
Pilot your fully customizable Arsenal mech and join your fellow mercenaries in defending humanity from the corrupted machines and gigantic robots in this post-apocalyptic action game!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Story and dialogue is just horrifically bad. Passable shooter if you like mechs and skip everything they say.
The whole plot of this mess feels like a feverish dream of a writer facing a deadline and to survive their crisis hooked into a free AI because the powers above were too cheapskate for an enterprise subscription, or otherwise this makes me question if trees regret becoming the vessel that enabled this storyboard and script to see daylight in some desolate office. Most mercs in the cast outside of maybe Brigadier General and Guns Empress are either mentally stunted, unlikeable, or spin on their heels in some demented "kill or dont kill; loves me or hates me" game with flower petals and all the intra-faction antics of said mercs come across as "why should I, witness of this torture, care for any of this or you mercs?" as the player character has no agency, part, or even opinion on any of the events. And the player character could be replaced with a toaster and same goes for the consortiums in the devasted region this comedy takes place in and so the three quarters of this journey come off as "cast must act as mentally challenged, sedated, and drooling as long as the plot demands it" which is until the last stretch of the storyline where it's revealed the demand is actually Lady Plot on their knees, crying and begging for a coup de grâce. Which is alas quite bit too late and then to drive the stake through the player, plot forces you to repeat same sponge mission three times to play out the most unhinged and uninspired drama between the mercenaries that has had no build up and afterwards player's stand-in coat hanger rushes the final boss, Walmart Albert Wesker, with teary eyes who then goes for a checkmate on the hapless trauma victim's SAN points by saying he has already won and he is right because I can't wake up from this nightmare or unwitness this story. And to not spoil things too badly for what happens after the final boss dies my take on it could be summarized to something like if there was a reverse standing ovation I could do in view of the director/writer without getting jailed for public obscenity I would do so but as that isn't an option and it was 04:00 while witnessing the title drop I just felt my eyes glaze over and rolled off my chair to admire the debris under my desk, and wish the duo a retrograde discharge. At least the game's soundtrack is absolute banger as expected from these composers and that'll be something I will be enjoying now and then outside of the game, if only to ward off being haunted by the memories inflicted upon me as I went into this game blindly and only knew from offhand comments that Johny G is insufferable, oh if only he had been the worst or sole clown in this circus. All this above, the menu UX, and occasional sponge enemies because artificial difficulty was needed really sours the half-decent mech/kit building set into a simple gameplay loop and for me to try Titanic Scion Marvelous would have to figuratively go back in time to pay for my dead grandma's hip replacement surgery after she landed badly in a stairwell, a game which I'll be promptly removing from Steam wishlist. I dont ask a lot from anime/jrpg games in terms of cast or the plots they find themselves in but Damn with a capital D this one was clearly fighting for the crown held by Tales of -series for their exclusive deal on stupid.
Just too many cutscenes from Yapistan, too many frustrating missions with hidden modifiers, and not enough sense. Been picking this game up and putting it down for years trying to force myself to like it. I have liked other mech games. I loved parts of this game but can't recommend it as a whole.
This game unfortunately peaks at "alright" and valleys at "extremely boring"; even when it's at its best, it's still an average affair that fails to maintain any sense of fun or excitement for more than a few seconds at a time. It can be somewhat fun at first to be blowing through lots of little robot enemies, but this grows stale fast due to so many weapons feeling so similar, and a real lack of "oomph" to any of the guns and combat; it feels like you can mostly just strafe around from the air holding both triggers and firing your rockets whenever they've finished locking on. I played Armored Core VI last year and loved it so I'm not inherently against this style of gameplay, but this game just doesn't manage to pack the punch or emulate the feel of its contemporaries. This isn't helped by the nonsense plot, which doesn't have any significant development really until the final act; I don't mind plots that are there just to exist as a backdrop for gameplay, but the problem with the plot here is that there are so many characters, which would work in a longer RPG-type game, but this game is only like 11 hours long, and you don't get to interact with any of these characters outside of pre mission briefings (even then you are a silent protagonist). The final act when things start actually happening is also the weakest act gameplay wise of the whole game, because 4 missions in a row you're just playing identical feeling boss encounters where you're just shooting at health sponges. I don't think this game is terrible (hence the score) as there is a little bit of fun here and there to be had, and the game is perfectly functional (pretty well optimised from what I can tell) and has a cool art style to boot. The movement feels pretty smooth and as mentioned before blowing through smaller machines can feel decent; for the majority of its time this is very much a "fast food" style game; just kinda switch it on as something to do and to kill some time rather than to properly engage with something. At the end of the day, this was not good really. The biggest crime it manages to consistently commit is that it's just quite boring, which is quite a task for a game where you're flying around in a giant mech suit blowing things up. Not offensive enough to be remembered as terrible, but the tedium of its gameplay ultimately is what drags this down. 4/10
Mech and art design is good. Gameplay kind of mid. Part collection is grindy and meh. Writing, character design, and voice acting is god awful.
