March 23, 2007 | 4:55 PM PST
by: Adam Beck
From Software is widely known for developing mech-based action games, the most popular of which are the entries in the Armored Core franchise. Every now and then they’ll try to mix things up by creating new IPs such as last year’s Enchanted Arms for the Xbox 360 or the Otogi franchise for the Xbox, but such releases are always book-ended with new entries or expansions for the seven-year strong mech franchise. The first Armored Core title of this generation is also the first to appear on a non-Sony platform, and while fans of giant robots and nigh-unlimited customization options are likely to get a kick out of the game’s pre-mission feature set, Xbox 360 owners already have access to a wide selection of games that provide far more rewarding in-game action.
Like previous installments of the Armored Core franchise, the storyline is far from deep. A world-wide war has broken out and the population has split up into colonies to work for food and survival. The player takes the role of mercenary hired by these colonies to help them rise up against the giant corporations that control the world economy. The game features several pre-mission briefings and some gorgeous CG cinematics (the intro sequence is one of the best in recent memory), but most of the story is imparted via some melodramatic narration that quickly becomes more grating than it is interesting. The setting is cliché and the narrative makes less and less sense as it progresses, but most players aren’t likely to care enough for that weakness to really hurt the game experience. Once Armored Core fans make it to the mech set-up screen, they’ll be back in robot nirvana.
From Software has clearly put a great deal of effort into making Armored Core 4 more accessible to those outside the loyal hardcore Armored Core fanbase, and the changes made toward that end have paid off in a more streamlined, fast-paced experience. The difference isn’t huge or franchise re-defining, but it is noticeable and appreciated. A new boost mechanic makes the battles far more kinetic than they have been in the past, as players no longer need to worry about chewing through a fuel gauge or overheating only to be caught immobile at the worst possible time. Entire battles can now be spent with a finger firmly planted on the boost button, and as one would expect, that makes the action go by a lot faster. The new supplemental ‘over boost’ function will eat up some boost energy and provide a quick, powerful boost in any direction (perfect for putting some distance between oneself and an attacking enemy), but otherwise the only way to run out of fuel is to try and ascend huge vertical distances. The second major change to the series comes in the form of the new primal armor, a force field that will absorb damage for a short period of time. Since players can now receive some punishment without permanently reducing their mech’s hit points, players can take some risks and be more aggressive than in previous AC games, making battles all the more heated.
Armored Core 4 also introduces an automatic weapon change that limits the amount of micromanagement players need to do during battles. When an enemy is in close to mid range, the mech will target enemies with its hand-help weapon, and when the enemy escapes to long range, the mech will automatically start targeting with its shoulder-mounted weaponry. Obviously this was another move made to increase the game’s accessibility, but this particular feature feels like it goes a step too far since it takes control out of the player’s hands. For the most part the game is pretty good about deciding when to switch up weapons, but there will be instances when players are trying to conserve one type of ammo or feel as though they can make a long-range shot with a hand-held weapon, and they won’t appreciate the game making the decision for them.
With each new iteration of the Armored Core franchise, the in-game action has taken more and more of a back-seat to mech customization, and fans of that element of the franchise won’t be disappointed with From Software’s latest but they might be surprised by some of the changes. Similarly to the actual mech combat, evidence of the developer’s efforts to broaden the appeal of the franchise can be found throughout the design of mech garage. Players are still bound only by their imagination and a few niggling physical limitations like weight and energy consumption, but this time they’ll have to gradually unlock the majority of their parts by completing missions and discovering new schematics. Furthermore, rather than giving the player a blank slate to work with, the game provides some basic schematics around which players can design their mechs. The end result is of these changes is that building a mech at the onset of the game is far less intimidating that it once was, and players can gradually learn the ins and outs of the system as they unlock better hardware. Parts are paid for with the money earned for completing single-player missions but most of the satisfaction garnered from fiddling in the garage comes as a result of taking a creation online and proving one’s metal as mech designer.
Like previous installments of the Armored Core franchise, the storyline is far from deep. A world-wide war has broken out and the population has split up into colonies to work for food and survival. The player takes the role of mercenary hired by these colonies to help them rise up against the giant corporations that control the world economy. The game features several pre-mission briefings and some gorgeous CG cinematics (the intro sequence is one of the best in recent memory), but most of the story is imparted via some melodramatic narration that quickly becomes more grating than it is interesting. The setting is cliché and the narrative makes less and less sense as it progresses, but most players aren’t likely to care enough for that weakness to really hurt the game experience. Once Armored Core fans make it to the mech set-up screen, they’ll be back in robot nirvana.
From Software has clearly put a great deal of effort into making Armored Core 4 more accessible to those outside the loyal hardcore Armored Core fanbase, and the changes made toward that end have paid off in a more streamlined, fast-paced experience. The difference isn’t huge or franchise re-defining, but it is noticeable and appreciated. A new boost mechanic makes the battles far more kinetic than they have been in the past, as players no longer need to worry about chewing through a fuel gauge or overheating only to be caught immobile at the worst possible time. Entire battles can now be spent with a finger firmly planted on the boost button, and as one would expect, that makes the action go by a lot faster. The new supplemental ‘over boost’ function will eat up some boost energy and provide a quick, powerful boost in any direction (perfect for putting some distance between oneself and an attacking enemy), but otherwise the only way to run out of fuel is to try and ascend huge vertical distances. The second major change to the series comes in the form of the new primal armor, a force field that will absorb damage for a short period of time. Since players can now receive some punishment without permanently reducing their mech’s hit points, players can take some risks and be more aggressive than in previous AC games, making battles all the more heated.
Armored Core 4 also introduces an automatic weapon change that limits the amount of micromanagement players need to do during battles. When an enemy is in close to mid range, the mech will target enemies with its hand-help weapon, and when the enemy escapes to long range, the mech will automatically start targeting with its shoulder-mounted weaponry. Obviously this was another move made to increase the game’s accessibility, but this particular feature feels like it goes a step too far since it takes control out of the player’s hands. For the most part the game is pretty good about deciding when to switch up weapons, but there will be instances when players are trying to conserve one type of ammo or feel as though they can make a long-range shot with a hand-held weapon, and they won’t appreciate the game making the decision for them.
With each new iteration of the Armored Core franchise, the in-game action has taken more and more of a back-seat to mech customization, and fans of that element of the franchise won’t be disappointed with From Software’s latest but they might be surprised by some of the changes. Similarly to the actual mech combat, evidence of the developer’s efforts to broaden the appeal of the franchise can be found throughout the design of mech garage. Players are still bound only by their imagination and a few niggling physical limitations like weight and energy consumption, but this time they’ll have to gradually unlock the majority of their parts by completing missions and discovering new schematics. Furthermore, rather than giving the player a blank slate to work with, the game provides some basic schematics around which players can design their mechs. The end result is of these changes is that building a mech at the onset of the game is far less intimidating that it once was, and players can gradually learn the ins and outs of the system as they unlock better hardware. Parts are paid for with the money earned for completing single-player missions but most of the satisfaction garnered from fiddling in the garage comes as a result of taking a creation online and proving one’s metal as mech designer.
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