136 Reviews liked by TGA_backloggd


charmless rube goldberg-style puzzle game, that doesn't really make you /feel/ like you heart geeks. clunky ui and controls, requires too much precisions within it's physics, and short. 100 levels of begging for the game to be over.

This game is bananas!

^Initially that was gonna be my entire review, but this game surprised me without how much I like it so I'll give some brief thoughts.

Fantastic look and sound. I think this game has a real nice aesthetic even if it doesn't hold up as well technically compared some other games on the ps1(There can be slowdown at times and the draw distance is pretty low). The monkeys look really silly and helps make them endearing. The music by Soichi Terada is fantastic, really good. It constantly surprised me with how good it was. Crumbling Castle and the final boss theme are probably my fave songs from the game. The dub is what you expect for the time, pretty cheesy and stilted but it's fine. I think Specter's voice fits the character pretty well at least. The game feels pretty great to play, finding the monkeys was fun and replaying a level I already finished with new gadgets was really satisfying. It felt so good to skip parts of the level that took a bit of time the first time I went through with it. The camera did get in the way sometimes and the controls could feel a tad bit unresponsive at times even if I felt the game-feel was really nice overall. Some of the gimmicks like the boat felt kind of finicky too, but overall I really enjoyed my time with this game.

Loved this game as a kid but it's kinda mediocre.

This game isn't great, but i loved it as a kid.

the random story building, the pure content, all the interactions, all the communnity made stuff,.. is mindbogling. Only spent 10h in it so far but definitely have to put more into it once i have more time

I can't stop thinking about the contrast between the start of this game and it's ending; you leave the first town and are met with one of the most gorgeous forward-moving themes of video game music ever in Bloody Tears, and you end the game through a slow, uninterrupted walk through Dracula's castle to meet what truly is a pathetic boss fight. Whereas the ending of the first game is incredibly hype for being able to surmount the challenge that it poses, here you're almost given the win outright, and that's it. The fanfare is gone, and you're left to witness the three possible futures that all don't seem very different from each other.

Note - this review is largely based off recollections from years back over a fresh playthrough, and while some footage was rewatched on YouTube, ultimately take the rating with a grain of salt


Her Story is a game I’ve been wanting to talk about for a while, largely cause of two big reasons. One, it was the first Steam game I ever completed, meaning it intrinsically holds a special place in my heart; and two, to this day, it remains one of the most unique experiences I’ve ever had in gaming: a pristine example of how to combine past and present models into an invigorating forte.

See, much like Papers, Please, Her Story is built around a basic gameplay loop that slowly engrosses you the longer you stay with it. You star as an unnamed tabula rasa tasked with uncovering the reason why some random lady murdered her husband, your method for doing so being a sultry of chopped-up interviews assembled on a terminal called the Logic Database. The Logic Database operates very simply- type in keywords to spawn a set of videos that extensively used or featured said keyword. The catch? The clips are out-of-order, meaning you’re going to have to personally parse, arrange, and deduce each one’s placement in order to solve the mystery.

Her Story was built by Sam Barlow, who reportedly developed it out of frustration towards standard detective games like LA Noire and Ace Attorney. Barlow’s criticisms were that, in those titles, players were often relegated to going through the motions over conducting actual sleuthwork, an analysis I am pretty sympathetic to given the replicatory blueprint seen in such ventures as the Arkham series or Assassin’s Creed: you know, those missions where you just walk around an enclosed area trying to find that one conveniently-highlighted clue for the main character to pin together.

In Her Story, there’s no such monologuing - your protagonist is completely silent, leaving it up to you to determine what transpired + the motivations behind said transpirations. And for the majority of players (including myself), that’ll entail putting pen-to-paper in order to actively write out your thoughts, theories, and observations. By the end of my journey I recalled having around two pages worth of notes, and though that quantity is bound to vary depending on each person, it does exemplify the kind of investigatory framework Her Story is going for.

Don’t worry, it’s not all manual labor as the Logic Database does provide some tools to aid you in your sleuthing: personalized tags can be added to videos for later recovery, specific quotes can be outright searched, and, best of all, individual reels can be arranged at the bottom to construct a proxy-timeline. These additions may seem small, but when you’re sifting through hours-upon-hours of content, they go a long way towards making the experience palatable: like you’re actually assembling one of those spiderweb billboards oft seen on crime TV.

