Monthly Archives: September 2019
Daemon X Machina Review – Machine Earning
Daemon X Machina is fundamentally about the satisfaction of making small adjustments to tackle a much larger problem. Faced with a quadrupedal robot the size of a city park, do you focus on defense to outlast it, or offense to bring it down as quickly as possible? Stay grounded for access to its underbelly, or fly far above the majority of its reach? Use rapid-fire weaponry to compensate for losses in accuracy, or a lumbering bazooka and line up each shot carefully? The game is at its best when you're diagnosing a mission and outfitting your armored mech suit to match. Most of Daemon X Machina is spent in combat, but it's the moments between missions, making these key decisions, where the game really finds its identity.
As the newest mercenary surrounded by veterans, you're quickly labeled "the Rookie"--a name that you keep well past it being deserved, given that you rise in the ranks and even best most of your colleagues. The mercs are pilots of armored mecha suits called Arsenals, their actions governed by a centralized artificial intelligence that oversees their missions against Immortals--A.I. robots that have gone rogue against humanity. But you're all still mercenaries. Even if you're ostensibly on the same team against the Immortals, you're all really in it for the money, and often your objectives will come into conflict with your peers from other merc groups.
Life as a newbie mercenary falls into a familiar pattern. You might tinker with your Arsenal's equipment, take on a mission consisting of attacking an Immortal outpost or defending a convoy, collect your pay, and then head back to the hangar to do it all again. Despite the simple formula, Daemon X Machina manages surprising variety in its missions. Sometimes you'll need to traverse a narrow hallway filled with the small, gun-fodder Immortal units, other times you'll need to battle against a rival merc on their own conflicting mission, and occasionally you'll discover a Colossus--a giant, screen-filling Immortal with a massive life bar.
The pace of the combat differs greatly between encounter types. Smaller enemies swarm the battlefield requiring harried crowd control. Rival mechs often turn into aerial slugfests, especially as melee clashes jump to a sudden button-mashing event to overpower your opponent. And the massive Colossi are each fully unique encounters with their own individual attack patterns and weaknesses. Your backup weapons equipped to the pylons provide a little flexibility, but your Arsenal is no Swiss Army knife. No single build could be prepared for every battle type, especially in the late-game as enemies are able to absorb much more damage.
The variety of these battle types call for different equipment to match, and it's the tinkering portion of the game that's strangely the most satisfying. Your Arsenal has tons of customization options, including two main weapons, two backup weapons stored on rear pylons, shoulder-mounted equipment, and auxiliary equipment, and that's without even touching on the swappable head, body, arm, and leg parts and the ability to paint and decal the whole rig. It's something akin to building a model Gundam, except you can go out and pilot it against hordes of enemy robots. Some of the most rewarding moments are when you hit a tough boss battle, step away from the game while you continue to think about how you could outfit your Arsenal for the challenge, and then return with a successful battle plan. And while this isn't exactly a loot-shooter, you can pick over a defeated Arsenal and select one part to make your own, fulfilling your equipment envy when you see an enemy with a shiny object you'd like.
The wealth of customization options hits a stumbling block, however, when it comes to battles against the other mercenaries. Weapon options range from slow-moving bazookas to acid guns and swords, which are perfectly suited to dealing with standard enemies and Colossi alike. But as the game goes on, battles against other mercenaries become much more frequent, and most of the weapons aren't well-suited for them. Just like your own Arsenal, enemy rigs are airborne and extremely nimble, which means the majority of your options are just too slow. The lock-on function helps signal when an enemy is in your sights, but it doesn't really lock on to them, so you need to babysit the camera as they dash around the battlefield. I found myself defaulting to double assault rifles for the last third of the game or so, since the rapid-fire helped counteract the other mechs' evasive maneuvers. It consistently worked, but it sapped most of the fun out of tailoring my Arsenal to the situation.
These mech-on-mech battles are delivered with a heaping helping of anime melodrama. The cheesy voice-acting and dialogue are just endearing enough not to distract from the excellent worldbuilding, as the characters and relationships reveal more about the history and nature of the conflict. The story throws you in the deep end without much explanation, but you'll slowly grow accustomed to the various mercenary groups and their differing philosophies and goals. The Bullet Works mercenaries are run with military efficiency, for example, while Immortal Innocence throws itself into battles with reckless abandon, and the Western VII are a gang of prisoners who fight for reduced sentences instead of cash. Each mercenary comes with their own fantastically absurd call sign, like Crimson Lord, Guns Empress, and Savior.
