Reikon Games with its registered office in Poland has not existed since 2014, but in the decade of development it has made up the name, creating stylish cyberpunk games. His debut, Ruiner from 2017, was a great isometric shooter himself, but in retrospect there was a look at the future of the studio and the second game: Metal Eden. Like Ruiner, Metal Eden is a futuristic neon shooter embedded in Cyberpunk Dystopia, but this time from the first person’s perspective. It combines an excellent first -person shooter with traffic technology, which turns the city of Moebius into a playground in Parkour, and the resulting gameplay is very rapid, crazy and fun. Although his narrative and level of level sometimes bothers, the whole package is still filled with a set of action and one of the best shooters this year.
In the world of metal Eden Hyper Units are disposable androids capable of inhuman feats thanks to cyberspace armor, which allows them to rush, grip, backpack and running by almost any environment, and each individual is trained in the field of cyber war, with a seven -person Arsenal. You play in Askie, a special hyper unit whose task is to save Moebius citizens from the upcoming destruction. This leads her through abandoned factories, deserts, mining objects and to the spheres of engineers who have cores whom he desperately needs for his mission. This is a solid foundation for a 7-hour adventure, and voting in the head does not allow you to forget about it, sometimes to the detriment of the game.
While voice acting is great when you are not involved in the battle in the multi -functional arena, there is almost always a voice in your ear, discussing their motives, their history and desires, through the jargon science fiction, which eventually bounced me immediately. Reikon tries to tell an enriched narrative, and I like how much the studio focuses on the passage of players while traveling Asky to save Moebius, which threatened what is essentially a tickling clock bomb; His finale leaves much to be desired, but I still think that general history is a praiseworthy effort of Reikon. His biggest disadvantage, however, is how often it bothers the real metal star Eden: Action.
To say, the action was more than enough to drag me through every mission, because I still couldn’t wait for the next set, the next weapon, and even the next update station, so that my shotgun or navy blue was stronger. Metal Eden is not scanty with dust, the currency used to improve the weapon, found in canisters placed at the level or served after defeating enemies. Before I finished the game, only one of my seven weapons was not fully modernized and I appreciate Reikon, which allows me to unlock most of the potential of Asky in the first game. Each weapon, regardless of whether it was a standard junior high school pistol with unlimited ammunition, but energy weapons associated with temperature, energy weapons that melts the enemy’s armor, or my favorite assault rifle with a secondary fire, which turns it into a powerful sniper, turned out to be useful in combat. Gorce Strażackie becomes so feverish that there were countless meetings in which I used every weapon at my disposal, regardless of whether it was a strategic need or because I lacked ammunition for another weapon.
Although I have always liked the fight, I would like it to be more dietary than based on the arena. My favorite moments are when Metal Eden donated another game in a studio from Poland, Ghostrunner to transform linear sections into parking loads, in which I had to kill enemies with rapid precision to develop and keep my momentum. But most of the fight took place when I entered a immense arena, and the random voice of science fiction told me when I finished the wave and when the next wave began. These arenas are well designed, and armor, health and ammunition strategically placed, as well as excellent possibilities of leading the walls and gripping, but still became matte. It does not aid that the waveforms between these arena were often a type of combat meetings that I really wanted more.
Regardless of this, Assa became more and more comical in all metal Eden, when I unlocked the greater potential of my weapon and became more comfortable, shooting them while running on the walls or struggling in the air, using my jet to extend my antenna time. When I fully understood the set of weapons and movement technology, and more importantly, how to operate both in battle, each subsequent meeting seemed to be an extreme dose of adrenaline.
Just like the invasion of the narrative for the perfect first person game, it was several times in the metal Eden, in which the levels went wide, allowing ASKA to transform the ball-so, he is very similar to Metroid Prime-where you pack enemies and attack them with bullets. Although theoretically theoretically these sections are the worst, and they are in no way compared to the emotions associated with first -person shooting, leading walls and backpack through this dystopia in any way.

All the time in Metal Eden, I could not imagine how a good continuation, I hope it could be Reikon. This is a great start to the FPS genre for the band; His ideas are robust, and with improving the next Asky mission can be as perfect as Ghostrunner and Doom Eternal Adventures, which are clearly inspired. Although the star of the series-the first-person and first-person movement-the time is burdened by exaggerated narrative and tedious sections of morphic balls, when Metal Eden shines, it is as dazzling as the sun, which sheds lightweight on the shadowy abdomen of Moebius.