Outside of the Windows 2000-esque interface, there isn’t much to say about the graphics. Occasionally a sodium bulb will flicker in the back, revealing the feminine visage of your MC, but otherwise this is a title heavily reliant on its full-motion videos. And on that note, it shouldn’t come as a surprise that Her Story would never have worked were it not for Viva Seifert’s performance as the interviewee. Going by Hannah Smith, this is a woman who’s clearly been through some trauma, yet has opted to funnel said trauma into a persona of lies: rarely can you tell if she’s stating the complete truth; however, at the same time, you can’t help but believe many aspects of her tale. Throughout the ordeal, she’ll make you laugh, piss you off, and even shed some waterworks, all while compelling you with an increasingly-deep story about human tragedy. It’s a wonderfully-complex performance, on par with the best of guest stars from police procedurals, and the fact that Seifert didn’t come from an extensive acting background speaks highly of her talent.

There’s no other extensive audio: music is relegated to a single track played on repeat when you’re not watching footage, while SFX is your standard Dotcom Bubble dins. Perhaps hearing the police officer’s questions might’ve made for a worthwhile change, but as a whole, I can’t deny the minimalist set-up does a sufficient job immersing you in Hannah’s world, an aspect you’ll want to embrace should you wish to partake in Her Story’s journey.

And yes, regardless of your thoughts on the FMV genre, I firmly endorse playing this game. You’ll no doubt hear some j#ckasses online claim it’s not a “true” video game, but for the majority of you out there who are more open-minded, I promise you’ll find the experience invigorating.

For every generation of systems that Nintendo had up to this point (and by that, I mean only three of them), each one has had at least one Castlevania title, and while some of them definitely haven’t held up the best over the years, most of them kick all of the ass. The NES had Castlevania I and III, the SNES had Super Castlevania IV, the Game Boy had Belmont’s Revenge, and even other platforms like the Turbografx-16 had Rondo of Blood, so yeah, there was plenty of good Castlevania to go around. But… what about with Sega? At this point, they had received zero love from the series whatsoever, which is understandable, given Nintendo’s iron grip on developers back in the day, but come on, Sega needs some of that dracula love at some point! Well, thankfully, they would eventually get some of that love, with the only Castlevania game to ever be released on a Sega system, Castlevania: Bloodlines.

It had taken me a bit of a while to get to this game initially back in the day, probably because I had no clue that it even existed. I was well aware of the NES and SNES Castlevania games at the time, but I wasn’t aware of this particular title until I implemented a little element into my life called “research”. So, I found the game, I played it, and I loved it, which I can easily say is still the case all these years later. Not surprising, but this is yet another fantastic entry in the Castlevania series, one that doesn’t quite reach the peak of Nirvanha like Super Castlevania IV or Rondo of Blood, but one that manages to stand all on its own and deliver quite a great time.

The story is what you have come to expect from Castlevania… for the most part, where a vampire by the name of Elizabeth Bartley seeks to revive her uncle, Dracula, back from the dead, and she does so by starting World War I (no, I’m not kidding) and spreading chaos all over Europe, so it is up to two brave souls to take it upon themselves to save Europe from her deadly forces, and to stop Dracula’s revival, which is mostly what you expect from Castlevania, but the added details and new villain is a nice touch. The graphics are pretty good, being very vibrant and colorful with plenty of great animations throughout all of the stages, the music is, naturally, incredible, with it not reaching the same heights as IV and other games, but at the same time, it has a very unique style that no other game in the series had at the point, and it fits wonderfully with the game, the control is mostly what you would expect, not being as free and fun to get a handle on like in IV, but still offering plenty to work with, and the gameplay is standard for a Castlevania game, but with its own set of gimmicks and ideas to make it more exciting.

The game is a 2D action platformer, where you take control of either John Morris or Eric Lecarde, go through many different stand-out locations seen all throughout Europe, defeat the many wicked monsters that you will find with whatever weapon best suits the situation, gather plenty of gems, health items, and sub-weapons to help you out along the way to ensure success, and take on plenty of bosses, some being typical for the setting and series, with others being of a… unique variety. Any Castlevania player should be able to jump into this game pretty easily, as nothing has changed too drastically from previous games. Nevertheless, it still remains pretty fun to go through, not only while messing around with the new features the game gives you, but also with quirks it also carries.

While it does look, sound, and play very similarly to past Castlevania titles, you can tell right from the moment you turn on the game that Bloodlines has its own style and set of flavors that make it stand out from other games. Since this game is on the Genesis, Konami took full advantage of having less restrictions when it came to the content they showed off in the game. When you hit the title screen, you are greeted by a pool of blood, accompanied by the rib cage of a long-gone creature, finishing it off with the logo of the game dripping blood to add to what is already there. As you go along in the game, some enemies will have much more detailed death animations, spilling guts and blood all around them, their body parts exploding and revealing organs and bone. Hell, even when you play as Eric, whenever you die, the spear that you are holding ends up flying through the air and landing straight on you, stabbing you through your side.

