Metal Eden Review – Hyper Scape

The pitch for Metal Eden might have been something like, “The creator of Ruiner is developing a game set in a post-apocalyptic sci-fi future, but this time with lots of chatter.” A hint of Metroid Prime, along with hoverpack and wall-running mechanics, give it a unique touch. However, it’s clear that popular shooter series have had some impact. But Reikon Games brings its own distinct style to the table, generally to positive reception.

Metal Eden appears to be connected to Project Eden – an attempt by humans to survive within Cores, effectively conquering death. However, events in Moebius, a city orbiting an unidentified planet, have taken an unexpected and ominous turn, potentially putting the Cores at risk. As ASKA, a specialized operational unit, you’ve been assigned to secretly enter Moebius and safeguard the Cores. This task seems simple but is deceptively challenging as the Engineers are prepared to employ their Internal Defense Corps to halt your progress. Could it be that the Erosion, a peculiar occurrence, has disoriented the Engineers’ judgment? Why are they so determined to thwart ASKA’s mission?

As a curious fan, I’m on a journey of discovery, guided by the enigmatic Nexus. My mission is to recover my old form, reactivate my Hyper Unit capabilities in the process, but Metal Eden isn’t just another rogue-lite game. While ASKA seems to sense that something isn’t quite right, the story progresses linearly. The mysteries surrounding the Hyper Units, the connection between Nexus and the Engineers, the identity of the Overseer, their seemingly benevolent nature, and why I, ASKA, am so special are all pieces to this intriguing puzzle that unfolds as I explore Metal Eden.

As a gamer, I admire the developer’s effort to create a rich world while preserving an air of mystery instead of overwhelming us with information. However, as I navigate these Brutalist landscapes using wall-runs, grapples, and traversals, it can sometimes be challenging not to get lost amidst the stream-like flow of consciousness narration.

For those who’ve played Ruiner, the journey will feel familiar as characters like Nexus explain different parts of the game world. However, the narration, though aiming to create a rich background and keep things mysterious, sometimes feels disjointed due to its semi-stream-of-consciousness style. This can be particularly noticeable during fast-paced action scenes, where it’s easy to get lost in the dialogue that interrupts between combat areas. Often, these voiceovers start a thought before a fight, pause during the battle, and then continue afterwards, creating an inconsistent narrative flow. A more concise approach to storytelling, allowing time to absorb the aftermath of intense action sequences, would have enhanced the experience.

On the entertainment aspect, Metal Eden is packed with exciting features. Although ASKA may seem simple in appearance and offers a wide range of mobility for zip-lining, wall-running, and grappling across different environments, she is heavily armed. Initially, you’ll have an SMG that passively regenerates ammo, but soon you’ll acquire a powerful pistol, shotgun, assault rifle, and even a plasma rifle. In addition to her firepower, ASKA can perform Core Extraction, which involves pulling out an enemy’s core and then either throwing it back as a explosive projectile or using it to activate Booster and Super Punch abilities. The catch is that this process has a time limit.

Super Punch is effective against heavily fortified targets that usually sustain minimal damage from your standard weapons. However, managing the cooldown for Core Extraction can require some practice, as even with upgrades it may occasionally fail to activate even when you believe you’ve hit L1 correctly. My biggest complaint is that holding down the button to use Core Extraction gives the impression of a smooth transition into core consumption, but in reality this isn’t the case, leading to some discomfort. However, this issue is less problematic than aiming at an armored enemy and accidentally Super Punching a nearby minion instead.

Certain weapons are better at breaking through armor faster, but as the game progresses, there will be more standard armored enemies, making ammunition management crucial. While you could engage enemies physically to inflict more damage, this method can be hazardous.

Beyond narrow, confined corridors and enclosed stages, Metal Eden introduces open-air settings offering ample room. This change allows ASKA to transition smoothly between its Hyper Unit form and the Armored Ramball, enabling it to leap, soar through the air, and maneuver over challenging terrains with ease.

Over time, additional choices emerge for your weapons, such as attachments. By accomplishing a weapon’s missions and spending Dust, the primary currency, you can unlock new attachments. For instance, an AR might receive a grenade launcher attachment. Subsequent improvements make these attachments more powerful, like boosting damage for your SMG to keep it on par with other choices, or setting up a three-burst shot for your shotgun, although holding down the trigger may still feel more effective.

Upon opening attachments, ASKA conducts a thorough check which encourages additional assessments, if the distinctions aren’t already obvious. Although a unique design for weapon modules would have been preferable, it still functions satisfactorily. The assortment of passive enhancements for abilities such as dual Super Punches, causing explosions upon extracting Cores, and various other features, manage to maintain engagement while allowing for diverse playstyles.

In these battlefields, you’ll find a balanced blend of mobility options and diverse heights, designed to help you dodge, strategize, and triumph against the challenges. Scattered pickups enable you to replenish your Core Extraction when not fortifying your armor completely. Unique tasks such as holding a designated area for scanning while dealing with enemies or triggering Overdrive to obliterate numerous heavy-duty foes add an exciting twist. While some elements, like the repeated enemy wave alerts, might be redundant and potentially undermine tension, they contribute in their subtle ways to the overall experience.

In addition to narrow passages and enclosed stages, the game Metal Eden incorporates open-air locations with greater expanses, enabling ASKA to alternate between Hyper Unit form and the Armored Ramball. This allows for jumping, navigating rough terrains, and even deploying homing missiles and generating lightning bolts, adding a fresh twist to the phrase “They see me coming.” Unfortunately, the transformation sequence is rather poorly executed, appearing more like a brief loading screen switch than a seamless transition. Nevertheless, the Ramball’s inclusion brings additional diversity to the gameplay without overshadowing the fundamental first-person shooting aspect.

“It probably won’t have the same impact as Ruiner, but the gameplay makes up for it in spades.”

In a visual sense, there’s much to admire about the art design, although the architecture might not appeal to everyone. The lighting, polished surfaces, and character models are particularly impressive – even though some settings may appear barren, they exude a truly breathtaking atmosphere due to their vastness and detail. However, being an Unreal Engine 5 game (as you likely expected), there are occasional performance issues on PS5. These frame rate drops, while not frequent, can still be frustrating, especially after activating VSync and Performance Mode. The color scheme sometimes seems excessively harsh and is even more aggravating when combined with all the quick movements. Fortunately, the music is enjoyable, although it doesn’t quite capture the same surreal, cyberpunk feeling as Ruiner; instead, it offers a faster-paced, measured techno sound.

Metal Eden, despite its efforts, is unlikely to dethrone Reikon as the top contender in first-person shooters in the near future, given its rough edges. Its approach appears to be quite different from its initial release – more polished rather than gritty, albeit somewhat elementary, with a dedication to a distinct narrative style, but it might lean a bit too heavily on this. The enigma surrounding ASKA and her role in this dystopian future may not grab attention immediately – and her stoic demeanor doesn’t help the cause either. It may not have the same resonance as Ruiner, but its gameplay compensates significantly for it.

This game was reviewed on the PlayStation 5.

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2025-09-02 20:19