The gameplay is a third person multiplayer action extravaganza where you take on missions with NPCs and/or online buddies to go out into the wastelands and hunt down some nasties, collecting resources to change how you look and play as your God Arc switches from a melee weapon, a ranged weapon and a shield. In that respect, I suppose it should not surprise me that the publishers of this game, Bandai Namco, are also the publishers of Dragonball Xenoverse, a game with a similar “Mission Hub to arena, hunt for resources, clear mission, repeat” cycle. Though the more interactive menu aspect of Xenoverse’s hub world is far less prevalent or sprawling in the three or so rooms that comprise God Eater’s HUB although frankly, I found that to be a good thing given that both games restrain your movement options in the hub world and make the necessary menu navigation of both games (more so in God Eater 2 mind you) tedious busywork over long sprawls.
There are of course elements that God Eater 2 emphasises more than Xenoverse though, the first is item and party management. Instead of four consumables and two pre-set partners, God Eater 2 gives you a list of pocketed items that you must manage by shuffling the contents to and from the terminal inventory, while also managing your AI partners’ equipped skills and items, including perks such as “Friendship” where upon knock out, all party members of the same gender gain a power boost. The player character’s customisation is no slouch either, with power-ups, outfits and of course, whole God Arc (in-game term for weapons) variants available for switching up before you hit the field with differing approaches for damage, slicing, piercing and blunt force to consider among melee, shot types, range and fire rates for ranged and even defensive power and speed in your shield! There is also the procedure of getting a mission and reaching the field. Xenoverse’s “select the mission and off you go” is technically easier for newer players than God Eater’s “You are signed up with this agreed party, now make peace with your terminal and hit the ramp” though it does have the benefit of being more flexible and more visible for the player. If in online multiplayer, you are readied up, the game is clear to announce that to your party and highlight to you who’s still mulling over which sharp stabbing implement they’ll equip. It also makes sense as a development in the design given that the game in question is a sequel so naturally, a significant chunk of its player base is going to be people familiar with the game and its premise enough that some added complex comforts will actually be better than Xenoverse’s “punch in, game on” ready up.