![]() Every enemy you fight is fast and lethal, forcing you to stay on your toes as you dash across the ground and boost through the air to survive. It’s a lot of hardware to keep track of, and you don’t get to take your time. Your mech, called an Arsenal, moves swiftly along the ground or through the air, utilising left and right weapons to do battle, as well as a shoulder-mounted weapon, a special equipment chip, and extra weapons to swap to on your left and right pylons. These situations would almost always end in battle, and it’s here that Daemon X Machina also shines. Events like being on a mission with Bullet Works to protect a data facility, only to be stopped by familiar faces who were given a mission by someone else to destroy the facility, were made so much more tense by these not being simple villain characters. You’ll routinely butt heads and even battle other mercenaries belonging to a different group, but the fact that you’ve met and even worked with them before adds so much more gravity to the situation. Every mercenary belongs to a different faction or outfit, and those faction lines quickly lead to trouble as the story progresses. Taking a new mission and finding out a favourite mercenary of mine was also assigned to it was great, as was seeing the way different groups of characters would interact on each mission. I had so much fun meeting all these characters, and even more fun having repeat encounters. Despite every Daemon X Machine character wearing an identical pilot plugsuit, the colours and hairstyles and facial designs of each mercenary stood out as unique and instantly memorable. He was responsible for the character designs of the No More Heroes series, as well as Fire Emblem Awakening and Fates. Every character has a unique personality, and an equally unique design thanks to the wonderful work of character design genius Yusuke Kozaki. Every mission has a random assortment of mercenaries assigned to it, so for the first couple of hours of the game I was constantly meeting brand new characters, from a poetic try-hard named Savior to a smarmy up-and-coming member of Bullet Works named Johnny G. There are dozens of other Reclaimers, though, and you’ll meet all of them as the game progresses. You’ve joined a group called Orbital as one of their Reclaimers, a mercenary who works with various Earth factions and governments in order to protect civilisation and fight back the AI menace. After the moon crashed into the surface of the Earth (and life somehow managed to survive), countless AI vehicles and weapons were taken over and turned hostile by a threat called the Immortals. The narrative starts out vague, but after a few pre-mission conversations and emails, you start to piece together what exactly is happening in the world of Daemon X Machina. ![]() For me, I actually ended up being more struck by the human side of the game. The robots are hardly the most important part of this package, though. It’s produced by the pioneer of the Armored Core series, after all. Creating a co-op action game set in a post-apocalyptic world that parallels the struggles of the modern working-class and military bureaucracy? Toss in a bunch of sleek, fully customisable giant mechs and you’ve got Daemon X Machina.ĭaemon X Machina is, without a doubt, a mecha action game. Making a third-person shooter about an onslaught of aliens and the ravages of nature? Pop some mech suits in there and you’ve got an addictive Capcom shooter franchise. ![]() Have a cheesy action game full of awkward comedy? Slap a cool robot in there and you’ve got a cult classic From Software game. No matter the genre or setting, a sharply designed bipedal weapons platform is the perfect centrepiece for a memorable interactive experience. What is it that makes robot games so cool? Obviously, the biggest reason is the robots themselves.
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