
Set in a post-apocalyptic setting, it’s up to your special team of God Eaters to take down god-like monsters devastating the world. With an epic story, unique characters, and all new God Arcs and Aragami, the latest evolution in ACTION is here!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, French, Italian, German, Spanish - Spain, Korean, Portuguese - Brazil, Russian, Spanish - Latin America, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 55 reviews with recorded playtime.
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
トロコンしたのでレビューします。 無印からやっている老兵です。 本作『GOD EATER 3』はシリーズ作品の中でも賛否が大きく分かれるタイトルですが、その評価には少し補足が必要だと思っています。 まず、前作『GE2』の原版はPS Vita時代の作品であることを忘れてはなりません。 開発会社も変わり、舞台も極東支部から一新され、本作との間には大きな時代の隔たりがあります。シリーズとして見ると削られた要素や物足りない部分は多いものの「続編が出た」という点、前作までの舞台に蛇足をしなかったという点、その事実に価値がある作品だと私は感じました。 一方で、システム面には不満が残ります。過去作から劣化した部分が多く、自由度があるように見えて実際には選択肢が機能していません。プレイヤーの行動を制限することで難易度を作っている印象が強く、爽快感より窮屈さを感じる場面が少なくありません。 それでもゴッドイーター。ハイスピードハンティングゲームらしいスピード感はあるのですがね……。 ストーリーも残念な部分があります。シリーズ経験者なら気になる矛盾や説明不足があり、単体作品として見ても世界観への没入を妨げる要素が目立ちます。感動的な展開を目指していることは伝わるのですが、どうしても引っ掛かりが残りました。 キャラクター面では、グラフィックは綺麗ですが仲間の人数や衣装の種類は歴代でも少なめです。主人公はキャラクリ可能にもかかわらず、主題歌やエンディング演出で公式イメージが強く押し出されるため、やや違和感を覚えました。 仲間のカスタマイズ要素はあるにはあるのですが、ゲームバランスを考慮してなのか渋り過ぎなところがあります。スキルがほとんど些細な力しか持ちません。 ただし、アクションゲームとしては十分遊べます。NPCは優秀で難易度もそこまで高くなく、アクションゲームの基本さえ押さえていればクリア可能です。シリーズの看板だったカスタムバレットは大きく弱体化していますが、近接戦闘の爽快感は健在です。 これから始める方へのアドバイスとしては、まず近接武器を中心に戦うことをおすすめします。銃は補助的な役割が強く、属性武器は有効ですが状態異常の恩恵は小さめです。また、先述の通りスキルの効果も控えめで使えるものが限定されているので過度な厳選は必要ありません。 その辺りを詰めるのは、ある程度のプレイスキルがついてきたらで良いでしょう。 総評としては、「シリーズ作品としては不満があるが、単体のアクションゲームとしては十分楽しめる作品」です。評価を5段階で付けるなら★3。セール価格なら十分おすすめできますが、定価で強く勧められる作品ではありません。 シリーズファンとしては複雑な気持ちもあります。しかし過去作やアニメ、漫画などの関連作品に興味を持つきっかけとしても悪くない一本だと思います。 新たなゴッドイーターの誕生を、私は心待ちにしております。
The game is good, it plays very well on controller but the sensitivity on mouse and key is crazy as hell. The gameplay loop gets repetitive sometimes because of the small number of monsters especially if you have played the previous games. However if you are new to the franchise you will without a doubt enjoy yourself.
this just an ok game. it isn’t remarkable in any way but it can be a good game for listening to music/podcasts/etc. it’s a nice alternative to the monster hunter series if you prefer something more fast paced and you feel overwhelmed by earlier monster hunter’s entries UI. the plot was there but i kinda got lost in the middle. [spoiler] it also feels like they run out of budget at some point and opted for fallout ahh ending with nothing but a text review of the finale, which felt ultra anti climactic. [/spoiler] it has it’s own moments with some interesting world ideas. also it can let you to fight with the scythe while being frozen in the air so what else can you realistically want? it was fine with the friend (co-op is easy to do and it works from the beginning) but i’d definitely drop it in the first four hours if i was playing alone.
