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Eden

Metal Eden Review - Shooting Through The Noise
Game Reviews

Metal Eden Review – Shooting Through The Noise

by admin September 15, 2025


Poland-based studio Reikon Games has only been around since 2014, but in its decade of development, it has made a name for itself creating stylish, action-forward cyberpunk games. Its debut, 2017’s Ruiner, was itself a great isometric shooter, but in hindsight, it was a look toward the studio’s future and its second game: Metal Eden. Like Ruiner, Metal Eden is a futuristic neon-lit shooter set in a cyberpunk dystopia, but this time, from a first-person perspective. It blends excellent first-person gunplay with movement tech that turns the city of Moebius into a parkour playground, and the resulting gameplay is hyper-fast, frantic, and fun. Though its narrative and level design sometimes get in the way of that, the entire package is still a setpiece-filled action romp and one of the year’s best shooters. 

In the world of Metal Eden, Hyper Units are disposable androids capable of inhuman feats thanks to a cyberpowered armor that allows them to dash, grapple, jetpack, and wall-run through just about any environment, and each unit is trained for cybernetic warfare, with a seven-gun arsenal in tow. You play as Aska, a special Hyper Unit tasked with saving the citizens of Moebius from imminent destruction. That leads her through derelict factories, deserts, mining facilities, and into the realms of Engineers, who possess Cores she desperately needs for her mission. It’s a solid foundation for the 7-hour adventure, and a voice-in-your-comms doesn’t let you forget about it, sometimes to the detriment of the game. 

While the voice acting is great, when you’re not engaged in multi-wave arena battles, there’s almost always a voice in your ear discussing their motives, their history, and their desires, all through sci-fi jargon that eventually bounced right off of me. Reikon is attempting to tell an enriched narrative, and I enjoy how much the studio focuses on walking players through Aska’s journey to save Moebius, which has been threatened with what is essentially a ticking time bomb; its finale leaves a lot to be desired, but I still found the overall story to be a commendable effort from Reikon. Its biggest flaw, though, is how often it gets in the way of the real star of Metal Eden: the action.

That said, the action was more than enough to pull me through each mission, as I constantly looked forward to the next setpiece, the next weapon, or even the next upgrade station to make my shotgun or grenade launcher more powerful. Metal Eden isn’t stingy with Dust, the currency used to upgrade weapons, found in canisters placed throughout levels or given upon defeating enemies. By the time I finished the game, only one of my seven weapons wasn’t fully upgraded, and I appreciate Reikon allowing me to unlock most of Aska’s potential in the first playthrough. Each weapon, whether it was the standard-issue submachine gun with unlimited ammo but a temperature-related cooldown, the energy weapon that melts enemy armor, or my personal favorite, an assault rifle with a secondary fire option that turns it into a powerful sniper, proved useful in combat. Firefights get so hectic that there were countless encounters where I used every single weapon at my disposal, whether it was a strategic need or because I ran out of ammo for another gun. 

 

Though I always enjoyed the combat, I wish it were more diegetic rather than arena-based. My favorite moments were when Metal Eden channeled another Poland-based studio’s game, Ghostrunner, to turn linear sections into parkour runthroughs where I needed to kill enemies with quick precision to advance and maintain momentum. But most of the combat happened when I entered a large arena, and a random sci-fi voice told me when I finished a wave and when another wave was beginning. These arenas are well-designed, with armor, health, and ammo pickups strategically placed about, and excellent wall-running and grapple opportunities, too, but they still grew dull. It doesn’t help that the runs between these arenas were often the type of combat encounters I actually wanted more of. 

Regardless, Aska only became more and more fun to use throughout Metal Eden as I unlocked more of my weapons’ potential and became more comfortable firing them while running on walls or grappling through the air, using my jetpack to extend my airtime. When I fully understood Aska’s set of weaponry and movement tech, and more importantly, how to take advantage of both in combat, each subsequent encounter felt like an extreme dose of adrenaline. 

Similar to the narrative’s intrusion into the excellent first-person gameplay, there were a handful of times in Metal Eden where levels went wide, allowing Aska to morph into a ball – yes, it’s very reminiscent of Metroid Prime – where you zap enemies and target them with lock-on missiles. While cool in theory, these sections are easily the worst, and rolling around as a metal ball in no way compares to the excitement of first-person shooting, wall-running, and jetpacking through this dystopia. 

