IN DEFENCE OF THE DEMO....
Let's be clear... demo's don't always make a game look good, and they aren't generally on final product code. Now that I've played the two demo modes twice (downloaded it from my Deutschland account) I have to say I'm pretty pumped for it.
Since these are tutorial missions (and may actually only be a "training module" in the final game) I wouldn't get too worked up about sparseness. FROM knows how to make a hectic, difficult but fair battleground (see below). I have confidence that the game will rock. This game is clearly the more tactical, whereas the MechAssault is arcade action. This one is much closer to the MechWarrior series on PC.
There is polish that is needed, but even if this is an accurate representation of the final game this is clearly only showing the controls and the overall design. Looking at the trailers there is a lot more battle than the demo offers. Controls are fine pretty much as they are
; I love the fact that the controls are simple enough that it doesn't require you to worry about 40+ buttons.
If you don't like aiming with the top right window, push in your right joystick. This toggles the mech camera to weapon camera (Kathode, I'm lookin' at you on this point :lol:). Each weapon has a different scope, as indicated by the numbers in the top right. Hit RB to toggle the weapons. The zoom level and hud changes with each one (not adjustable though, so no 10x zoom). I think it would have been nice if the HUD would put a box around friendly and enemy targets though; that is the one thing that is sorely lacking. Perhaps there is a module that can be added to the mechs though; they are pretty vanilla (cockpit, legs, power, weapon).
As far as the rest of the hud options being on the weapon, I don't mind that they aren't there. You still get your 3rd person camera in the top right, and it's like squinting down a scope, or operating a turret. Your attention is focussed on that function.The map is easy to read when you give it a chance.
The coordinates are all there, and if you test out the commands (directional pad), you'll see there is some depth to it (although I DO hope that when you issue commands to go to [A-3] that it will put a waypoint in the map screen for all your fellow players). I do hope that the game has more tutorials to truly take advantage of commanding units and using the tactical map functions.Listen to the comm. system
Your briefing will tell you EXACTLY what to do. We all tend to fly by the seat of our pants and the only thing I'd have liked them to add was a log of messages sent to you. During missions they tell you where to be, where to go, and where your enemies have been spotted. Using the map you can determine where they are. The one thing I would have liked is for the map to have those zones updated with either a red highlight, or even radar from all friendly units. Maybe this will happen with the commander units; I can only assume not.As to the "class system"
in their opening video (IIRC) they indicate chromehounds name "hounds" refers to a pack mentality where everyone plays a role. There's comm, sniper, soldier, commander, demo, etc.... you build your mechs. I suspect you'll start the single player game with a borrowed mech, and as you progress they'll let you start modifying your mech in minor ways until you eventually get access to enough parts to be able to customize fully. Who knows, maybe you'll have multiple mechs you can customize in a "garage". Go into the view borrowed hound section before your mission;
there is a TON of depth in mech design, stats and functions. You can see the different components on the top right corner (although you can't select anything in the demo). In the demo you can view the hound components, but you can't change any of it. That invisible wall will concievably be brought down in the final retail game.In the sniper mission
, they tell you right at the beginning to listen closely. You're to ambush a caravan at either waypoint 1 facing east, or waypoint 2 facing north. Lumber over there and aim. Now it's just a matter of killing them. Highly advisable to push RStick in to use weapon camera mode.
Kill every vehicle in the convoy and then you've completed it. If you miss some, your allies will be right behind the convoy and will wipe out what you miss. You could also go wipe them out yourself by following the road south. I wouldn't advise standing in the middle of the road; your mech isn't hardy enough to go toe-to-toe with multiple smaller and faster mechs. You're long-range; use it to your advantage.In the soldier mission
you get to go and try close-range skirmish modes. Once again, if you listen to the dialog you will have an easier time of it. Also, you're basically heading to waypoint 1.
You can step on troops, kick tanks and blow up buildings (it's a requirement to complete the mission). You're armored and heavily armed; go to it. You're in a brawler-designed hound.
Oh, here's FROM Software's resume: Games Developed
Gold Star Mountain
Lost Kingdoms II
Tenchu: Dark Secret
Armored Core: Master of Arena
Armored Core: Project Phantasma
King's Field II
A.C.E. Another Century's Episode
A.C.E. Another Century's Episode 2
Armored Core 2
Armored Core 2: Another Age
Armored Core 3
Armored Core Formula Front
Armored Core: Last Raven
Armored Core: Nexus
Armored Core: Nine Breaker
Echo Night: Beyond
King's Field: The Ancient City
Shadow Tower Abyss
Silent Line: Armored Core
Tenchu: Fatal Shadows
The Adventures of Cookie and Cream
Yoshitsune Eiyuuden Shura
Yoshitsune Eiyuuden: The Story of Hero Yoshitsune
Armored Core 4
Black Blade [Working Title]
Armored Core Formula Front (Japanese Edition)
Armored Core Formula Front -- Extreme Battle
Armored Core: Mobile Missions
Tenchu: Ayame's Tale
Murakumo: Renegade Mech Pursuit
Otogi 2: Immortal Warriors
Otogi: Myth of Demons
Armored Core 4