They clearly did not hold back on the gore and blood factor for this game, which, while not as extreme as something like Mortal Kombat or Splatterhouse, was still pretty intense for a game like this, and it makes the game all the better for it. What also adds onto this extra layer of flavor are with the very creative bosses that can be seen throughout the game, such as with a boss made out of gears, Mothra from the Godzilla movies (it may as well be), an extremely sinister hellhound, and one of Dracula’s final forms, which is a creepy-ass demon creature that has a mouth on his crotch (if we don’t ask questions, we will remain happy). Not only are they pretty fun to fight, but their appearance and ways of attacking make them all the more memorable.

As for the gameplay, it also stays relatively similar to the other games in the series, but with several new additions seen throughout. From the start, you get the option of playing as either John or Eric, each one of them having differences that help them stand out from each other, with John playing closer to that of one of the Belmonts, wielding a whip that he can swing in multiple directions and use to swing across gaps, and as for Eric, he wields a spear instead, which doesn’t have as much versatility as the whip, but does have a longer range, and it allows him to perform a super jump whenever the situation calls for it. Both of them are pretty fun to play as, being similar enough to each other, while having key elements that make you wanna try them out. Not to mention, with these unique traits, one character can access parts of a level that another one cannot, which encourages multiple playthroughs to see what else the game has in store for you, which I am all on board for.

In addition to this, there is also the sub-weapons, which work almost identically to how they worked in the other games, but this time with a big difference. If you upgrade your weapon to its strongest form, it will also allow you to use more powerful versions of the sub-weapons, such as with the axe, you can now throw multiples of them rather then just one, and with the Holy Water, you can now unleash a wave of holy fire rather then just one spot on the ground. Honestly, I myself never really found a need to use these new sub-weapon upgrades, as the game is perfectly manageable without them as is, but even then, having the option to acquire and use these is, again, much appreciated, and I imagine it would definitely help out newcomers when they try out the game for themselves.

Now, despite all of the good things that this game has going for it, there are quite a few things that hold it back from being too good. First of all, unlike all of the other Castlevania games before this, which had unlimited continues, this game felt the need to give you only a couple of them, and can I just ask, WHY?! Yeah, this may not matter for those playing the game through re-releases and modern hardware, but just in terms of the game itself, it is still Castlevania, which means it can kick your ass whenever it wants to, and as such, you need every continue you can get. Secondly, while most of the game is fun to play through, there are some parts that are just annoying to get through.

In the last stage of the game, there is this one section where parts of the screen are distorted from each other, making it so that, visually, your body will disconnect, making it pretty difficult to judge where you are and what you should do in order to ensure your safety. Oh, and not to mention, you also have Medusa heads constantly flying by, which also adds onto the annoyance. Sure, it isn’t too hard, but again, it is just more annoying to deal with then anything, especially since you are then greeted by an anti-gravity section immediately after it, and that is about as fun as it sounds. And just to top it all off, as if the devs knew exactly how to get on my nerves, there is a boss rush that you gotta deal with, which I don’t let get to me too much, because it is almost the end of the game, but still.

Overall, despite the limited continues, as well as several sections of the game being way more annoying to deal with then they need to be, for being the series’ only venture onto Sega platforms, Castlevania: Bloodlines manages to deliver a familiar, yet fresh new experience that any Castlevania fan would be able to sink their teeth into and enjoy all the while. I would definitely recommend it for those who were fans of the previous games, or if you are fans of the series in general, because there is plenty here for you to love and enjoy all the same. But anyway, now that we are done with playing that game, what Castlevania game is next up on the list?.......... ooh, bastardization! My favorite!

Game #501

Awful, but I'll give it credit for telling me that I can use Seedbombs to "blow your enemies and weak walls."

Because nothing spells a good time quite like blowing your enemies and weak walls.

I played this game only because Vyse from Skies of Arcadia is in it, so I could unlock and play as him. It's fun with friends, played it with two other people in the family to get him, has some unique gimmicks and was unique enough from Mario Kart, I still prefer MK Double Dash as a racing game though personally.

I did like the different modes this game had though, like the boost challenges and rival system that was like F-Zero 99, those were unique spins and good modes to make the game play differently in fun ways. This game also gets an extra half a star just for having Vyse in it.

In designing System Shock and Thief: The Dark Project, Looking Glass Studios aimed to achieve a "role-playing" experience that was quite different from videogames that drew their mechanics directly from tabletop RPGs. A key insight was that much of the arithmetic that in a tabletop environment might burden players and DMs alike could, in a digital environment, be handled more or less exclusively by the computer. A certain minimum of numerical awareness on the player's part is still necessary (health, ammo, etc), but there is simply no need for the usual RPG rube goldberg machine of having to do things to cause some numbers to go up to get some other numbers to go up in order to get the numbers you actually want to go up to go up.... Far more elegant approaches to player progression are now possible, and what Looking Glass achieved with System Shock—progression based on collecting equipment and suit upgrades—converges onto territory analogous to what Jeremy Parish charts in the transition from the console action-RPG to the metroidvania.