Can't pet the dog.
This is basically Armored Core 6's quirky older cousin. The AC franchise dna is strong in this one, and it scratches the itch AC left (before its revival a few years back with 6) in a way that very few other games in this genre seem to manage. A bunch of parts to unlock and mix and match, a lot of build freedom, and plenty of skill ceiling if you want (though honestly the game is a fair sight easier than AC6 ended up being). Story is... alright it was honestly a bit better than I expected with about as much intrigue as a typical Armored Core narrative. Several characters could've used more screentime/setup so that reveals they're involved in didn't feel so baffling/out of left field (tho in fairness several of these also managed a half-decent recovery by committing to the bit and explaining some motives after the fact in a way that at least passed the smell test). But we both know damn well you aren't playing this for the plot so... Moment to moment gameplay is great. But there are certain design choices during downtime that I found frustratingly nonsensical. There's no help tool tips in the hangar menus to explain what any of the part stats do, so you're left with your best guess going off the name. This works okay for most of the stats since they're straight forward enough (if a bit vague), but for others like Melee Performance on arms, has an effect that is completely opaque without either going to the testing grounds and doing rigorous tests yourself or looking it up on reddit (Melee Performance stat on arm parts has no bearing on how much damage is increased with melee weapons, btw, rather it reduces the cooldown between when you can melee attack again with an appropriate weapon on that arm). The ice cream parlor also gives such minor improvements that it seemed to me to be utterly useless especially considering even a small cone runs you 500 monies in a game where the earliest missions pay out like 2000 at most and top out at 90k but the very end (and I mean literally last mission). What you get for that is a stat buff on your next mission that MIGHT be as high as 5% if you manage to decipher the ice cream system or look up a guide. Because again, there are no tool tips telling you what any of the flavors or cones actually DO, much like with part stats in the hanger. But all that is a minor annoyance compared to the utter travesty that is this game's implementation of their character skill system: Body Modifications. If you've played AC6, this is vaguely like the OS Tuning system but with money and far more convoluted with its skill layout. the first 3 or so levels of a given tree start at 1500 monies and goes up to 6000, then level 4 suddenly jumps to 50K or more, the next tier up to 70 or 80k and everything after that can easily rise to 100k-150k. Why the sudden, ludicrously high jump between tier 3 and 4? But that's not all, because these trees are so nonsensically laid out that you WILL mess up and have to respec if its your first time without a guide. The skills are split into two broad sub categories within each tree: Outer and Arsenal. Outer skills affect your character on foot, Arsenal ones affect your mech. Instead of doing the obvious thing and arranging the trees so they split based on say, melee or utility or ranged with sub splits based on the Outer or Arsenal build path, they instead interweave a bunch of unrelated, conflicting skills right next to each other as required nodes for the next level in the path you DO want to take. I'm talking something like having more grenades on your outer gating access to taking a skill to increase how far your mech can lunge on a melee attack, and the skills gated behind that lunge increase are all outer skills, etc. What this means is that your build is doomed to be hella inefficient wrt money and you WILL be forced to take outright dead perks even if you know exactly what you want to build towards and how to get there... and uh, well see above about how the costs scale here. Money can come fairly easy in this game if you do the main story and grind all the side missions, but even so it still takes a few runs of the most effort-efficient missions to get your funds back up after buying any skill beyond the 3rd tier. Respecing is at least decently cheap at 20k and the price seems to not increase at all regardless of how many skills you have or how many times you've done it. But you don't get any of the hundreds of thousands of credits you spent back, so uh... yeah