Tuesday, April 3, 2012

Giant F'ing Robots: Fefi's Armored Core V Review

Ah, spring is here, and with it, my long-awaited dose of intense mecha action. I feel as giddy as an anime schoolgirl right about now.

My face when I heard this game was finally coming out.

I will skip my usual introduction, for it is impossible for me to give a fully objective review of this game due to my massive case of mechanophilia. Suffice it to say, this game is for a specific kind of audience, although adjustments have been made to try and allow as many newcomers to adapt to this kind of action. And so, here's my evaluation:

Plus, an image of a cool robot.

Graphics: The game looks quite gorgeous, probably the only good thing it took from its predecessors on current-gen consoles. If anything, I'd say the game relies a bit too much on motion blur to make the intense action look smoother, but seeing as it's a game marketed to a very specific kind of audience, I think we can forgive From Software a little for trying to put as little stress on the console as possible to be able to focus on the gameplay.  The game scores a decent 8/10 here.

Sound: I've never been a big fan of the soundtracks for this series, but usually the fast-paced electronica beats that accompanied your massive robot shootouts were good enough to not be bothersome. This time around... You know what, I don't care much for the soundtrack, you can barely focus on it over the glorious sound of your enemies' Cores exploding. Bland background music gets a 5/10.
Boo for bland background music! Yay, for awesome robots!


Story: In a departure from its predecessors, Armored Core 4 and For Answer, the game decided to give players a bare-bones story. Only 9 story missions with a staggering amount of side missions that give you a small look into how the AC5 universe works without bogging you down in the details. The reason for this is that this game's focus is on the multiplayer, essentially implying that the story is written by the online struggles of the community. That isn't to say that the story missions are easy at all. As per usual, this game continues the series' proud tradition of cheap bosses who have access to equipment you can't ever use and can essentially pilot impossible Cores. All in all, while the plot isn't important, what little details you get are cohesive enough. A cool 7/10 for consistency, if not quality.

Gameplay: Now, here we go. The bread and butter of this particular installment. The gameplay. First off, I'd like to say I skipped over the last two games due to their terribleness. I have no clue what their control schemes were like, except for clunky and so, I will list all innovations I found in transitioning from AC3 to this one. The first big thing I noticed as soon as I got control of my Core was that I could finally use the analog sticks to aim up and down instead of using the shoulder buttons. That was a major relief. Second, one can now use both arm weapons at the same time due to them being mapped to the shoulder buttons, freeing up the face buttons for maneuvering functions such as jumping, emergency boosting and a new recon beacon function that allows you to drop a few drones around the area so you can keep an eye on your opponents, even when they're behind buildings.

The action has been tuned up as well. Core stats have been reworked to make sure everything's balanced out and each play style has it's own advantages, making for a sort of rock-paper-scissors system. Example: You could build a bipedal Core which would focus on frontline assault, but that would leave you weak against a tank-type Core which is pretty much a slow moving impenetrable fortress... except against the ammo type favored by quad-pod sniper Cores, which usually stay well out of range of tank Cores, but can be caught and quickly disposed of by assault Cores. The only thing I don't like about this system is that each category of armor and weapons seem to correspond exclusively to each play style and are hard to mix up.

Concerning the maps and online play, play areas are very varied this time around, from compact urban areas filled with buildings, to vast desert or tundra flatlands, the game has a little bit of everything for everyone. As I mentioned before, this installment focuses heavily on online play and specifically, teamwork. The main aim of the game is to control the 9 different areas on the map and keep your hold on them as long as possible. To this end, you form a clan, and recruit people to help you keep your territories. As clan leader, you get to assign positions of power to others so that they can keep watch over clan activities while you're away and hopefully, keep an eye on the territories 24/7. Maps are large because you're meant to have at least 4 people fighting together at any given moment. Maximum team size is 4 players per team, plus an extra space for Mission Control, which gets to relay map information to their teammates and hopefully help turn the tide of battle. There are still duels, of course, but the size of the maps makes this a difficult endeavor. Connection speeds on the PS3 are hardly an issue. I played on a very heavily restricted connection and found absolutely no lag to speak of. Finally, I must say most every single person I found online has been quite accommodating and friendly. Truly, the warm community I remember from earlier years. If you find yourself playing this game, don't be afraid to join a random team battle or similar activity.

And finally, the customization of one's Core has reached levels of ridiculousness I never though possible. There's well over 1000 parts for you to choose from, and a great deal of them can be quite useful depending on your building abilities. Gameplay has been outstanding so far and gets a lovely 8/10.

And there you have it. The game's charm is not something I can easily explain. You have to see it in action and give it a test run yourself to see what I mean. While this game won't win any awards, it is very fun and fast-paced. Unfortunately, the learning curve hits a spike at higher levels and could get frustrating if one isn't used to these Japanese games. All I have left to say is: rent it, try it out, and if you like it, buy it. Support these small releases (well, small outside of Japan, anyway). We need these games to save us from the waves of Super Awesome War Shooter #35 that seem to be flooding the market, or at least to show developers that they're not the only thing we want.

Fefi's Score: Robo-boners everywhere
'Fair' Score: 7/10
Look at this pimping piece of metal. Don't you want to pilot it?

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