True, SS2's leveling system (by another name) is not exactly the sadly familiar contraption described above, but there is still a diegetically nonsensical experience currency that muddies the intuition driving the equipment-based elegance of SS1. True, grinding is not possible, but like all RPGs even with grinding, the whole system progressively locks the player out of options as the game advances, which by a sleight of hand is disguised as "choice." It is expressive enough that I may choose which weapons to fill my limited inventory space with, attending to the limitations imposed by the available resources (ammo, energy, etc), without forcing me to put points into a skill tree to use them effectively, or at all.

I'm admittedly being perverse in framing the benefit of such systems as a disadvantage when it's really a tradeoff: these systems allow for distinct paths of player character growth which, to be meaningful, must be mutually exclusive. That's nice. I prefer it the other way. ¯\(ツ)

So, you’ve come hoping for a really in depth and detailed review? Unfortunately I’ve only ever played this game once and to be honest…it is a much MUCH more interesting story. In the future, I promise I will actually sit down and review this game. But for now: get a drink and a nice snack, sit back, and enjoy my glorious tale.

It was around about 8 years ago I’d say and me and a friend were in a random arcade. We were sort of browsing around, looking through all the different games they had to show. And that’s when…we saw it. Time crisis. For those that don’t know, time crisis is essentially a first person on rails shooter which were pretty popular in the arcades during the late-ish 90’s. The thing is here is that you have a small pedal which if pressed: will allow the player to duck down and reload their weapon. So when me and my friend saw this game, we decided to give it a go. How hard could it possibly be? We said to ourselves.

I’m sure this is the point where in your mind you’ll probably hear thinking ‘oh this is the part where he reveals how hard it actually is and then there is some funny moral to the story later’. Unfortunately, I’m gonna have to crush those expectations.

So my friend inserted 50p of British currency into the machine and started playing. We’d both agreed that he’d have the first go and later I’d have a go after he died. But after 10 minutes or so, we realised that he was better at time crisis than we thought. He was brilliant at it in fact. I just sat there watching him. He decimated every single enemy in his path. The villain laughed: thinking that he was some sort of joke. But, he was so, so wrong. My friend kept pushing the pedal like there was no tomorrow and landing every hit. After a while, I began to wonder if the machine was rigged. But those thoughts were soon put to sleep as finally: he beat the game.

So what is the moral to the story then? Just because you think a game is gonna be really hard doesn’t mean it always will.

Great gameplay, story happened, pedal was harmed, ACTION! RELOAD!

The neat thing about Doom's classic mod scene is how easily you can observe the evolution of game design over time, as well as a community's priorities and preferences; it becomes clear what ideas had lasting power, and which didn't. As Doomsday of UAC approaches its 30th anniversary this summer, this early fan level retains its iconic status despite how unkind time has been to it. The minute I exit a cleverly sculpted wreck of an 18-wheeler, greeted by an industrial park teeming with demons and "realistic" features, that's how I know I'm playing something special.

Doom modding in its nascent days amounted to either (a) poking around in hex editors, trying to create a cogent WAD file through trial and error, or (b) wrangling the initial batch of pre-Windows map editors which loved to crash and/or corrupt your hard work! It's a miracle that something as fun, well-paced, and innovative as this map from Leo Martin Lim came together at all. (The other miracle is that levels this old are still preserved in their original archived form, and we have Ty Halderman and his successors in charge of the /idgames FTP archive to thank for that.) All college kids who played some version of id Software's original Doom in its launch days had many ideas for mods, but so little experience and precedent to build from. Lim wasn't even the first to release anything beyond a series of sketchy boxes with monsters and weapons—Invasion…: Level 1 - Contamination beat it to the punch by about a month, replete with special effects and new assets like music and textures. But Doomsday of UAC proved that you could make a similarly cinematic experience using just the base game and a host of magic tricks exploiting Carmack's engine. It helps that this map has solid combat and exploration in its bones, too.

After crawling from the wreckage, you're pressured from all sides by a trickle of imps, pinkies, and shotgunners ready to pounce before you can assemble an arsenal. This prompts a mad dash through a midnight maze of boxes, trailers, and enemy groups one might want to use against each other. We're far from the clean, abstract but believably efficient spaces that Romero designed for Doom's Episode 1…nor is this anything like the trap-driven dungeon crawling one finds in Sandy Petersen's levels. Doomsday of UAC marked the beginnings of what FPS modding circles call "Doom-cute": heavily kit-bashed replicas of architecture and objects like cars, toilets, etc. using only the original game's resources. The tipped-over truck with a spinning wheel looks impressive already, nothing like what id's crew displayed in the shareware and payware episodes. It gets even more exciting when you realize it took a lot of sector geometry manipulation and a well-placed texture animation effect on certain lines for this to function at all! There's just enough breathing room to admire the scenery while gunning down monsters and collecting the necessary ammo and key cards to proceed.