Throughout my time in Metal Eden, I couldn’t help but imagine just how good a sequel I hope Reikon makes could be. This is a great start in the FPS genre for the team; its ideas are strong, and with refinement, Aska’s next mission could be as excellent as the Ghostrunner and Doom Eternal adventures it’s clearly inspired by. Though the star of the show – its first-person shooting and movement – is sometimes weighed down by an overreaching narrative and boring morph ball sections, when Metal Eden shines, it’s as bright as the sun that sheds light on Moebius’ dark underbelly.



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The protagonist Aska in Metal Eden.
Product Reviews

Metal Eden review: short and mostly sweet

by admin September 2, 2025



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Metal Eden is Doom meets Ghostrunner with a little bit of Metroid thrown in. It’s a fast-paced sci-fi shooter all about clearing dense combat arenas, wall-running and jumping through parkour challenges, and occasionally turning into a large metal ball and rolling around.

Review information

Platform reviewed: PS5
Available on: PC, PS5, Xbox Series X and Series S
Release date: September 2, 2025

It’s easy to see the inspiration behind each of its constituent elements, but that doesn’t mean that the resulting formula isn’t a lot of fun. It’s elevated by a strong art direction, some surprisingly slick shooting that wouldn’t feel out of place in some of the best FPS games, and a couple of unique mechanics that help the game form an identity of its own.

Still, there is room for improvement, namely in the narrative department. The dialogue feels strangely written and occasionally hard to follow, almost like it’s been poorly translated. It’s unfortunate and undermines an enjoyable experience that I would otherwise wholeheartedly recommend.

Back to the future

(Image credit: Deep Silver)

Hailing from the developers of the criminally underrated twin-stick shooter Ruiner, Metal Eden takes us to another far-flung future where things have gone seriously wrong. Humanity has developed Cores, little robotic disks that store an uploaded consciousness and can be slotted into artificial bodies, and the technology paved the way for space travel.

You play as Aska, a high-tech android warrior with a special regenerating core that effectively allows her to be repeatedly reprinted after death. Stranded on an abandoned lunar city, it’s your job to mow down legions of rogue security robots on a mission to rescue millions of colonists trapped as cores in storage.

The narrative focus on Aska’s regeneration seems like it would lend itself naturally to a roguelike format, but Metal Eden is actually a wholly linear experience with eight total levels that vary between about twenty to forty minutes in length. I love shorter games, but this brevity was a little disappointing.

I hit the credits in a single sitting and, while there is scope for some repeat playthroughs to chase high scores and find the small number of hidden resources scattered around each map, I don’t think it’s unreasonable to expect more given the $39.99 / £32.99 asking price.

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That brief length does at least lead to a campaign that’s very tightly paced and engaging. The bulk of each mission is a combination of shooting and parkour, both of which are well-implemented.

The shooting is tight with high-quality animations and meaty sound effects across an impressively varied arsenal. This includes a range of projectile weapons such as your basic machine pistol, a shotgun, and an SMG, plus some more futuristic energy launchers.

Getting to the core of it

(Image credit: Deep Silver)

Stronger enemies are equipped with powerful armor that absorbs the bulk of projectile damage, forcing you to switch to an energy weapon to break through it, which lends encounters an enjoyable sense of rhythm. Combat arenas are compact, with walls that you can leap off and sometimes vertical layers to keep things interesting, and staying perpetually on the move is essential for survival.

With a foe’s armor out of the way, you can rip out its Core and consume it for a quick health top-up and to charge a powerful armor-destroying punch or throw it to trigger an explosion. You’re soon equipped with a jet-pack and elemental grenades, too, and quickly chaining all of your moves together to survive wave after wave of adversaries is a source of constant satisfaction.

(Image credit: Deep Silver)

It’s all so good that I really wish there was some kind of separate survival mode that challenges you to last as long as possible available after the credits roll. Fingers crossed, we’ll see something like that added in a future update.

Combat success is rewarded with vials of Dust, a currency used to upgrade your gear. Each weapon has two distinct upgrade paths that dramatically alter its abilities.

Your SMG, for example, can be outfitted with a powerful grenade launcher for taking out groups or a set of iron sights that enable a long-range semi-automatic sniper mode. These upgrades can dramatically affect the appearance of each weapon, too, so every choice feels satisfyingly substantial.

