


#DAEMON X MACHINA CHARACTER CREATION SERIES#
Daemon X Machina is very much a game that appeals to a niche demographic in the gaming community, but its a large enough one thanks to anime series like Gundam that it has the potential to be extremely profitable if done right.Īpparently, however, whether Daemon X Machina has been done correctly is very much up for debate. The leg boosters opening when moving, the forward-leaning posture when flying, the gimmick upon equipping a weapon, and other such details.Daemon X Machina reviews released earlier today and the long-awaited mech game has made its mark as a Nintendo Switch exclusive, despite having some issues along the way. I believe that mechanical design for games isn't just about the visual aspect, but that it also includes all the things I've mentioned until now. Among others, I suppose the matter of whether the player feels like he is actually controlling, and what kind of actions would make controlling it more fun are also important. It's the conflict between these two aspects. On the other hand, if you were to take away the Arsenals' heroism to bring them closer to reality, they would become boring. One wrong step and it would turn into too much of a super robot.

So, is it a problem of the balance between reality and fantasy? It's close to the weight issue you mentioned earlier. However, even if it would never be able to move in our world because of the weight of its equipment and weapons, it becomes feasible in games or anime. In industrial design, this would be whether the Arsenal could actually stand and move around in a way that makes practical sense.

Also, this is true for anime, too, but an important aspect of mechanical design in games is "the reality of the game world". Some other characteristics I thought up are the pylon deployment we mentioned earlier and the use of slit nozzles, for example. Also, in that forward-leaning posture, you can see the sole of the feet, too, so I thought it'd be better to make those characteristic as well. That idea came to me when I learnt that would fly in a forward-leaning posture rather than an upright posture. The Arsenals were designed so that aspect of them is clear during flight, and when I saw it I thought, "Wow, that's Kawamori-san for you!" I believe there have already been such spine-like designs before-it is a rather easy to understand image after all. The Arsenal's "spine" plays a role in the world design and settings, so one of the characteristic traits of the Arsenal is its "gleaming back". Although this was also true back when I first worked on the mechanical design for Armored Core, the large number of robot or mecha action games that exist today has made it especially hard to convey the uniqueness of a mecha from its rear design, and to make it stand out from other titles. No matter how cool the design might be from the front, its back is what you'll see the most throughout the game, so the back design is really important. In games, you basically see the mecha you're controlling from the back. I guess the biggest difference would be the view from behind.