I shan't spoil the rest of Lim's one and only wonder-mod since it relies on a clever twist or two, but just know there's some trickery afoot, creeping up on players as they head further into this corrupted corporate complex. Hidden usable doors guard access to visible yet seemingly unobtainable power-ups. A conference of powerful baddies lies deeper within the offices, guarded by hapless imitations of the salarypeople who once roamed here. Even the bathrooms and parking garage aren't safe! Considering that Lim and other authors also had to build around the Doom engine's strict limits in this pre-source port era, the level of detail and scope in Doomsday of UAC matches and sometimes outdoes OG Doom maps like Mt. Erebus. I don't know that it exceeds the best parts of id's game, particularly Computer Station or Containment Area, but the ingenuity on display here always brings a smile to my face. Best of all, there's never too much going in the player's favor, nor too little. Weapon and encounter balance feels spot on, the secrets are rewarding to find (nor essential to a fault), and the sequencing of incidental combat into traps and back rarely feels awkward.

Doomsday of UAC is still a 1994 FPS mod, though, warts and all. It's very easy to get through for a modern Doom fan, even those who have only played the official games. Texturing and level of detail is mostly sparse aside from the aforementioned set-pieces. The famous "crystal sector" room can just end up feeling gimmicky or frustrating if you haven't kept a backup save ready. Nor is the original Doom's bestiary and set of player options as ideal for these large open spaces as Doom II's equivalents. I've warmed up to the original's emphasis on cacodemons, rockets, and copious cannon fodder thanks to later WADs like Beginning of the End and Doom the Way id Did, but the general experience for early Doom mods can feel underwhelming if you've played anything much newer. The best moment arguably comes right before the end as you deal with an elaborate cyberdemon trap to nab the red skull key, which involves tangoing with barons of hell and lost souls in the process. This would have been an intimidating puzzle for players of that period, and I get a kick out of it now. But in the back of my mind, all I can think is how much crazier I'd redesign this into, using modern tools like Ultimate Doom Builder and such. At least the transition from "invaded office space" to hellscape remains evocative today.

Overall, I'd say Doomsday of UAC more than deserves its lauded spot in the history of DIY world-crafting and FPS fandom. It features prominently on Doomworld, both in its 10 Years of Doom feature, with its close rival Invasion…: Episode 1 unfortunately absent. [1] Lim's mod was further recognized fifteen years later via the site's Top 100 Most Memorable Maps retrospective, the only map predating Doom II's release to rank in the top 10! [2] And if that's the consensus from community veterans, so often locked in debate over what classic mods and maps truly influenced what, then who am I to downplay the quality and significance of this one? Running through the infested UAC corporate park has become a rite of passage for many players seeking entry into the depths of Doom modding madness. I won't deny it seems quaint and clouded by nostalgia nowadays, yet even Romero himself has highlighted this as an example of the game's impact on future developers, if not id Software themselves. [3] The early success of mods like this and Slaughter Until Death paved the way for id (and competing developers) to hire these amateur designers, or simply license community projects like TNT: Evilution for commercial release as shown with Final Doom. My heart goes out to the unsung pioneers like STONES.WAD; it's simply hard to compete with a milestone like this.

[1] Tropiano, Matthew, and Not Jabba. “Top 100 Memorable Maps 10-1.” Doomworld, December 9, 2018. https://www.doomworld.com/25years/top-100-memorable-maps/page10/.
[2] Watson, Mike, and Andrew Stine. “The Top 100 WADs Of All Time: 1994.” Doomworld, December 10, 2003. https://www.doomworld.com/10years/bestwads/1994.php.
[3] John Romero (20 January 2015). "Devs Play Doom." YouTube. Retrieved 21 January 2015.

Humanity sleeps in the machine. It gurgles for breath, suffocating beneath smoke and gunfire within the netherworld. I grip the joystick with hands like claws; the sweat feels wrong, like oil on water. Heads-up display signals flare all around my vision as I wrench the exoskeletal warrior through warehouses, space stations, and forlorn caverns. When the foes aren't robots, they're pilots just as feckless and desperate as I. The job is king—morals are optional. Captains of industry march us inexorably towards doom, and I'm just trying to keep my head down, chin up against the rising tide. The harder I fight, the deeper I explore, the more I sense the great chain of being start to fray.