get back to grinding. Oh what's that, you literally only made a single mistake you would like to undo and don't think this is fair? Too bad, the devs disagree; throw your current build and all the money spent on it away and start again from scratch. But, but my friends... even the above, is forgivable compared to the. ♥♥♥♥♥♥♥♥♥. Cosmetic changes that come non negotiable with every 'major' skill you buy. These are heavy cybernetic augments that you have no way of knowing what they look like until you buy them and they show up on your character, and the vast majority of them are, pardon my gamer, fuggin ugly as sin we're talking clunky ass mega man boots and arms and crap that seriously clashes with the aesthetic of the rest of the machinery in this setting. One skill, Knockdown Res +25%, gives you exactly these fugly boots and not only are they fuggly, they are hilariously out of proportion to the character, such that it looks like you're a child who put on your pa's rain boots. Another massive offender was the final Melee range up skill which... god... the horrors I witnessed on that screen. All I will say is that the cosmetics for the body mod system are a neat idea, but they are utterly botched both in transparency as to what the player is agreeing to do to their character's appearance, and in overall design. Yes, I genuinely did find this appalling, as you can see given how I've ranted for 5 paragraphs now about this mess. You don't actually need the body mod system to beat the game, per say, but a lot of the key skills and final skills are pretty damn strong in the functionality they unlock. Melee builds in particular see a night and day transformation from start of the game to end of the game if you take the time to invest in the relevant skills (and a bunch of irrelevant ones the devs use to effective tax you for your decisions to play a Gundam). Anyways tldr- it's Anime Armored Core at home, with enough of the dna and some neat ideas to make it pretty fun... even as several of the design choices outside of missions actively detract from its full potential. 8.5 body horror cybernetic reveals that make god stay in heaven for fear of what he has wrought on earth, out of- ...Know what? No. [i]7.5[/i] cybernetic string bean man body horror reveals with the torso way too thin and spindly for a human frame that make the alien god sitting in the core of the moon angry enough to smite earth from on high for this afront to the natural order, out of 10 Yes. I am taking an entire point off [I]just[/i] for the body mod system being so poorly executed and the aesthetic horrors it repeatedly subjected me to.
I really wanted to like this game since it ticks all the boxes that I am usually a fan of, but in the end it just wasn't a fun experience. First, some positives: the art direction is good, there is a lot of content in the game and the core gameplay loop in theory is rather interesting. What tears all that down is the combat... The combat is downright horrendous, the gunplay that is. The melee is okay with some cool clash animations here and there. You genuinely spam your weapon for 10 minutes straight every stage at the 2+ enemy arsenals (mechs) they throw at you while trying to look in their general direction to actually hit them... and let me tell you they don't want to be hit. They zoom around the map at mach 3 and you have to track them with your aim for the whole infinite health bar that they miraculously have (you don't) while spamming your shoulder buttons. That is the combat, nothing more nothing less. It isn't fun and is just a waste of time at the end of the day. The weapon variety is technically cool, but there are just weapons that are infinitely better than others which make the cooler ones obsolete. I tried finishing the game but I couldn't bring myself to do it. I got to A-Rank in the offer missions (story mode) but the first 5 or so missions on A were already miserable and when I looked on the wiki and noticed that there are 5 more to come i just closed the game. So I ended up dropping this, while not even getting to the post-story grind which seems to be the real gameplay loop. I usually never drop games but this one really would just be a waste of time. Can't really recommend the game if you value your time and money.
『チートプレイヤーパラダイス』がこのゲームの汚点 ゲーム性は良かった、特にアニメ調視点のゲーム性が良かったのに... なぜ?『続編がリアル調パワードスーツへ転身』した事でプレイヤー離れを引き起こした原因、
一般般的游戏,流程不算好玩但也不算太差,剧情约么等于没有,但是开机甲还是帅的,喜欢机甲并且无聊可以试试
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