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Gamebixby > PC Games > Metal Eden Review – Hyperscape
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Metal Eden Review – Hyperscape

Published September 2, 2025 10 Min Read
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10 Min Read
Metal Eden Review - Hyperscape
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tHe pitches metal Probably the “Developer Ruins It makes the title with a post-apocalyptic sci-fi future, but there’s far more yapping. “dash Metroid PrimeHoverpack and Wall Running can hide it, but it is difficult to deny the impact of the modern shooter series. There’s nothing wrong with that, and Reikon Games offers its own spin on mostly positive results.

metal Seems to be referenced project Eden – an initiative by humanity, protecting itself at the core and essentially defeating death. Or at least that was the plan. Sent to Mobius, a city that circumnavigates the unknown world, things take a mysterious turn (who would have thought of it) and they seem to be in danger now. As Aska, a hyper unit, your job is to infiltrate Moebius and save the core. This is easier than that, as engineers will rather deploy internal defense forces. Why are they bent into hell to stop Asuka? Is the strange phenomenon of erosion diminished by their senses?

It is also up to you to know that you have been led by a conscious Nexus. Aska is tasked with getting her old body and restoring her hyper unit functions in the process, metal It’s not an unfair light. To go into more detail is to invite spoilers, but the campaign moves at a linear pace, even if it feels like some things are not right. What is your deal with Hyper Unit? What is the relationship between Nexus and the engineer? Who is the director and why do they feel their attitude is far from the villain? Anyway, what about Aska?

https://www.youtube.com/watch?v=da2nhspz6ru

“I can thank you for trying to effectively build world buildings in the world, not simply dumping all the lore, while still maintaining some plots. But as you run, grapple and cross these brutal environments, it’s easy to lose track of the conscious and the wandering semi-stream.”

All this will be familiar terrain for those who played RuinsAs Nexus (and later, other characters) provide explanations across different spheres. The results are mixed and not just because of the overall creepy vibe of some narration. I can be grateful that I am trying to effectively build a world in the world, while still maintaining some plots, rather than simply dumping all the lore. But it’s very easy to lose track of between semi-streams of consciousness as you run, grapple and traverse these brutal environments to the wall. And these narrations chime during the battle arena, so the characters begin to think, pause, and continue doing it over and over after the battle is over. Overall, less language, immersing yourself in the aftermath of high-speed violence would have been highly appreciated.

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On the latter front, metal There’s a lot to offer. Despite her modest appearance and extensive mobility to tackle the environment, Aska is armed with her teeth. Start with SMG. SMGs passively regenerate ammunition over time, but quickly get heavy pistols, shotguns, assault rifles and even plasma rifles. However, she can also perform core extractions, tear down enemy cores, throw them as explosive projectiles, or consume them to activate boosters and super punches. The fact that this process is timed is a means

Super Punches help you break through armored targets. This will otherwise take pathetic damage from athletic weapons. Managing the cooldown of your core extraction can help you get used to it, even if the upgrade is a lot. Even if you hit L1, you may feel like you won’t be active. But my biggest pet pee is to press and hold the button. I always think that it will move smoothly into core consumption. Unfortunately, not that, but it brings some extra nastyness, but not as troublesome as targeting armored enemies.

Some weapons can reduce armor more quickly, but as the campaign increases, introducing “regular” armored enemies over heavy hitters will require ammunition control. Of course, you can usually brawl your enemies to deal more damage, but that can be risky.

“Outside the claustrophobic corridors and indoor arenas, Metal Eden can be thrown into several outdoor locations with more space, allowing them to travel between the shape of the hyper unit and the armored ramball.

Thankfully, other options will become available over time, such as weapon attachments. By completing weapon challenges and spending the main currency, dust, you can unlock new attachments, like the AR grenade launcher. Subsequent upgrades will make it even more powerful, such as increasing damage to SMGs, staying competitive with other options, and preparing a 3-burst shot of your shotgun (whether you hold the trigger or it’s more effective).

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Aska checking each attachment when unlocked will induce further comparisons if they are not blatant enough. The more ingenious approach to the weapons module was appreciated, but it still works well. Two super punches, various passive upgrades for the ability to cause explosions on extracting cores, keep things interesting even while leaning against a specific playstyle.

Combat Arena offers a decent combination of mobility and various elevations as they try to beat and overcome the odds, and updates the core extract when they don’t collect pickups and maximize armor. Some unique purposes, such as dodging enemies, activating overdrive to make waste more than one heavier, mixing things up while staying within a specific section of the room for scanning. It could have been honest, especially in an extraordinary or new, without the announcement of the waves coming in, just to maintain the tension, but it works in its own subtle way.

Outside the claustrophobic corridor and indoor arena, metal It can also be thrown into several outdoor locations with more space, allowing you to move back and forth between the shape of the hyper unit and the armored ramball, allowing you to boost, jump and navigate dangerous terrain. It can also unleash homing missiles and channel lightning, giving new meaning to “seeing them rolling me.” Sadly, the actual transformation sequence is hilariously apparent, and it seems like a mini-loading screen between perspectives rather than a fluid transition. Anyway, Ramball adds even more versatility to the experience, maintaining the overall tempo and pacing of the action without overturning the core first-person shooting.

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metal

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

Visually, there is much to be grateful for about the direction of the art, even if the architecture is not accurate for everyone. The lighting, reflective surfaces, and character models are pretty top notch – they’re so bleak that some environments might be visible, so there’s a really great atmosphere in their scale and details. However, since this is an Unreal Engine 5 title (we know that we probably knew this was coming), the PS5 has a performance hiccup. It’s not happening frequently, but sudden framerate drops are still annoying, especially after enabling VSYNC and performance modes. Also, color balance can sometimes be rather harsh, and all of the fast-paced movements can cause even more headaches. At least the music is fine even if it doesn’t have the same surreal cyberpunk vibe Ruins Better measured and fast-paced techno.

metal Raycon is not considered the new king of first-person shooters anytime soon, especially on all rough edges. That effort is almost against their first title – refined instead of raw. If it’s a bit more rudimentary, it’s committed to a particular narrative style, but it’s even more overwhelming. The mystery of Asuka and how she fits into this ruined future may not be very noticeable at first. And her relatively stoic personality doesn’t help either. Probably not the same effect Ruinsbut the gameplay makes up for it with spades.

This game was reviewed on PlayStation 5.


(TagStoTranslate)Deep Silver (T)Metal Eden (T)PC (T)PS5 (T)Reikon Games (T)Xbox Series S (T)Xbox Series X

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