Armored Core…that pit of vitality lying within the most veteran of mercenaries, and an apt title for the series to follow King's Field. From Software staff would tell us they bungled their way into developing this game to begin with, but it's appropriate they'd shift from one dark fantasy to another. Both series deal in obscure, arcane worlds, just with divergent approaches to non-linearity and game complexity. They started life as 3D tech demos before unfolding into realms of mystery and danger hitherto unseen on consoles—the kind of innovative experience Sony hoped would set their PlayStation apart from the competition. And for all the nitpicks and missed potential I can (and will) bring up, it's impressive how effectively this studio captured the one-man-army appeal of mecha media versus other developers' outings at the time. From a simple animation test to one of the studio's core franchises, it's a hell of a leap. [1]

| From this point on, you are…a Raven… |

Mecha action games on the PlayStation weren't in short supply before Armored Core (AC) arrived, though I'd forgive you for believing that. The earliest examples—Metal Jacket, Robo Pit, and Extreme Power—all featured some amount of mech customization and variety in scenarios, but always with caveats. None of them had the storytelling emphasis that From Soft's game introduced. At most, Extreme Power let players choose which missions to attempt first, acquiring points to buy new parts if successful. But that still lacked elements like e-mail chains and running a deficit after overusing ammo and/or failing missions. Robo Pit introduced the extensive parts system within a 3D versus fighter context, and Metal Jacket focused on simpler open-field battles a la MechWarrior. (Though the latter remains maybe the biggest influence on so many mecha games to come, it didn't receive a PS1 port until the same year as Armored Core.)

If anything, I see a lot of commonality between the first AC and Front Mission: Gun Hazard, the latter releasing in 1996 with some notability. Combining the series' heavy geopolitical tone and intrigue with a game loop and structure akin to Assault Suit Valken, Squaresoft's game reviewed well and prefigured the genre hybrids they'd produce for Sony's machine. Critically, they also reworked the parts-as-equipment framework from Front Mission, balancing it with arcade-style pacing and more wiggle room for players wanting to test drive multiple builds. The trouble with mecha xRPGs, then and now, is motivating constant character creation (aka editing your mecha) in order to complete stages, ideally while avoiding damage and long-term costs that could ruin a playthrough. I have no way of knowing if the original AC devs were familiar with Gun Hazard and how it elegantly solves these issues via its mix of complex story, set-pieces, and missions designed to reward creativity.

It's hard enough to make a sci-future this dreadful so enchanting and replayable. Armored Core's semi-linear plot and trickle feed of environmental worldbuilding go far in reifying the player's ascension to ace pilot, a new hero of chaos. People are right to point out the jarring, confrontational "initiation" battle, a middle finger to trends of tutorialization beginning in the mid-'90s. Surviving this teaches one to never fully trust the world they're thrust into, be it the obtuse mecha controls or the machinations of agents, corporations, and other Ravens contracting and challenging you. The fun comes from accepting these additive layers of masochism, a reflection of the decaying worldview which From Soft presents without irony or pomp and circumstance. It's on the player to investigate and understand their predicament. Future series entries add fleeting moments of cooperation and optimism to mitigate the grim bits, but the tone here's consistently muted and adverse. Absent are the triumphant flourishes of Gundam or even VOTOMS, replaced by an engaging but ever-present indifference to the erasure of people and elevation of proxy warfare.

| You have the right…the duty to find out. |

Opening missions in this game settle into a formula of scout, destroy, rinse and repeat, followed by a shopping spree. It's never quite as comfortable as you'd hope; browsing for a new radar attachment after gunning down protesters feels ever so morbid. Nor are you interacting with fellow Ravens during the majority of a playthrough, instead fighting or helping a select few through happenstance. Armored Core keeps players at arm's length from the consequences they wreak upon the world, often chiding them through AI monologues and tetchy e-mail chains. This odd pacing and story presentation lets From Soft transition between unusual missions and plot beats without breaking a sweat. The further you work for Chrome or Murakumo to the other's downfall, the murkier the mystery gets, with ulterior motives of anonymous agents pressuring you into service.

Thankfully there's a decently balanced in-game economy to support the amount of experiments and risk-taking the campaign requires, though not without problems. Buying and selling are 1-to-1 on cash return; you'll never enter the red just through shopping. Instead, the way most players wreck their run is by abusing ammo-based weapons and continuing after failing missions with mech damage. Save scumming isn't a thing Armored Core looks down on, but it will go out of its way to promote ammo-less tactics with energy swords and simply dodging past optional foes. Around halfway through the game, it arguably becomes more important to scour levels for hidden parts instead of relying on the diminishing returns from Raven's Nest inventory. I wish this first entry had done better at keeping the market relevant, but it wasn't to be.

