If you’ve played the Armored Core series, or more specifically, 3, 4, and V, one of the most readily apparent differences is that flight is easily accessible and comes with essentially no cost. There is a huge amount that goes on in a given mission even if that mission can be completed under a minute (which, most certainly, not every mission is so simple), and among other things, it’s pretty impossible decipher without familiarity to the system. The best way to do that, of course, is not just with text. While technically speaking, the above is relevant to gameplay, but here I want to focus on the raw experience of actually being in-mission and what specifically adds to, subtracts from, or is fairly superfluous to that entire experience. It didn’t necessarily bother me entirely when I played through the game the first time, but having played the game now a little alongside someone else, it’s cutting to say the least when a friend of yours wants to ‘join of the factions,’ but you have to tell them that unfortunately, they’ll never get the opportunity to actually do so. There is no taking jobs for specific companies you like, and while there are missions which do provide the player with equipment, these affairs are one-and-done, knocked out early on so that they could be laid to rest without the player thinking about them as more of a tutorial than a real element of the experience.Īnd it kind of hurts. You don’t get to vie for power with the varying factions: the experience is entirely linear. Likewise, even though there’s a presentation which is highly similar to Armored Core 3 in a few important areas, the story itself offering a heavy emphasis that some of these concepts matter, there is the problem that quite frankly, they don’t, which itself is a fairly low blow to Armored Core 3 in that, concepts like receiving sponsorship from a company in Armored Core 3 could actually happen. It’s definitely not worse than Armored Core V, but it isn’t better than Armored Core 4 and Armored Core for Answer in terms of raw, minute-to-minute, second-to-second gameplay and intricacy. However, as it takes that step forward, it also stumbles and falls in areas which the previous Armored Core titles were stronger. Daemon X Machina itself might not truly be an Armored Core game, but between its producer and the overall story presented by the game along with the manner in which it’s done, in some respects, it truly does manage to be a step forward from the Playstation 2 games which hooked me into the series specifically Armored Core 3 and its subsequent titles. One Step Forward, Two Steps Back:Ī recurring concept that’s probably come up almost every time I’ve ever critically thought about a game series is the question of whether or not the game actually moves forward in comparison to what steps have been taken before it. It’s a decent game, but besides its console of choice, it’s also blatantly ‘inspired’ by ideas and concepts from other games, which in itself isn’t so much of a bad thing, but it is when these ideas and concepts aren’t congruent with the rest of the game. That said, I flat out don’t recommend it on the Switch, and if you’re up in the air on the genre or haven’t experienced one of these styles of games before, I can’t fully endorse it. If you liked the Armored Core series, and with From Software’s lukewarm last entries before abandoning it to jump ship to the Souls IP, Daemon X Machina could very well sate an itch you’ve probably had for a long time. So do I recommend it? At a 60$ price point, the game is a bit weak, so whether or not you’ll appreciate that purchase point is likely entirely dependent on your appreciation for the the mecha genre. In sticking with that succinct description, on the topic of do I recommend the game, the issue isn’t quite clear cut, primarily due to price-point and obscuring the issue more, the game is weighted down terrifically by the console it launched on.
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