While you build up familiarity with these mercs in the story, you also gain them as recruitable allies. That allows you to bring them along on side missions, though it is sometimes frustrating that you can't direct your allies to focus on a specific target. Their help comes at a price--sometimes a price even higher than the actual payout, in which case you're taking a net loss to make the mission a little easier on yourself. This is fine, though, because money has limited utility in the game’s economy. You can buy parts at a shop or fabricate them at a factory, but the ones you find scrounging around on the battlefield are generally better anyway.
Most of your cash will instead go into small, passive upgrades for your Arsenal and humanoid avatar--called an Outer because, naturally, even your actual human body is defined in the context of being outside your Arsenal. You can pay a little money at a place called the Ice Cream Parlor for a one-mission buff, or pay significantly more to develop an upgrade tree. These upgrades make you appear progressively less human, which is thematically similar to transhumanism elements in the main story. Your inhuman appearance isn't ever remarked upon, though, so your choices don't connect with the larger narrative and it remains superficial. Instead, your upgrades and the accompanying cosmetic changes are just a matter of weighing whether you mind if your avatar looks less like you intended when you made them.
Similarly, the story lands with less punch than it should have. You've been fighting other pilots so casually and with such regularity that when the stakes turn to life-and-death, it isn't really reflected in the gameplay. You're still shooting the enemy until their Arsenal becomes inactive, but then a cutscene shows that they die instead of retreating. It's a disappointing fizzle considering how fond I had grown of the various factions and their merry bands of weirdos.
DXM does get a boost of longevity through its cooperative online play. Missions range from upgraded versions of the Colossus boss battles to taking on other sets of mercenaries. The lobby system and chat functions, while simplistic, perform their jobs well, and it’s cool to see your hangar bay filling up with your teammates’ mechs as they join up. Your rewards for co-op missions lean into the best part of the game by providing a constant avenue to obtain new loot like armor parts, weapons, and mod attachments. Oddly, though, there appears to be no clear way to swap your loadout or equipment when you’re in the multiplayer lobby. If you want your rig to be properly tailored to a multiplayer mission, you’ll either need to choose the loadout and then restrict your search criteria very narrowly, or deal with having a more broad-purpose build.
The missed potential of the story and minor issues with mech-vs-mech combat and multiplayer loadouts make Daemon X Machina fall just short of its potential, but the foundation is strong. As a total package, it’s on the verge of greatness; it just needed a little more time in the shop tinkering.
Daemon X Machina Review In Progress – Machine Earning
Daemon X Machina is fundamentally about the satisfaction of making small adjustments to tackle a much larger problem. Faced with a quadrupedal robot the size of a city park, do you focus on defense to outlast it, or offense to bring it down as quickly as possible? Stay grounded for access to its underbelly, or fly far above the majority of its reach? Use rapid-fire weaponry to compensate for losses in accuracy, or a lumbering bazooka and line up each shot carefully? The game is at its best when you're diagnosing a mission and outfitting your armored mech suit to match. Most of Daemon X Machina is spent in combat, but it's the moments between missions, making these key decisions, where the game really finds its identity.
As the newest mercenary surrounded by veterans, you're quickly labeled "the Rookie"--a name that you keep well past it being deserved, given that you rise in the ranks and even best most of your colleagues. The mercs are pilots of armored mecha suits called Arsenals, their actions governed by a centralized artificial intelligence that oversees their missions against Immortals--A.I. robots that have gone rogue against humanity. But you're all still mercenaries. Even if you're ostensibly on the same team against the Immortals, you're all really in it for the money, and often your objectives will come into conflict with your peers from other merc groups.
Life as a newbie mercenary falls into a familiar pattern. You might tinker with your Arsenal's equipment, take on a mission consisting of attacking an Immortal outpost or defending a convoy, collect your pay, and then head back to the hangar to do it all again. Despite the simple formula, Daemon X Machina manages surprising variety in its missions. Sometimes you'll need to traverse a narrow hallway filled with the small, gun-fodder Immortal units, other times you'll need to battle against a rival merc on their own conflicting mission, and occasionally you'll discover a Colossus--a giant, screen-filling Immortal with a massive life bar.
The pace of the combat differs greatly between encounter types. Smaller enemies swarm the battlefield requiring harried crowd control. Rival mechs often turn into aerial slugfests, especially as melee clashes jump to a sudden button-mashing event to overpower your opponent. And the massive Colossi are each fully unique encounters with their own individual attack patterns and weaknesses. Your backup weapons equipped to the pylons provide a little flexibility, but your Arsenal is no Swiss Army knife. No single build could be prepared for every battle type, especially in the late-game as enemies are able to absorb much more damage.
The variety of these battle types call for different equipment to match, and it's the tinkering portion of the game that's strangely the most satisfying. Your Arsenal has tons of customization options, including two main weapons, two backup weapons stored on rear pylons, shoulder-mounted equipment, and auxiliary equipment, and that's without even touching on the swappable head, body, arm, and leg parts and the ability to paint and decal the whole rig. It's something akin to building a model Gundam, except you can go out and pilot it against hordes of enemy robots. Some of the most rewarding moments are when you hit a tough boss battle, step away from the game while you continue to think about how you could outfit your Arsenal for the challenge, and then return with a successful battle plan. And while this isn't exactly a loot-shooter, you can pick over a defeated Arsenal and select one part to make your own, fulfilling your equipment envy when you see an enemy with a shiny object you'd like.
The wealth of customization options hits a stumbling block, however, when it comes to battles against the other mercenaries. Weapon options range from slow-moving bazookas to acid guns and swords, which are perfectly suited to dealing with standard enemies and Colossi alike. But as the game goes on, battles against other mercenaries become much more frequent, and most of the weapons aren't well-suited for them. Just like your own Arsenal, enemy rigs are airborne and extremely nimble, which means the majority of your options are just too slow. The lock-on function helps signal when an enemy is in your sights, but it doesn't really lock on to them, so you need to babysit the camera as they dash around the battlefield. I found myself defaulting to double assault rifles for the last third of the game or so, since the rapid-fire helped counteract the other mechs' evasive maneuvers. It consistently worked, but it sapped most of the fun out of tailoring my Arsenal to the situation.
These mech-on-mech battles are delivered with a heaping helping of anime melodrama. The cheesy voice-acting and dialogue are just endearing enough not to distract from the excellent worldbuilding, as the characters and relationships reveal more about the history and nature of the conflict. The story throws you in the deep end without much explanation, but you'll slowly grow accustomed to the various mercenary groups and their differing philosophies and goals. The Bullet Works mercenaries are run with military efficiency, for example, while Immortal Innocence throws itself into battles with reckless abandon, and the Western VII are a gang of prisoners who fight for reduced sentences instead of cash. Each mercenary comes with their own fantastically absurd call sign, like Crimson Lord, Guns Empress, and Savior.
While you build up familiarity with these mercs in the story, you also gain them as recruitable allies. That allows you to bring them along on side missions, though it is sometimes frustrating that you can't direct your allies to focus on a specific target. Their help comes at a price--sometimes a price even higher than the actual payout, in which case you're taking a net loss to make the mission a little easier on yourself. This is fine, though, because money has limited utility in the game’s economy. You can buy parts at a shop or fabricate them at a factory, but the ones you find scrounging around on the battlefield are generally better anyway.
Most of your cash will instead go into small, passive upgrades for your Arsenal and humanoid avatar--called an Outer because, naturally, even your actual human body is defined in the context of being outside your Arsenal. You can pay a little money at a place called the Ice Cream Parlor for a one-mission buff, or pay significantly more to develop an upgrade tree. These upgrades make you appear progressively less human, which is thematically similar to transhumanism elements in the main story. Your inhuman appearance isn't ever remarked upon, though, so your choices don't connect with the larger narrative and it remains superficial. Instead, your upgrades and the accompanying cosmetic changes are just a matter of weighing whether you mind if your avatar looks less like you intended when you made them.
Similarly, the story lands with less punch than it should have. You've been fighting other pilots so casually and with such regularity that when the stakes turn to life-and-death, it isn't really reflected in the gameplay. You're still shooting the enemy until their Arsenal becomes inactive, but then a cutscene shows that they die instead of retreating. It's a disappointing fizzle considering how fond I had grown of the various factions and their merry bands of weirdos.
The missed potential of the story and minor issues with mech-vs-mech combat make Daemon X Machina fall just short of its potential, but the foundation is strong. As a total package, it’s on the verge of greatness; it just needed a little more time in the shop tinkering.
Editor's note: We will be finalizing this review in progress in the coming days once we've played Daemon X Machina's multiplayer on live, post-release servers.
Jason Momoa Is a Blind Axe-Wielding Badass in Apple’s See Trailer
At a recent event at the Steve Jobs Theater in Cupertino, California, Apple unveiled its shiny new iPhone 11, and a November 1, 2019 launch date for its upcoming digital streaming platform, Apple TV+.
For the price of $4.99 per month, Apple TV+ will be home to a slew of new shows, including four star-studded dramas available at launch: The Morning Show (Reese Witherspoon, Jennifer Aniston, Steve Carell), Dickinson (Hailee Steinfeld), For All Mankind (Joel Kinnaman), and See, starring Jason Momoa and Alfre Woodard.
