The best feature of
the mecha though is, strangely enough, the shield.
The VS in Lost Planet are much closer to
mecha though, compared to the power armor seen in Starship Troopers.
Not exact matches
Though Japan has been battling
mecha for some time, Techmo - Koei has announced Dynasty Warriors: Gundam Reborn for PS3 is headed to North American and European shores sometime this summer.
Set in the near future and in locations across the globe (
though primarily China and India), the story involves a sweeping cast of characters making a living — if you want to call brutal conditions and pitiful wages a «living» — in such virtual - game worlds as Svartalfheim Warriors and Zombie
Mecha.
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.
It was again as
though any prior knowledge of games involving Transformers and
mecha in general were wilfully ignored.
For the
mecha gamer
though, Lost Planet 2 offers something wonderful; a showroom filled with lots of shiny VS» and each of them with the keys still in the ignition.
Despite the very obvious and widely acknowledged aspects that define the game's Titans as
mecha, it seems that this is another attempt by a game studio to re-brand
mecha as something else and new (
though with Hawken, Adhesive to their credit did change their tune).
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).
This particular design is a unique one
though as it has had some quite massive ramifications on
mecha gaming over the years.
More importantly,
though, Total Annihilation's early geometric 3D
mecha are simply way, way cool.
Looking around a bit more,
though, led me to discover that CuriousFactory, the fellows involved with that English release, have brought over a few other
mecha games in the past (link may not be entirely safe for work, depending on how your employer feels about little cartoon girls wearing only a belt for a shirt), specifically three different shmups.
As has been noted, the rule set was then cogent enough to be removed from the
mecha setting and replaced with robotic schoolgirls (
though there was an even earlier PC doujin game called Silver Troopers Bachanon, where you control old aged pensioners).
Obviously that wasn't a problem with consoles,
though, and there's a lot of
mecha gaming goodness even in just the Genesis and SNES era, if you're willing to look... and / or willing to wait for translation patches.
Good work on citing Cyberbots and Kikaioh
though — classic games and very much proof on how varied the
mecha genre is.
«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.
At present, this has only been given a Japanese release
though with the Nintendo DS» global success and the public's desire for quirky titles,
Mecha MG may get a Western release sometime soon.
Admittedly, this wasn't a
mecha game per se (
though it did feature a
mecha Godzilla clone and huge alien tripods) but The Chikyuu Boueigun wouldn't have been created without Sandlot's previous
mecha gaming outings.
The
mecha itself is pretty anachronistic within the series» timeline but it makes for a fun boss fight at least (the latter being shown below,
though obvious spoiler warning attached to that).
One thing to be aware of
though, as of writing this review, Code51:
Mecha Arena is only available in North American regions on PSN but a European release is due soon (ish).
This may sound as
though we're going down the Virtual On route but whilst SEGA's seminal
mecha series had fixed vectored dashes interlinking the combat, Capcom opted for a far simpler and less faithful approach.
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.
Though the
mecha can move freely in eight directions, the game doesn't play exactly like a scrolling shoot - em - up, because the screen scrolls...
Noise reduction on the S8 is a bit better,
though in the case of some indoor shots (such as the Red
Mecha), the S8 blurred a bit.