Armored Core: Nexus Review

 Armored Core: Nexus represents the next installment of the Armored Core series. This makes 8 games published in this series in the US by AGETEC. The Armored Core series (referred to AC from here on) represents one of the most well liked robot combat games in the US. Armored Core: Nexus does not disappoint in the least, providing two disks of material for players to work with.  

The graphics are really well done in any mode of AC:Nexus. The colors vary, from bright and clean to dark and murky. The colors and details all fit the environments they are placed on. There are some good environmental effects on some of the levels, with dust storms raging about, or heavy rainfalls blanketing a city. Not too much fogging used to keep the view distance down, and they’ve gotten better at having aircraft and AC units fade in as they come in from off the map, rather than just popping up and suddenly appearing at the edge of the map. There are no huge graphical leaps over what players saw in AC3: Silent Line, but I don’t think this hinders any of the development of the game.

The Remake levels of the Revolutions game mode are a well done attempt to turn what were simply levels with objectives into areas of the game world that fit in with the current PS2 design method.  They are, in some cases, larger areas with moving traffic and appropriate lighting that make these areas stand out over their predecessors. 


The sound in the game is nothing overly special. For the most part, they are using the same background and mechanical sounds they have had since AC3 at least. The music is also pretty standard fare, with the techno themes and style they have used for some time. It all works together, and makes an acceptable soundscape without being annoying. It is nice that they included speech for the Revolution mission introductions.  The Revolution disk provides tracks and remixes of some of the best music of the series, from the original game, all the way up to AC:Nexus remixes.  The music is techno/trance styled, designed to get your heart racing during the times of flying bullets and missiles, and it does its job with fast beats and electronic themes.


The controls are a mixed bag. This is unfortunate as this version of AC was the first version to support the analog sticks on the PS2 controller. I attempted to use this mode for awhile, and found that I just wanted the standard controls back. The default analog controls use the left stick for move forward/backward and strafe left/right. The right stick is your look up/down and turn left/right. The right shoulder buttons become your fire button and switch weapon button, and the left shoulder buttons are your right arm fire and the jump jet activation. This isn’t bad, but I just found I could not adapt to the new controls in the time I have played. I’ll go back again and try it later as I play more, but for all my complaining about not having analog support, it doesn’t help me much once I do have it. The basic controls work quite well, and you can even use the left stick for movement control, which works well. The basic control setup is the same one that has been in use since AC1.


On the back of the box, the game promises 150+ missions for the user to play through on two disks. Disk one is labeled Evolution, and disk 2 is labeled Revolution. Evolution represents this version’s storyline and primary source of missions and money. Revolution is a disk of remixed missions from all the previous AC games. It is not all of the missions, but about 70 of them, with the maps redone with the current graphical engine.

The biggest change in the game flow on Evolution is that even if you fail a mission, the game generates appropriate events. I had an opportunity to act as an agent for O.A.E (the corporate equivalent of the U.N., as far as I can tell) to help clear out the pathway to a mine that one corporation controlled and another insisted upon investigating. Due to my own lack of ability in either customizing my AC or piloting in a situation where there are sniper MT units around, I had my bolts blown back to the Raven’s Ark three times on the mission. Each time I failed, the world changed and the balance between the corporations and O.A.E changed. Having only played three hours of the game at this point, I couldn’t say how scripted this is, but the feel I get from it is that they’ve created a decent mission system to account for changes in the world. The game may play out completely different if I only played corporation missions and ignored the O.A.E requests.

Revolution, on the other hand, flows completely differently. The mission menu presents you with fifteen different chapters, each labeled with the name of the mission and game it is from. Each chapter has 2 to four missions based on the map it represents. For example, AC 1 has a destroy gun emplacement mission early on in its campaign. The Revolution disk has it, and has you destroying the guns on the island to capture it from Murakumo for the Chrome corporation. Once you have completed this task, you are rated, and some features are unlocked. The unlocked items could be items for your AC, or a poster, or music tracks and movies from the previous games. It also presents an extend version of the map. In this case you now have to protect the island from Murakumo’s bombing attempt. The extend version of the map is more difficult than the Remix map that you first completed.

One of the other disappointments of the game is the lack of a standalone arena mode.  The arena matches come up periodically in the Evolutions mission mode, making it feel like there is a passage of time between matches.  It is a little annoying that there is not a standalone arena mode built in the game.   Players who do want some one on one action against the computer can use versus mode to put together a challending AI oppoenent, but it’s not the same.

The good news is that you use the same save file for both versions of the game, so if you find the Revolution disk too hard, you can go earn money in Evolution and upgrade and improve, then come back. From what I have seen, there are no money rewards in Revolution, but you can access the shop on the disk and buy stuff if you have money from the other game mode. The other good news is that this game is on two disks, and you can use either disk to play in link mode. Even better,a friend can use the second disk to boot up AC:Nexus on their PS2, allowing both of you to play off of one copy. This is helpful in lowering the cost of entry to the wonderful multiplayer mode of AC.  Link mode works well through the standard PS2 link cable, offering mulitiple arenas and settings to control how multiplayer combat works. Lan mode through the PS2 Network adapter was untested for this review.

The game offers much extra play time through the Revolutions mode with new challenges on each of the levels.  It also offers a good opportunity to play through evolutions mode again, with attempts to support the different companies.  This should be the most played option of the game, with players experimenting with different paths through the mission mode. 

Revolutions also has a downside.  You will see several levels, such as Doan Bridge and the Fuel Depot, multiple times as you work through the different chapters.  Each time you encounter it, there are different objectives and opponents to defeat, but you are still looking at the exact same level you were on before.  This is a little annoying, but not a serious problem.  Typically you only notice this until the fire starts heading your way. 


Armored Core: Nexus makes for a good package for most players. For the people who have not played any of the games in the series up until this point, I would advise finding a copy of Armored Core 2 or 3 and play it first, as the difficulty in this one is not forgiving to anyone out of practice. If you liked any of the previous games, then this game should not disappoint. It provides what makes Armored Core so much fun, and that is the missions, storyline, and giant robots. This one is a no brainer for a rental, and is hard not to suggest as a purchase, even at 50 USD.

Ron Burke is the Editor in Chief for Gaming Trend. Currently living in Fort Worth, Texas, Ron is an old-school gamer who enjoys CRPGs, action/adventure, platformers, music games, and has recently gotten into tabletop gaming. Ron is also a fourth degree black belt, with a Master's rank in Matsumura Seito Shōrin-ryū, Moo Duk Kwan Tang Soo Do, Universal Tang Soo Do Alliance, and International Tang Soo Do Federation. He also holds ranks in several other styles in his search to be a well-rounded fighter. Ron has been married to Gaming Trend Editor, Laura Burke, for 21 years. They have three dogs - Pazuzu (Irish Terrier), Atë, and Calliope (both Australian Kelpie/Pit Bull mixes).
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