God Eater 3 is a strange child. While the previous two installments were co-developed by Bandai Namco & Shift, GE3's co-developer was Marvelous. More importantly, GE1/2's lead director Hiroshi Yoshimura vacated his driving role in favor of Ittetsu Suzuki, and the game shows a proportionally drastic change in its developmental priorities. Shift and Yoshimura themselves both moved onto Code Vein, which in its turn is a spiritual successor to God Eater, as well as their answer to Dark Souls—in the same way that GE is their answer to Monster Hunter. How and why this farrago of a development process happened is hard to piece together, but it isn't hard to see that it yielded a stronger work. One can see almost immediately on playing the game what the improvements are. Japanese voices are available, the mission levels no longer look like they're from a mobile game, composer Go Shiina decided to abandon his experiments with autotuned classical-opera-dubstep-core and write music that doesn't violate the Geneva Conventions, there's more weapons and each has a significantly deeper moveset, the player moves faster and overall keeps up better with nimble enemies... as for the aragami, they are less likely to spam one (easily counterable) move repeatedly, run away much (much!) less and thus waste less of your time, don't include the Ouroboros (aka God Eater's Zorah Magdaros), and have more interesting variations as the developers realized that Borg Camlann But Yellow, Speedhacking Hannibal, and Borg Camlann But Red aren't very creative designs. For the overwhelming majority of the game, these changes in direction make GE3 much superior to its predecessors. God Eater was already marked for its much faster paced action combat than Monster Hunter, situated somewhere in between this slower style and the classic action of, say, Devil May Cry. The player being faster is an overall boon to this pacing because it actually leads to fewer balancing issues (like the aragami having unpunishable moves). On the other hand, the increased speed along with the game's other systems like Burst Arts lead to an immensely powerful player character, sometimes disproportionately so. There's certainly dangerous aragami still, but others have turned almost trivial, like Hannibal/Caligula (a real shame since these were some of GE1/2's best fights). In general, the only dangerous aragami remaining are the so-called ashborn ones, who are unique in the fact that they themselves possess the capacity to enter Burst. Each of them has a unique Devour attack, which can vary drastically in how difficult it is to avoid, but they all cause the aragami to Burst if they land—on [i] anyone,[/i] not just the player. When in Burst, an aragami deals staggering amounts of damage, and is given new moves including some kind of nova-type move that always one-shots if it hits. This is overall a successful mechanic, but it's crippled somewhat by the factor of RNG that comes with the Devour attack itself, namely the fact that one can't help an AI teammate getting hit, and the fact that many of these Devour attacks are impossible to avoid if the aragami decides to do it when one doesn't have enough stamina to kite it out or reach a dead angle. Especially egregious for this is the Nuadha, whose Devour will literally chain-jump from one side of the map to the other unless the close-range attack is baited out. While appropriately dangerous, it's also cheap. Despite this, the fact that some challenge remains in a much improved combat system is impressive. The post-game includes two stories, which, like God Eater as a series, are quite confusing. The first story is what one would expect; a generic story with some new and challenging aragami. The second introduces, for reasons I can't fathom, a version of the Character Episode system from GE2. These episodes were already a slog to get through in the previous game, rescued only a little by their piecemeal progression, which meant they would unlock along with the main story (at least for the player's preferred teammates). GE3 relegating them to the post-post-game without making them any less grindy is a tragedy not only because they're boring, but also because finding out more about one's companions is actually a compelling reward. This goes especially for Ein, since he's the game's only returning character from GE1/2, but whose story is also locked behind [i] every other character's story, [/i] forcing you to grind for hours to see it. The obvious solution was to intersperse these missions with the main storyline, but I suppose the Demiurge compelled Bamco not to—as with many of their decisions. The reason to play God Eater lies in its unabashed inspiration, Monster Hunter; a series of games so astoundingly important to the action genre that entire other series—even within different genres—exist solely by its virtues: a true canon for the medium. Seeing how other developers tackle its core ideas is fascinating as well as entertaining, and GE3 is easily Bamco's best attempt at it. With the original director Yoshimura having recently expressed interest in a GE4, this series has genuine potential to improve further. If given a chance by the publishing department, perhaps it will even be able to rival Monster Hunter itself.
