One of the biggest draws of the game was being able to play God Eater on a non-handheld platform. I want to touch on some of the superficial aspects of God Eater 2: Rage Burst. I simply wanted to slay monsters with over-sized weapons and this is a great place to do so. It all felt natural, and maybe it speaks to the depth of the game, but I wasn’t looking to get bogged down in alchemizing the perfect loadout.
I tended to upgrade what I could, when I could, and used the weapon that suited the mission best. Of the six melee weapons, four guns, and three shields that make up the God Arc arsenal I didn’t have a favorite. This is something for which I can’t thank them enough since the game already recycles maps and monsters when playing naturally. God Eater 2: Rage Burst has systems in place to limit the amount of grinding required to craft and upgrade weapons. The pursuit of materials for better gear is really the motivation for playing any hunting game. The final piece of the game is the crafting, which can be as deep or shallow as you want. Blood Arts are leveled up through use, opening up new paths in the tree and giving access to new skills for the weapon. Each weapon has a skill tree full of Blood Arts which can be equipped before a mission to change a characteristic of the weapon to do more damage, add an elemental attribute, or a powerful special attack. It’s not elegant but it is satisfying enough, especially when the newly featured Blood Arts are integrated.īlood Arts are equipable skills which add both passive and active abilities to melee weapons.
The Oracle system forces players to switch back and forth between ranged and melee, which sets the pace of combat to a fun dance between you and the Aragami.
Ranged ammo is fueled by Oracle Points, which are then filled by successful melee attacks. God Arc weapons can swap between melee and ranged forms, and also come equipped with a shield.