![]() Once you finally decide that your mech - or Arsenal, as it’s called here - is ready for combat, you’ll find that Daemon X Machina handles just right too, its walking tanks managing to communicate both physical heft and the freedom of high-speed flight. Those looking for a throwback will feel right at home from the get-go. This is a decidedly old-school proposition: where customisation will likely take as long as those missions where lists of stats run over multiple pages where you’ll agonise over paint jobs and decals for no reason other than personal satisfaction (helped by the fact that your mech is displayed with perfect selfie lighting in the hub hangar at all times). Like Armored Core, Daemon X Machina has a 1-2 rhythm, constantly bouncing between short, destructive missions and quiet moments where you’ll make use of the funds and equipment you’ve earned to improve for the next one. But at its worst, those good looks feel less like a costume and more like a mask for a game that isn’t quite as well thought-out as it appears. At its best, Daemon X Machina is an exercise in rose-tinted nostalgia, a gorgeous update to a much-missed genre. But they’re draped like a costume over the body of a game that pays homage to the golden age of Japanese mech shooters, particularly early Armored Core (whose producer, Kenichiro Tsukuda, has moved to publisher Marvelous and helms this project). ![]() The living manga designs, technicolour-skied maps, glorious cartoon explosions, and endlessly stylish animations are beautiful, made more impressive because they’re contained on the relatively underpowered Switch. To my mind, there is one indisputable fact about Daemon X Machina - it looks fantastic.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |