Added: 5 years ago
From: swraven
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  • I remember this game I bought it cuz I was bored and had nothing better on my xbox excepte Doom 3 and stuff like that I couldnt beat the last 3 levels....but....I think its time to get again

  • This game needs some refinement in gameplay, but it's really unique. Chasing down mecha at ultra high speeds in urban landscapes gives an incredible rush.

  • Murakumo was epic fun XD

  • ひゃ〜!かっちょえ〜。ホンダさん早くこんなロボットを作ってく­れ〜。

  • Ugh i need to find the BGM for Murakumo opening

  • I have this game. And it always makes me think this is something like a REALLY early version of Armored Core 4.

  • There is also a reason to believe that the 03-AALIYAH of Armored Core 4 was based on the Murakumo frame.

  • And that Red Mecha was the "Ground Breaker" Golem in Enchanted Arms

  • @SpikesOmega ...Why would You want anything to be like AC4? That was the worst one of the series by far..

  • @skyrobotv Why do you idiots always insist on calling AC4 "the worst of the series"? Is it just because you can't stand the lack of radiators, the faster gameplay speed, and the better controls?

  • @BeastOfMetal1989 No, because the rest were deep, the rest were fun, AC4 was about as shallow as a puddle. AC4A was a step in the right direction, the series was always about customization, 4 just had very limited possibilities, it had no challenge, and was imbalanced as all hell. Even AC4A had the same problem with Assault Rifles being overpowered, but it was at least fun to play. Simply put, they took out everything that made the series good, and replaced it with cheapness.

  • @skyrobotv They got good soundtracks though, well, about 5/25 at most. Granted, AC4 was very, very limited in customization, and shame the ingame storyline wasn't more engaging even though the background was very appealing. ACfA, OTOH, was great more fun simply because it has more parts to play with. I don't agree that 4 series was cheapness, in its entirety. More like, FROM was experimenting with many elements and found those that clicked, and those that didn't. Here's to an awesome AC5!

  • @What didn't click is definitely the shields, that crap was ridiculous. Really, if they had dumbed down the damage and taken away the shields, it would've been a lot more like the old ACs, and that seems to be what they've done.

  • @skyrobotv In AC4? Yeah, the PA in AC4 was lol. The PA in ACfA was nicely balanced though.

  • @Rondart It was better balanced, but still could easily make mgs a gambling weapon.

  • @skyrobotv machine guns? IIRC machine guns were popguns in reg 1.00, it wasn't until 1.30/1.40 where it started dealing some awesome damage.

  • @Rondart Still, they were a pain to use. I had always used them before in every previous game, and I never had any problems. You always had to be right in someone's face for several seconds in order to do enough damage to be noteworthy. Hit-and-run rarely works with even the best ones unless You get someone who somehow can't tank the little pellets.

  • @skyrobotv You have to remember though, back then, having a machinegun means that 9/10, you can whittle down any other AC provided you can pelt it long enough with bullets. AC4/fA changed that mechanic, for better or for worse.

    Still, I feel ya, man. That stream of bullets tearing apart an opponent's armor bit by bit is like nothing else!

  • @Rondart I guess, it was just good to not have to change the loadout for every single match. The type matchups became very specific, and it took a very long time to figure out how to make a general build. The most generalized thing I could get away with was one with dual sniper cannons, a rifle and a blade (Vision, one of the two I used most online), and one that's two slug guns, a heavy shotgun, and a spread bazooka called Shotgun Bumrush, it's one of those few things that works well on flies.

  • @skyrobotv That sums up a lot of stuff. The oldschool AC player mentality is to have an AC that can take on ANY threat without much customization, resulting in an all-around versatile build instead of highly specialized ones. AC4/fA don't quite work like that and believe me, I have a hard time adjusting as well.

  • @Rondart Adjusting took about 20 seconds, I took ACFA out of my PS3, stuck it in the box, and put it on the shelf. Problem solved. It's not a bad game, just infuriating, kind of went the same path as MW2, in that they seemed to favor chaotic randomness over something more refined, like the MGS games, for example. The whole "randomness open to interpretation" thing doesn't really work outside of games like Fallout, because it's supposed to be balanced. ACFA felt too flying tin-can-ey.

  • @skyrobotv Well, don't know about you, but they succeeded in creating that "rush" once you get used to that chaotic randomness for me, so much so that older AC games feels...too slow.

  • @Rondart I like the way the game feels...until a gunfight breaks out. It just really bugs me not to be able to successfully predict what the shots will do, sometimes they break the bubble, other times they just miss, when online, the lag causes direct hits from a few feet away to not even count for one of the players. You can only find games outside the US, and the hits that count seem extremely biased to the local region. This is probably due to the speed, it can't properly register locations.

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