

The missions in general were also fairly straightforward and not all that difficult but this is not a criticism. I didn’t play much of the online segment of the game but it was decent enough. The music is a mixed bag though and while the backend music is decent, the gameplay score is not at all memorable.

Naturally, Kawamori’s mecha designs look fantastic and the smaller scale of the mecha really helps to emphasize the size of the environments and the enemies you fight.
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You can also upgrade and modify your pilot’s abilities, which is a nice touch but feels a bit unnecessary next to all the mecha customization.Īpart from that, the game looks great and uses some nice cel-shading for certain effects, which gives an anime vibe to the proceedings. This allows you to get access to better and more powerful parts, which nicely feeds into your overall progression. Once parts are acquired, you can also develop and improve them in the Factory. This setup also requires you to play missions multiple times to get all the parts, as you can only pick up one part at a time. Weapons and parts are mostly picked up in missions from downed enemy Arsenals, though there is also a Shop available. Like in the 'Armored Core' games, mecha customization is a big part of 'Daemon X Machina'. The general customization setup is more streamlined but still involved and complex. Weapons are numerous and you can pack four main weapons, combined with one shoulder an auxiliary. Things like generators and boosters from the Armored Core games are streamlined out into the other body parts. In that, you can equip heads, bodies and legs as well as individual arms. In the backend, you do most of your mecha customization, which is interestingly done. Whereas Daemon X Machina has gone completely the other way and overdone it. One of the biggest failings the Armored Core games suffered from was a lack of characterization. The story tries to deal with the conflict between humanity and AI but the implementation is confusing and unnecessarily vague. Yet the writing and general narrative is sadly just a mess. The character designs are great, penned by Yusuke Kozaki, and the voice cast is thoroughly epic, featuring the likes of Toru Furuya, Shuichi Ikeda and Atsuko Tanaka to name a few. This brings me onto the story, which is pretty disappointing. This is because there are an enormous number of characters in this game, so in order to build out those characters they are almost always present in every mission. Marvelous, Nintendoįurthermore, the reason for much of the repetition is down to the fact that you have to face enemy Arsenals in almost every mission. Missions can be quite repetitive but the fights against giant Immortals are a lot of fun. In short, I would have preferred fewer and longer missions with more varied scripting. The main issue the game has here is that the missions are far too simple in terms of their scripting, are overly repetitive in their objectives and are also incredibly numerous.
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Whereas Free missions help to supplement the story and can be played multiple times for extra cash and unlocks. Offer missions cover the main story and can only be played once on your first playthrough. Missions are split into two types Offer and Free. While I would tweak some of the controls in regards to the way you gain and lose altitude, the overall setup works well and is generally accessible from a general third-person shooter standpoint. The controls and combat are far more fluid than most Armored Core games and I think this is something the mecha genre has room to accommodate. As someone that has played and finished every Armored Core game ever made, as well as plenty of other mecha games, Daemon X Machina is still a mecha game in its own right.