My go-to build throughout the story was an agile, energy-focused quadrupedal range specialist dressed to the nines with secret parts. (If the game let me use the Karasawa with these legs, oh boy would I have been unstoppable!) Sure, there's a lot of fun one can have with beefy machine guns and missile options, but getting the most cash out of missions requires plasma rifles and mastery of lightsaber stabbing to play efficiently. While Project Phantasma struggled to balance the economy back towards non-energy offense, it wouldn't be until Master of Arena that the series largely evened out the trade-offs between common mecha archetypes. For instance, tank-tread mecha in this first game are actually damn powerful due to a lack of movement tricks for the bipeds, but it all falls apart when it's time for platforming or quickly escaping. Bipeds often get the class-favorite treatment in this genre, yet struggle to wield a variety of parts and weapons to handle most challenges this game throws at you later on. That leaves quad-legs builds as the most flexible and resilient option at higher levels of play, a flawed but interesting subversion of what's usually seen in mecha anime and manga. (Ed: Yes, I'm aware reverse joint legs exist. No, I don't use them in a game that punishes jumping all the time. Later AC games handle it better.)

With all these incentives combined, the pressure to learn the classic Armored Core control scheme and physics becomes bearable, if still overbearing. I've come from other tank-y mecha games like Gungriffon, so the adjustment period wasn't too bad for me, but I get why many newcomers stick with analog-patched versions of the earlier entries. Memorizing the timings for boosting before landing to minimize lag, or how to effectively pitch the lock-on reticule and snap back to center, matters more than anything in the first couple of hours. Then add on tricks for circle strafing back away from enemies, often while firing guns or launching missiles, and the combat evolves from awkward plodding into a dance of destruction. And there's no arena mode here to let you practice these techniques in a consistent, scaling environment. A veteran Raven or horse of robots can descend upon you in any of the mid-game/late-game missions, requiring quick reactions and establishing a zone of control (or retreat). It's sink or swim in the truest sense. Past the teething phase, it's easy to return to this control scheme and feel one with the AC, even after years have passed. I won't doubt that full dual-stick analog controls will work even better and enable a longer skill progression, but I adapted to the famous claw-grip style quicker than expected.

| "Pledge allegiance to no one!" |

Any problems significant enough to keep Armored Core below a 4-out-of-5 rating or higher must be deep-rooted in the game's loop and structure; that's sadly true for the level and encounter design here. I'm far from opposed to dungeon crawling in my semi-linear mecha action-RPGs, at least when there's room enough to blast around duels (plus verticality to reduce the claustrophobia). Still, a few too many stages in this debut feel like holdover concepts from King's Field II instead of properly scaled settings to wrangle a mech through. The difference between enjoying "Kill 'Struggle' Leader" and dreading "Destroy Base Computer" boils down to whether or not the story framing is compelling enough to justify zooming through non-descript (though nicely textured) hallways for most of their runtime. Occasionally the designers get clever with metal-corroding gas, inconveniently placed explosives, and other traps to keep the spelunking varied; I had a hoot tearing through the insectoid lairs like I was playing an antique musou game! But later series installments improved these confined missions with more arena-like rooms and affordances to players who make it far in and then can't win due to a sub-optimal build.

If I had to speculate, wide open-ended maps are less common here simply due to hardware constraints, be it rendering ACs and other actors in any abundance (regardless of level-of-detail scaling) or the enemy AI struggling with pathfinding in combat on a broader scale. It's a shame regardless since bombarding installations across water ("Reclaim Oil Facility"), going en guarde with a berserker atop a skyscraper ("Destroy Plus Escapee"), and rampaging down public avenues ("Attack Urban Center") offer some of the best thrills in Armored Core. Objective variety and complexity never reaches especially high regardless of mission category, so just getting to rip up groups of MTs, droids, and ACs goes a long way. Defending a cargo train in the desert starts off humble, then escalates to defeating a full-bore Human Plus combatant interceding on the situation. A series of undersea tunnels and chambers, well-defended and secretly primed to implode, threaten to bury you while avenues of escape close off. A select few dungeon crawls also open up in unexpected ways, particularly those set on space stations where vertical engagements come into play. I didn't think mecha and sewer levels could work, but here I am grinning as I pursue Struggle operatives down waterways or methodically undo their bombs within a rat's maze of air treatment tunnels.

