Effective August 13th, those of you without Xbox 360s now have no excuse to not play one of finest surprises in Western
mecha game design.
Not exact matches
A few days ago, we saw the prototype of the figures of Fei and Ellie by Tanaka - sensei, and today is the turn of the reveal of Fei's gear Weltall, revealed by Square Enix and
designed by Ishigaki - sensei, who was the original
game's
Mecha Designer.
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.
A year later a
game finally appeared, the name had changed yet again as had the setting but the same
design of bi-pedal
mecha were present; the world had finally been introduced to Chrome Hound: Age of Arms.
This wide - reaching expansion of the
mecha genre showcases a desire by
game studios to emulate the thrills and / or explore the themes of mechanized combat from various
design and gameplay perspectives.
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.
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.
The
designs of the PA and the EPA remind me a bit of the Tau's Stealth Suits and Crisis Battlesuits from Warhammer 40,000, which could make it a rare example of a
game adding more
mecha - like elements by being inspired by a Western
design, rather than a Japanese one.
Called Orbital Frames, the
game's
mecha were
designed by Yoji Shinkawa as lithe, airborne seraphim.
Especially fascinating in their citing of the studio, Imaginary Friends, in relation to the
game's
mecha design.
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.
«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.
«Title,
game design, story, characters, setting research, the
mecha that appear, casting, graphic direction, sound, beginning and ending, the major story sequences.
The interesting thing about Sandlot is that their unique approach to
mecha gaming has had knock - on effects to the
design of other genres, most notably that of action
games, and there was me thinking that
mecha could only destroy things.
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.
The interesting thing is how the line blurs on other
games that utilise
designs from other genres whilst still retaining the visual
mecha based element.
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.