Дерьмище! 2/10. Один бал за визуал.
more refined mechanics than previous games and same loads of post game content, its more than a anime MH. Next game when bandai?
Since I had set low expectations for GE 3's story from the beginning, I wasn't very disappointed. Overall, I still found it very enjoyable to play.
pretty slop ngl
GOD EATER 3 ⭐⭐⭐⭐⭐ Acción rápida, combates intensos y una enorme variedad de armas y habilidades. Cazar Aragami junto a otros jugadores o en solitario resulta muy divertido, y la progresión mantiene el interés durante muchas horas. ¡Un excelente action RPG!
初代とバーストをPSPの当時にドはまりしてたけど、ハードが変わって2以降はやれていなかったものです 結論から言うと、本作は以前のシリーズに思い入れがあって進化を期待している人にはお勧めできませんが、それ以外にはお勧めしたいです 特に同じように昔モンハンハマってたけどワイルズで復帰して痛い目見たような人におすすめです もっとも長所だと言えるのが、スピーディーな戦闘と世界観、キャラクター性でしょう これらは当時からモンハンとの差別化点として大いに特徴づけられており、際立っております 特に戦闘時間。ワイルズのエンドコンテンツで20分もかかるような戦闘を周回させられるのにうんざりしたのに比べるすんごい短くて簡単、お手軽です 一方で、なんかすごい難しいチャレンジコンテンツも盛りだくさんで、高難易度を求める人にもやりこみは用意されています(私はやっていませんが) こういうのでいいんです。誰も高難易度で周回したいと言っていません。周回と高難易度は分けるべきです 次に、各武器種にバーストアーツが複数あり、1つの武器種でも全く異なる戦闘スタイルを確立できる点でが素晴らしいと思いました 強い弱いは当然あって、当然効率を選ぶなら選択肢は狭まるものです。しかしそこを「楽しいから」「かっこいいから」「ロマンがあるから」という理由で選べるだけの差別化がされているのがよかったです ワイルズなんてスキル変えようが、武器毎でやること一緒で何も面白くなかったし また、シリーズいつも通り音楽が素晴らしいです。初代の「No back way」の系譜である爽快感あるボーカル曲「Nemesis」、不明言語による高らかなコーラスが如何にもGEシリーズらしい神々しさとおどろどろしさを表している「破壊の化身」や「悪魔の視線」など新規楽曲でもシリーズらしい光る曲がたくさんあります アップデートが全て終わり、9割もの値引きセールがある今、手に取りやすいのではないでしょうか ストーリーがガバガバ、過去キャラの扱い、カメラワークやカメラ移動の遅さ、装備やアラガミの少なさ、衣装の少なさ、など気になるところは山ほどありますが、それを差し引いても面白かったです 問題点を解決したシリーズ次回作を期待したいので、応援の意味も込めて高評価にしておきます 1つあまり言われていない点で指摘したいこととして、主人公はというかゲームしてプレイヤーがやることは常に「同じ拠点でミッションを受注してステージでアラガミを倒すだけ」なのが気が狩りです 様々な拠点を移動したり、人と人の戦争があるストーリーや世界観とリンクしていなくて、没入感を削ぐというものです 別にオープンワールドにしろと言ってないですが(しなくていいです)、拠点を移動できたり、対人戦の要素(アクションで戦闘はしなくていいですが、なんか要素としてほしい)など没入感を高める要素が何か欲しかったところです
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
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Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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