Armored Core rarely has bad missions so much as disappointing or overachieving ones, which makes the finale so uniquely odd. By this point, the entropic cycle ensnaring Chrome, Murakumo, Struggle, and adjacent organizations has caused untold devastation across the earth. Now even the Raven's Nest falls, revealed as the illusory sham of governance it always was. Even bit players in the narrative pitch in, waxing over e-mail about the futility of these conflicts and what's really driving it all behind the scenes. So, with all this build-up and conspiracy baiting, I had high hopes for the last hour, wishing for an epic battle and world-shattering revelations to boot. Sure, I got the latter (if in a minimal, trope-adherent form), but instead of satisfying gladiatorial action, I had to ascend the fucking cubes. Everyone's got a horror story about "Destroy Floating Mines", it seems, and I'm just glad to have survived this much awkward, drawn-out platforming using my quad-leg AC. Squaring off against Nine-Ball afterward isn't quite enough to compensate either, not unless you can have an even pitched fight against this iconic rival and win the first couple of attempts. (The penultimate chambers also reflect poorly on the camera's ability to track fast-moving combatants, even if it makes for an exciting sequence.) I can still appreciate how From Soft didn't explicate too much at the end, instead trying to confound players with interesting questions and non sequiturs in the level design itself. It's all a big joke and we get to grimace through it.

| Shape Memory Alloys |

In conclusion, it's a good thing From Soft nailed all their game loop, distinctive mechanics, and interweaving systems here. The original Armored Core is unfortunately limited with how it challenges players, both in level design and mission pacing. Not having an arena to lean on makes completing the missions with maximum efficiency more of a priority, which can lead to excess retries and scrimping on investments in hopes of affording something better later vs. smoother upgrades in the short term. (I do appreciate how only fighting other ranked ACs within missions makes the Ravens' dynamic more hostile and contradictory, but the game does so little to expand on that angle.) These problems sting less knowing that, as a prototype of adventures to come, this game still accomplishes so much with so little.

Not many series strive to reach a profile this high while teasing players with details out of reach and mysteries about its development unanswered. Anyone invested in the wider world Armored Core hints at, from the shadowy groups running these underground beehive cities to the horrors hiding behind Human Plus, has to read through "data books" (artbooks) and track down magazine previews for scraps. We're only now getting English translations of the artbooks and related articles, all of which are coloring the fringes of the AC universe while only letting trace amounts of humanity through the barrier [2]. And as far as these games are concerned, pilots' backstories and white papers on neural augmentation procedures amount to nothing. Heroes and villains drop in and out of history like mayflies—only shocks to the system register on the scale From Soft's using. We're just along for the ride.

It feels like there's still so much else to analyze here: how the studio crowbar-ed their King's Field engine into handling these pyrotechnics, the peculiarities of Human Plus endings as difficulty modifiers, let alone the timely yet appropriate electronica soundtrack. A lot of PS1 releases from this period struggle to make the best use of their developers' skills, assets, and remaining CD space. I wouldn't say Armored Core succeeds at the latter, using only a few FMV sequences at key points in the story, but it's a remarkably lean and appealing game relative to its own premise. Replays come naturally thanks to multiple Human Plus tiers and the freedom to play all missions upon completing the story (plus making new saves to transfer into Project Phantasma). The controls here, though lacking in finesse, carry forward into a good chunk of the later games, with concepts like boost canceling staying relevant even after the switch to analog. Contrast this maturity with all the pratfalls From Soft made during their King's Field days. They'd learned how to not just lead in with a better start, but retain their creative momentum on budgets larger and smaller with each sequel.

Armored Core represents a coming-of-age for the PlayStation as it entered the midpoint of its lifespan, setting a bar other mid-sized studios could aspire to. Its rough edges hardly mar what I'd call one of my favorite experiences in the system's library so far. Maybe I'm going easier on this one due to my enthusiasm for the genre and the myriad themes this game explores, from cyberpunk dystopia to the malleability of history in the post-modern. It could just be that the core game's so, uh, solid after all this time. I chose not to rely on Human Plus for my first playthrough and that might have helped. No matter how you approach the series today, it's awesome to see it debut this confidently, and plenty of players must have thought so too. The Armored Core series became From Soft's backbone for a decade before the Souls-likes came to replace it, and what AC achieved for mecha games (and ARPGs in general) can't be overstated.

| Bibliography |

[1] Alex “blackoak,” trans. “Armored Core – 1997 Developer Interview - Shmuplations.Com.” PlayStation Magazine. 1997. Shmuplations. https://shmuplations.com/armoredcore/.
[2] Reddit. “Translations of Pages 103 to 105 from the Book Armored Core Official Data Book.” Accessed January 14, 2024. https://www.reddit.com/r/armoredcore/comments/x940dj/translations_of_pages_103_to_105_from_the_book/.

Great game, the art style is magnificent and holds up pretty well. Really liked how the world actually changes based on what you do, the sandbox level design really adds to the experience. The story is well written and hooked me basically from the start.