Aska has a robust skill tree, too, with plenty of impactful options that do everything from automatically reloading your last weapon when it’s not in use to causing you to regenerate armor on top of health with every core consumed.

Absolutely balling

(Image credit: Deep Silver)

New enemies and environmental hazards are introduced at a steady pace, forcing you to frequently tweak your strategies to maintain an advantage. The larger levels also unlock the imaginatively named Ball Mode, which, as the name would suggest, lets you transform into a fast-moving metal orb whenever you wish.

Rolling into enemies at high speed deals huge amounts of damage, and if that wasn’t enough, you’re armed with an electric blast and homing missiles too. It’s a tad overpowered, but it provides a refreshing break from the more intense encounters of other areas.

Best bit

(Image credit: Deep Silver)

Multiple levels feature rail riding mechanics. Whizzing down neon blue ziplines is a blast, especially when you add obstacles that you need to dodge and shooting flying enemies into the mix.

Unfortunately, every mission is filled with jarring, awkward dialogue that lets the overall package down. In early segments, Aska frequently chats with Nexus, an almost comically edgy companion that spouts melodramatic, cringeworthy cliches. His constant wittering is like nails on a chalkboard, and I almost cheered when he was replaced by a substantially less annoying figure later on.

The voice acting is serviceable on the whole, but line deliveries have very strange intonation that I found distracting at times. Conversations are also written in a manner that feels inescapably off. They’re sometimes hard to follow and have this stilted quality to them that’s reminiscent of dodgy machine translation. I can’t quite decide whether this is an intentional stylistic choice; most of the characters are robots after all, but it’s disappointing nevertheless.

It’s especially noticeable in the cutscenes, which are otherwise extremely high quality and absolutely gorgeous to look at. On that note, the whole game is visually impressive with a minimalist, industrial look, though there are occasional stutters even in console performance mode.

All of this would be a lot easier to forgive at a lower price point, but as it stands, it stops me from making a more wholehearted recommendation.

Play it if…

Don’t play it if…

Accessibility features

There are a few accessibility options in Metal Eden. This includes a few color blindness filters, the ability to enable subtitles, and adjust their size and background color. The game also features four difficulty levels to choose from.

I played Metal Eden for more than four hours on PlayStation 5 using the DualSense Wireless Controller and a pair of Final VR500 gaming earbuds.

In that time I reached the end credits on the standard difficulty and experienced the vast majority of what the game has to offer. I fully upgraded each of the weapons in my arsenal and unlocked the bulk of Aska’s upgrade tree, too.

First reviewed August 2025

Metal Eden: Price Comparison



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A member of the Coast Guard points a handgun at a zombie on the deck of a boat
Product Reviews

Atari now owns the rights to five Ubisoft games: Cold Fear, I Am Alive, Child of Eden, Grow Home, and Grow Up

by admin August 27, 2025



Ubisoft has reached into the back of the cupboard, grabbed the intellectual property rights for five games it wasn’t doing anything with, and sold them to Atari. The five games are Cold Fear (which is basically Resident Evil on a boat), I Am Alive (a post-apocalyptic survival platformer), Child of Eden (a psychedelic rhythm game), and both Grow Home and its sequel Grow Up (which are physics-based climbing games where you’re a cute robot).

“Ubisoft and Atari both have a legacy of crafting worlds that players can fall in love with—games that resonate with generations of players not just for how they played, but for how they made us feel,” Wade Rosen, chairman and CEO of Atari, said in a joint statement. “We’re excited to reintroduce these titles while also exploring ways to expand and evolve these franchises.”

While Atari may just be planning ports for Switch 2 and the like for this bundle of games, given that the publisher also owns Nightdive—the studio responsible for projects like the System Shock remake and more recently the re-release of Hexen and Heretic—there’s reason to hope at least some of these games will receive more high-effort revivals.


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I’d personally love to see a remake of Cold Fear, a survival horror game set on a whaling ship during a storm. Original developer Darkworks put a lot of effort into modeling the constant heaving of the sea, making the deck of the ship shift beneath you while you were trying to shoot zombie parasites. A short, self-contained experience, it caught some flak for being about five hours long at release, but honestly that sounds ideal for a haunted-house survival horror game.

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