"Mecha design" refers to the creation and development of giant robotic machines, often seen in science fiction and anime. It involves designing their appearance, structure, and functionality.
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You are referencing MechWarrior as a game that «works» and that has a decidedly Western approach to gaming (despite using Japanese
mecha designs for the most part), the comparison is flawed because the intent behind the creation of Armored Core is wildly different.
Carnage Heart was designed by Masaki Iizuka with
mecha designs by artist and kit modeler Kow Yokoyama.
The first two series were produced by the same people under the «Super Dimension» label, and the first and last series had virtually
identical mecha designs.
Originally, Armored Core lacked any
famous mecha design assistance but Shoji Kawamori, creator of Macross and mecha designer extraordinaire, heard of the project and offered his services.
He joined Konami in 1994 and is responsible for all the artistic aspect of the game «Metal Gear Solid»: from character design to landscapes,
through mecha designs.
Harmony Gold alleges to have been given exclusive rights to the use of the
Macross mecha designs, and since they apparently aren't happy with being hated only by every self - respecting anime fan in the west for what they did with Robotech, they thought it was a great idea to pick a fight with the gaming industry as well.
First, there's the perennial «Tau Are Too Anime» debate which always crops up, and while you can not deny that the Tau were designed with at least some Asian influence, their vehicles and armor are a far cry from anything an anime fan would remark as
traditional mecha design.
With a large amount of customisation involved, the game sounds like something akin to classic Armored Core (with similar
fantastic mecha design work).
It's also a subversive, deconstructive work that takes said clichés and turns them on their head with incredibly
detailed mecha designs.
Although an exact page count is not finalized, the target is for 96 pages and will feature the character and
mecha designs for Robotech Academy.
Anyway, considering the powered armor focus of the Spartans it's nice to see that someone who effectively helmed that part of
Japanese mecha design is now finally making his mark on something originally birthed in the West (though if you ask me the the Master Chief does look an awful lot like Yutaka Izubuchi's work, namely the ARL - 99 Helldiver as well as the GM Sniper II and GM Command).
The gift set's cardboard container houses the real goodies, at least from a fan perspective: stacked atop the DVD's keepcase are ten Steamboy postcards, the final instalment of Tony Takezaki's Japanese - language manga based on the film, and, the pièce de résistance, a 166 - page, faux - burnished booklet compiling character sketches,
mecha designs (i.e. mock blueprints), and select storyboards, some if not all presumably the handiwork of one Katushiro Otomo.
While the game had issues, mostly to do with its budget,
the mecha design for the Pale Rider was pretty damn great.
Even Hajime Katoki's
mecha design was forcibly restrained for the various Virtuaroids, as the 1995 original had very stringent polygon counts which set the aesthetic.
Considering the aesthetic influences from anime such as Macross, it was unsurprising that Shoji Kawamori helmed
the mecha design with his regular finesse.
Visually it looks good too and we really appreciate
the mecha design as well.
Armored Core's
mecha design was also very interesting in that the player could create their own mecha.
While we're still not fans of
the mecha design in the upcoming game game Rigs, it does look like it will be functionally good.
The studio found out that Tatsunoko, that originally provided the rights for Macross to Harmony Gold, probably wasn't in the position to assign any license for
the mecha designs, which instead belong to Big West and Studio Nue.
Update: Here's also a fascinating insight into
the mecha design behind Front Mission Evolved, as its primary designer Skan Srisuwan at Imaginary Friends is penning the new wanzers.
So having Kawamori on
the mecha design helm only cemented Omega Boost's functional roots even further.
Especially fascinating in their citing of the studio, Imaginary Friends, in relation to the game's
mecha design.
The mecha design wasn't handled by Double Helix, but instead created by a Singapore studio called Imaginary Friends (under guidance from Square Enix).
«A lot of western
mecha designs can feel as though they lack detail to Japanese audiences, but the mecha designs in this game are surprisingly intricate, incorporating elements of anime and sci - fi films.
This obviously being a shame because
the mecha design by Kow Yokoyama and the retro - stylings of the game's visuals are pretty damn impressive, not to mention the fluidity of the gameplay.
Previously, one man has been involved in
the mecha design for Armored Core.