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Retro Game Database · PlayStation 3

Eat Them!

Retro Game Database · PlayStation 3

Eat Them!

Eat Them! starts with a wonderfully blunt fantasy: build a monster, turn it loose, and chew through the city when its energy runs low. The early stages make that loop easy to grasp, mixing targeted destruction, damage quotas, and checkpoint races with the satisfying reward of new body parts for strong scores.

Its cleverest twist is also its biggest source of pressure: attacks spend the same energy that keeps your creature alive, so you have to break off from the rampage and scoop up fleeing civilians to refuel. That gives the action a scrappy rhythm, though the score chase and repeated stage structure may wear thin if you only want uncomplicated monster mayhem.

Platform:

Retro Replay Review

Gameplay

The first few minutes of Eat Them! understand the assignment. You assemble a monster and send it into a series of destructive jobs, whether that means smashing designated buildings, reaching a damage target, or racing through checkpoints. It is a direct, playful setup that lets you focus on being an oversized problem for a city that clearly made a mistake trying to domesticate monsters.

What gives the rampage more bite is the shared energy system. Your attacks consume the very meter keeping your creature alive, so you cannot simply hammer away forever. When that energy dips, you need to grab fleeing people and eat them to recharge. It is a simple risk-and-reward idea: push your offensive hard enough to finish the objective quickly, but leave yourself enough room to recover before your monster runs dry.

Monster construction adds a welcome reason to replay stages. Arms and a back-mounted weapon determine how your creature attacks, while high scores unlock more parts for later creations. That makes a good run feel useful rather than merely decorative, and experimenting with a newly unlocked component can refresh a familiar objective.

The downside is that the stage goals remain fairly task-focused. Destroy this, damage that, race there. If the loop clicks, the score-driven unlocks and changing monster builds give it momentum. If it does not, you may find that the game asks you to repeat a narrow brand of destruction for longer than its basic joke can sustain.

Graphics

The central visual draw is your custom monster: a creature built from interchangeable arms and back weapons, then sent after buildings and crowds. Fleeing people are especially important to the action because they are not just scenery; spotting a group to grab becomes part of managing your health and attack energy.

Story

The story is delivered as a broad monster-movie premise rather than a complicated science-fiction saga. Society tries to turn monsters into useful tools, and naturally that plan goes badly wrong. It is an appropriate excuse for the destruction, with a knowingly silly tone that suits the title.

You are not here for a dense cast or dramatic twists. The narrative mainly frames the monster as something that has slipped free of control, then gets out of the way so each mission can set a new destructive target. That restraint works because the game’s real personality comes from the absurdity of having to eat people as battlefield fuel.

Still, the premise does not carry much emotional weight on its own. Treat it as flavorful setup for a score-chasing action game, not as a reason to expect an involved campaign narrative.

Overall Experience

Eat Them! is at its best when you treat it like a compact arcade challenge with a monster workshop attached. Build something strange, learn how its arm and back-weapon choices affect its attacks, then try to improve a stage score so the next batch of parts becomes available. There is a clean cause-and-effect loop to that structure.

The energy mechanic keeps the destruction from becoming completely mindless. Needing to hunt down civilians for a refill can create a frantic little detour right when you would rather keep attacking, and that tension is the game’s most distinctive idea. It also means you should pay attention rather than assuming every objective can be solved by constant aggression.

At a 6, this is an uneven but likable monster romp. Give it a chance if you enjoy replaying short action stages for unlocks and can appreciate a deliberately goofy premise. Skip it if you want a deep story, a large variety of mission styles, or destruction that never asks you to pause and refuel.

Retro Replay Score

6/10

Additional information

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Developer

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Year

Retro Replay Score

6

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