Armor Up: Exclusive Interview With Toshifumi Nabeshima And An Inside Look At Armored Core: For Answer

Another day, another interview. For this interview, our Japanese correspondent receives the what’s what for Armored Core: For Answer, and the exclusive lowdown on some special features of the game.The game is looking fantastic, with extensive flexibility in gameplay with the high enemy count, smarter A.I., and online player to player ass kickin’. Hit the jump for the full experience.

The latest in the Armored Core appears in an action filled scene on the PlayStation 3 and Xbox 360. With Armored Core, every player gains his/her own sufficient original mechanic (AC) to combine into a huge machine to bash a couple of screws in. From the previous iteration of Armored Core with around 200 types of individual strong parts to more than nearly 400 types to smack together. Why? Because the makers, From Software want to add more uniqueness to the models. To combine all parts to form a unique AC. It does not just stop there though. The devs have made extreme progress from the first game to debut on the PlayStation 3 during launch and the Xbox 360 mid-stages. One thing they do not fail to mention are the appearances of the gigantic weapon “arm forts” and addition of the new system and action through online co-op play.

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As for exactly when the hell these AC evolve to dominate in their totally new way, it takes place several dozen years later after Armored Core 4. The leading story is developed with the setting where the main characters are the AC “Nexts,” and soon super enormous weapon adversaries known as “arm forts” came up as the next technology for battlefield strategy. These massive weapons eventually become the main enemies of the game. An pretty damn cool tactic to be used throughout the game, due to the large size of the enemies and number of enemies, is that they must be taken apart piece by piece, each with a special and different weakness which must be exploited to permanently defeat them. With this work, the fight with these arm fort is prepared to everywhere. With the large body of several hundred times that of the AC, the action is so heated that there is no doubt that a sense of “what the hell” eventually comes upon the player in the challenges he/she faces. As for the arm forts which appear, there are variations such as: water type, mech/rush type and aerial flight type ready to outnumber the main player.

The designs themselves simply cannot be overlooked of the models, intricately crafted and detailed. So, when all you Japanese gamers start playing this game next week, be sure to tip top mechanic designer, Kobayashi Makoto person and the Valkyrie mecha of Macross, Kazutaka Miyatake.

Clearly, times changed. Over the years, the enormous weapon arm forts had become the main force of the battlefield, but in order that the “Nexts” side has any damn fighting chance to oppose to the mighty power, two new equipments were created. Not wanting to divulge too much, all that was told was that these two new abilities form in important tasks: the first diverts energy of large-sized propulsion equipment and “the self” strike to attack, respectively Vanguard Overboost (VOB) and Quick Boost Strike. Pretty sturdy things to have in hand when going up against the armored cores later on. Uh-oh! They’re in for it now. What if the Armored Core prevail anyways? The harder the fall for the investors in the new technology and a lot of cash down the drain.

Toshifumi Nabeshima, the game’s creator, was excited to provide his interest in the following details:

As for these new elements “VOB” which is introduced from this time, you think that the speed impression of 2000 kilometer per hour, immediately is pretty cool. The idea’s focus is naturally simple, but whether or not many actually prepare the ability accordingly, it essentially becomes a game of not just tactical offense, but most importantly vanguard. You can, for instance, overcome at one point and not another–which means that big influence appears in the success or failure of the specific mission. The best part of VOB is simply where it moves to especially the battle scene which when VOB purge is done, you think that it has become the sequence where you can just start fighting. It is pretty seamless and the ability makes things a lot more interesting.

What else is there to be sitting at the edge of your mechanical seats for? Online cooperative mode with sexy customizations along side the usual vs mode. Toshifumi explains more:

In past titles, from Core 2 with PS2, coop play has been actualized in the form which uses screen separation, but came with a ton of restrictions, because it does not become experimental play once you obtain that state, this time around it comes without that restriction for online co-op and that’s when things start to get real. Thoroughly, playing in story mode, you think that the armored core with it has matched the scope of the game, but that model integration is due to the pleasant screen structure and, you think alone that the primitive, it is one of essence of the game to be able to play like that. In a big way, it is the very structure of the screen itself and the evolution of the technology that helped to expand the width of big gameplay elements.

Everything sounds golden right? Wrong. This is just silver. Wait until you hear the rest. Then it gets golden. The evolutionary answer to the Armored Core: For Answer comes in the form of “the multiple scenario system,” which is adopted. Scenario’s diverge due to the conduct which the player chooses. Better yet–the ending changes as well! The game takes part dynamically on one level where the main foxus is, and it is the mechanism that the respective story advances. You also observe this dynamic to the point where the story production is strengthened, in other words where the event is inserted randomly in the middle of the mission, an ever changing dynamic experience. In addition, the battle system of one v.s. one, which was called “the arena” in the past series, appears with a spankin’ new name—order match. As this system is part of the multiple scenario dynamic system, the fact that the order match can participate in regards to advance the story, with the choices to which the player is given, is an immense feature.

Everything is looking great with Armored Core: For Answer, and we can stop wondering about the “what if”‘s of the gameplay and focus more on the most important question: What if it does not come to the U.S.?! Augh! Either way, Armored Core: For Answer will be available starting March 19th, 2008 for Japan. You lucky birds you.

I'm all about one thing: reviews that are easy to understand and make sense of.

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