![]() ![]() ![]() ![]() Your friends will be more than happy to take advantage of the situation if you decide to swap weapons, stealing from you a wealth of XP. A player can only gain XP from an enemy by landing the killing blow. The presence of friends, however, creates another problem. The presence of others in co-op play mitigates the weapon-switching issue by having friends watch your back while you pick out the perfect death-dealing machine. For a game that relies on speed to deliver a high-octane, exciting experience, slowing down the game pace makes no sense. The game compounds its irritating penchant for making you reload with the slowest weapon switching I’ve ever seen. Larger enemies can take multiple clips of ammo to kill. They made an odd design choice to make you reload after a certain number of shots. The only time I questioned the developer’s desire to create a winnable game was when I had to reload. By not letting enemies show a lot of damage until death, the game can feel impossible to win, even if it’s not. Other enemies such as specters and flyers create a variety of hard to see hit effects. The small squirts of blood that your bullets cause can barely be discerned. Although basic skeletal enemies crumble beneath your bullets, bigger foes like berserkers and minotaurs barely react at all. The enemies of God Mode don’t react much when shot. Aiming by using the zoom feature doesn’t aid the player instead it impedes the hectic shoot-outs by shifting too quickly from foe to foe. While in the middle of these firefights I began to question the games adherence to traditional third-person shooter controls. Enemies ranging from skeletons to zombies to minotaurs crumble beneath your onslaught. Bullets fly from an eclectic combination of weapons stolen from many different genres. All there is, at the end of the day, is shooting. These odd diversions don’t add any real depth to the game. There is one called “God Mode,” which randomly provides the player with a few seconds of invulnerability and infinite ammo before passing on to a friend. Some Tests, such as one that warps all audio so that it plays at a different speed, are just there to be silly. They can be beneficial, detrimental, or ambivalent. To help remedy the repetitiveness of the one-dimensional approach, Atlus installed special conditions called the “Tests of Faith.” Tests of Faith range from the humorous to the horrendous. Neither does defense Old School Games provides the player with no official cover. Strategy has no place in this steroid enhanced horde mode. The frenetic gameplay challenges players with an endless swarm of enemies that only allows reaction, not preparation. ![]() The amalgamated God Mode fuses classic wave-based action with a more modern perspective. I’m not surprised, though - Atlus published the game. It even has the hallmark aim-down-the-sights button present in all modern shooters. It hits the staples by having an over-the-shoulder perspective and dual-analog controls. The difficulty of God Mode makes me feel that the game is sarcastically named.Īt its most basic level, God Mode appears to be a standard third-person shooter. Instead, God Mode opts to position you opposite nigh-insurmountable hordes of undead foes. Atlus’ latest game leaves you far from invulnerable. The name God Mode evokes memories of Doom and Doom II the term refers to a cheat code that bestows, in those two games, invulnerability upon the player. ![]()
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