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.
Not exact matches
Now check out the
mecha, orcs, and shogun robots Marantz
designed for Zack Snyder's sanitarium - and - schoolgirls escape flick Sucker Punch.
If you're wondering how Sine Mora bosses have that whole
mecha thing going on, its because Mahiro Maeda is behind the boss
designs and concept work
for Digital Reality / Grasshopper Manufacture's upcoming dieselpunk shoot - em» - up on the Xbox Live Arcade.
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.
Though the truly striking thing about Border Break, more than any other, is how seamless the game integrates a Western
design approach
for a PC shooter with the very Japanese rule sets that ensconce its
mecha mythos.
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.
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.
If you remember the Heavy Metal L - Gaim
mecha,
designed by the glam - rock - tastic Mamoru Nagano, topped the wishlist of fans
for new Robot Damashii figures not that long ago.
Such as Hajime Katoki
for one and not to mention the Yutaka Izubuchi
designed Hygogg kit on his disk, all of which clearly shows in terms of the game's overall aesthetic
for the
mecha.
Exclusive Character — A brand new character (
Mecha - Naruto)
designed by Masashi Kishimoto exclusively
for the game.
One such character is
Mecha - Naruto, a mechanical menace
designed by Masashi Kishimoto himself exclusively
for Ultimate Ninja Storm Revolution.
Everything is well detailed, the inside of each
Mecha is different and displays certain stats and bits of information, and the environments are well
designed for being able to hide yet also big enough to have a decent battle in.
His most iconic work has been
for Gundam 00, where he
designed the Kyrios, Dynames and Virtue
mecha (as well as the Keldim, Arios and Selvii).
The developer responsible
for this otherworldly combination of programmed centric
design was that of Artdink, and it's only until recently that they've re-tried their hand at
mecha gaming - though this time they've had to work within the biggest
mecha license of them all.
That's why
for PS2 remake they changed the flying
mecha entirely to make sure he's less alike Dom anymore (on the right at the pic): http://www.hardcoregaming101.net/spaceharrier/sh-ps2-titlea.jpg Strangely enough their
design has not changed on the 3DS remake, only their name has been changed to Varel,.