Jason Momoa Is a Blind Axe-Wielding Badass in Apple’s See Trailer
At a recent event at the Steve Jobs Theater in Cupertino, California, Apple unveiled its shiny new iPhone 11, and a November 1, 2019 launch date for its upcoming digital streaming platform, Apple TV+.
For the price of $4.99 per month, Apple TV+ will be home to a slew of new shows, including four star-studded dramas available at launch: The Morning Show (Reese Witherspoon, Jennifer Aniston, Steve Carell), Dickinson (Hailee Steinfeld), For All Mankind (Joel Kinnaman), and See, starring Jason Momoa and Alfre Woodard.
Red Dead Online: How Specialty Roles Work In Frontier Pursuits
The big summer update for Red Dead Online is finally here (two weeks before summer ends), and with it comes the most requested feature ever, the ability to change our horrid looking avatars. Oh right, and roles! Three to be exact: Collector, Bounty Hunter, and Trader.
Here’s a quick breakdown of how all three play. You can also take a more detailed look at the three new Specialist Roles in Red Dead Online on our wiki page. If you want to actually see these roles in action, check out the video on the top of this page.
Dragon Ball Z: Kakarot Release Date Announced, Buu Arc Confirmed
Dragon Ball Z fans, rejoice! Bandai Namco has finally revealed the release date for Dragon Ball Z: Kakarot, along with the inclusion of the Majin Buu arc.
While the Saiyan, Frieza, and Cell arcs have already been confirmed, a brand new trailer (which you can see below) revealed Dragon Ball Z: Kakarot will also cover the Majin Buu saga, and confirmed a release date of Jan. 17, 2020 for PlayStation 4, Xbox One, and Steam.
Taking place seven years after Gohan defeats Cell in the Cell Games, the Majin Buu arc sees the return of Goku from the dead to face off against a foe unlike any other. The Buu saga also introduced many fan-favorite elements from Z, including Majin Vegeta, Mystic Gohan, and fusion.
Dragon Ball Z: Kakarot Release Date Announced, Buu Arc Confirmed
Dragon Ball Z fans, rejoice! Bandai Namco has finally revealed the release date for Dragon Ball Z: Kakarot, along with the inclusion of the Majin Buu arc.
While the Saiyan, Frieza, and Cell arcs have already been confirmed, a brand new trailer (which you can see below) revealed Dragon Ball Z: Kakarot will also cover the Majin Buu saga, and confirmed a release date of Jan. 17, 2020 for PlayStation 4, Xbox One, and Steam.
Taking place seven years after Gohan defeats Cell in the Cell Games, the Majin Buu arc sees the return of Goku from the dead to face off against a foe unlike any other. The Buu saga also introduced many fan-favorite elements from Z, including Majin Vegeta, Mystic Gohan, and fusion.
Check Out DC’s Amazing Batman Care Packages for US Troops
DC has been celebrating Batman's 80th anniversary all year long. In addition to events like Batman Day, DC is also using this anniversary as a chance to partner with the USO and support America's troops overseas. That includes sending some truly amazing Batman-themed care packages to service members stationed across the globe.
These care packages were assembled by a team called Warner Valor (WB's veterans business resource group) and are aimed at providing troops with some much-needed stress relief and entertainment, including Batman Blu-rays, copies of the Detective Comics #1000 hardcover, superhero coloring books for adults, water bottles, journals and more. Check out the slideshow below for a closer look at these care packages and the WB employees who made this effort possible:
Check Out DC’s Amazing Batman Care Packages for US Troops
DC has been celebrating Batman's 80th anniversary all year long. In addition to events like Batman Day, DC is also using this anniversary as a chance to partner with the USO and support America's troops overseas. That includes sending some truly amazing Batman-themed care packages to service members stationed across the globe.
These care packages were assembled by a team called Warner Valor (WB's veterans business resource group) and are aimed at providing troops with some much-needed stress relief and entertainment, including Batman Blu-rays, copies of the Detective Comics #1000 hardcover, superhero coloring books for adults, water bottles, journals and more. Check out the slideshow below for a closer look at these care packages and the WB employees who made this effort possible:
The Game Awards Sets December Air Date for 5th Anniversary Show
The Game Awards fifth anniversary show will air on December 12, producer Geoff Keighley announced Thursday.
"This year's show will celebrate the act of creation, as I turn the stage over to a group of visionary teams selected to share their new projects with you" Keighley wrote on Twitter. More information on this year's show — nominees, game premieres, performances, and "other details" — will be revealed in "the coming weeks."
The annual awards show will be held in Los Angeles at the Microsoft Theater. Tickets are now available through AXS.