God Eater 3 will see the Bullet Edit feature returning with a new twist

Bandai Namco has just held a live stream dedicated to the God Eater series, where they delivered new information on not only the mobile game God Eater: Resonant Ops, but also the highly anticipated sequel to the series, God Eater 3. In regards to GE3 in particular, Bandai Namco's Yusuke Tomizawa and Hiroshi Yoshimura are joined by Yuya Tomiyama and Marvelous' Ittetsu Suzuki as they made a recap of new Aragami and characters introduced so far, as well as showing improvements that have been made to GE3 after the first demo build.

In the stream, Yoshimura-san noted that Bullet Edit is a popular feature throughout the God Eater series as users are able to design their own bullets with huge modifications on bullet types and trajectories. He confirmed that this feature will be returning in God Eater 3, but with a notable change from previous games: Custom bullets are now treated differently from regular stock bullets.

Customized bullets will no longer use OP (Oracle Points) which will now be exclusively used by regular bullets, as they will instead have their own ammunition capacity. The bullet cost system is still returning from past games though, and the team will try to balance this system by making powerful custom bullets have a smaller capacity while letting lower-cost bullets have more ammo.

The team also showed a footage from a newer demo build of the game, which shows the player accompanied by not only Hugo Pennywort but also the recently introduced new characters Zeke Pennywort and Claire Victorious as they fight Anubis, one of the game's new Aragami monsters. At the same time, they have also detailed the improvements made to the game based on feedback from the first demo session. You can read the list of improvements right below.

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Camera

  • Can now choose from 5 camera distance levels
  • The above camera distance setting can be toggled with the D-pad (up and down by default)
  • Adjusted camera rotation speed
  • Adjusted camera behaviors around walls
  • Adjusted so that the camera won't get awry when the character is hiding, for example when the camera is placed on a high place
  • Adjusted how the camera pursues the character when they did quick movements such as turning
  • Adjusted small objects such as grass so that they will fade out when the camera gets close to them
  • Improved lock-on feature so that players can choose between R3 or holding L1
  • Improved the camera so that it can be set with both the right stick and D-pad

God Arc actions

  • Adjusted cancel frame for all God Arc actions
  • Can now launch turning-back attacks when stepping
  • Made it easier to understand when charge actions have been fully charged
  • Made it easier to understand when the player has sent or received Link Burst bullets from allies
  • Changed the stamina consumed for Dive based on the Shield type
  • Adjusted Dive so that the damage dealt is calculated from the Shield's defense stat

Biting Edge  actions

  • Improved so that the weapon can attack after changing forms without stopping the attack flow
  • Implemented Step Attack in Naginata Mode
  • Implemented Long Naginata Mode [where the user can spin the weapon to make longer attack ranges]

Ray Gun actions

  • Can now lock-on to enemies
  • Increased camera rotation speed when aiming

Other Battle-related features

  • Adjusted effect colors and volumes to raise visibility during battles
  • Brought back Double Jump as a basic effect during Burst
  • Adjusted facial expressions to look actually tired when panting due to running out of stamina
  • Ashborn Aragami's burst duration can now be reduced by landing Predator attacks on it
  • Brought back the methods to open and close Item and Command Palettes as per past games
  • Implemented UI that lets players know the progress on activating Accel Trigger during battles
  • Adjusted the UI to let players more easily notice when Stamina is running low
  • Made it easier to notice allies that have fallen

Base Camp

  • Implemented emotion gestures, such as the Rolling Dance
  • Implemented a feature to display mission that has been accepted in the base camp
  • Implemented a feature to adjust screen brightness
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In related news, Tomizawa-san also made a mention about Code Vein's delay to 2019 in the stream as there may be concerns that it might affect God Eater 3's development progress as well. He used this opportunity to assure fans that there won't be any effects as God Eater 3 and Code Vein are being developed by entirely different teams.

Finally, the team also announced that the second demo session for God Eater 3 will be held at Bandai Namco's Future Lab in Japan on September 2. As with the first session, a limited number of Japanese residents who are fans of God Eater will be able to try out the new demo build and give their feedback directly to developers.

God Eater 3 is currently under development with cooperation from Marvelous' First Studio and will be released for PlayStation 4 and Steam worldwide. A release timeframe for this game has not been revealed as of yet.