corpse and collect materials for crafting and upgrading. Your Blood Art can also be activated by playing combos well. All battles see you supported by AI teammates or online matches.

The camera can be awful. On the Vita (which is the lead platform) you can get a bit lost, the camera can lose you, never enough to take you out of the action. On the PS4, colour and hue are lost and textures are ugly.


Without a doubt, God Eater 2 and Resurrection are the best MH clones I’ve played. They offer both depth and great combat. From my early hours of grumbling and rolling my eyes to the whole shebang, to finding myself forking out money for the Vita version.

There’s a hell of a lot of game here as well. If you’re willing to look beyond the defects, shortfalls in real tutorials and slow start you will be rewarded with a frantic killfest. GE is well worth the time of any Monster Hunter fan or a great way to have a look at one if the genre is new to you.

The games are also cross play and save with the Vita and PS4 and the system of uploading and downloading games works a treat.

The annoying animé story has even started to grow on me as well.



Fantastic fast paced and at times, bonkers combat.

Heaps of depth in terms of crafting and skills customisation.

The best Monster Hunter clone I’ve played


Looks pretty awful on PS4

Dodgy camera when the fight gets busy.

Pointlessly slow to start and lack of cohesive tutorials.

Frugal Gaming Review – GoD Factory: Wingmen


In Space, No One Can Hear You Scream

It’s a bit of a good job if you ask me, this game made me want to do it rather too often.  GoD Factory: Wingman is basically a space ship PVP action combat game, with a unique art style and an array of customisation via in game shipbuilding.  It sounds great and I was so up for playing this game after watching the trailer, getting hands on however, it hasn’t achieved all that it sets out to accomplish.

You’ll find no campaign here and no story either.  It’s rather a shame as the developers; Nine Dots Studios have already gone to the trouble of creating four compelling races whose ships you can pilot.  All of them are very unique and fleshing out the universe with back stories to these races would have added so much more depth to the universe they inhabit. Games without any real story seem all the rage at the minute, and whilst some of those allow you to forge your own narrative, the scope in GoD is far too small to allow that.  Even a short campaign to compliment the main focus of PVP would have worked wonders, for me at least.

So gameplay wise, GoD is a straight up 4v4 battle to take on your dogfighting opponents and also take down their carrier.  It’s got some good ideas, but it’s alarmingly void of game modes and options.  You have to select two of your ships before the fight begins, this gives you two different loadouts if you want to change your tactics and also a spare ship, in case you get a proton torpedo down your thermal exhaust port.  Apart from changing your ship, flying through the launch bay of your carrier replenishes your shields too.  Enemy carriers are taken down by the good old fashioned way of chipping away at certain hard-points. Lose a ship you can jump into the spare one or take a drone, a very basic ship.


You Have To Believe It To See It

What GoD gets right, it gets very right.  The visual design is awesome! I hate that word, but it sums it up to a tee.  Ships are unique, looking beautiful yet deadly.  It took me straight back to childhood Saturday mornings, spent watching Star Fleet X- Bomber and the forces of the evil Commander Makara.  It’s clear that Japanese culture has had a big influence on the visuals of both the ships and the environment but here and there you’ll see glimpses of other cultural pointers right the way back to mythological Greece.

Notice I mentioned environment without an s on the end? It wasn’t a mistake, whilst the rocks and asteroids might be in slightly different positions you will essentially be fighting over and over again in the same patch of space.  I’m not a graphic artist, nor a game developer, but would it really have been that hard to add some different backgrounds? A looming gas giant or maybe a swirling nebula light years away?  Imagine playing Call of Duty, actually scrap that, no one should have to imagine playing Call of Duty.  Imagine playing Battlefield over and over on the same map, racing around the same track time after time in Mario Kart.  It would get really old rather fast as is the case with GoD.

On a brighter note, ship customisation is another quiver in GoD’s bow.  From fuselages, cockpits, wings, thrusters and much more, all can be changed around to make the ship of your dreams. The individual species vessels all look very different and varied.  From the utilitarian, yet sleek Human ships, to the more intricately Gothic almost organic stylings of the Guantri. It’s a great feature even though it’s somewhat held back by an over complicated unlocking system that finds you having to grind.  Nonetheless it’s a great inclusion that I’d love to see in some of the other space combat games heading to my PC in the near future.

Everything in GoD is so bleeding complicated.  I found this game as I’d been on the lookout for more titles to make my investment in a flight stick and throttle a little more frugal, and by God have they made a bit of a pigs ear of implementing controls.  It starts out fine, a basic tutorial led me through all the general stuff. It’s no Kobayashi Maru, but it does the job well enough. The problems started when advance manoeuvres were touched upon. Basically a sharp 90 degree turn in either direction, a 180 degree swoop to get you facing the other way and, for want of a better description- back-step thrust.  I’ll put aside the fact that I find these moves unneeded, but the way they are implemented is awful.  A keyboard has lots of keys, likewise a modern joypad has lots of buttons, my flight stick has buttons on its buttons.  To pull off any of these manoeuvres you have to press two buttons at the same time, it’s unwieldy and just plain bad.


May the Farce Be With You

GoD Factory: Wingmen has ultimately left me feeling extremely disappointed.  I’ve played a lot of early access games that feel more feature complete than this.  GoD however is a full retail release on Steam and I’m reviewing it as such.  In its current state I find it very very hard to recommend, the foundation for a great game is there but it really is just that; a foundation and nothing more.  In the week or so since release there have been a couple of updates but nothing that changes the fundamentals of the game. If the developers continue to push out updates, then why it wasn’t released as an early access title is beyond me, I’d have much preferred to be writing a more constructive preview rather than this critique.  Games can and sometimes do change drastically after release, I hope this is the case with GoD. I’ll be keeping my eye on it and dipping my toe in now and again to see if it has improved. Who knows six months down the line I might be blown away, and if so I’ll be sure to update this review.

As it stands some great visuals and customisations do not make up for the lack of actual content in this game.  Retailing at the same price, Strike Suit Zero offers a great campaign and there are a host of F2P games out there that could give you a better PVP kick.  It’s easy to write about poor games when you don’t like or care for the genre, but I’m a complete space and Sci-Fi nerd. I will end this review with one word.  It’s how I’ve felt whilst playing GoD and it’s how I’ve felt writing this.


GoD Factory: Wingman was developed by Nine Dots Studios, published by Bandai Namco and can be found on Steam HERE