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Posted by Joystiq Jul 07 2012 03:00 GMT
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'Silver Lining' is a column from freelancer Taylor Cocke dedicated to highlighting moments of real potential in less than perfect games. This week he examines From Software's Steel Battalion: Heavy Armor.
An interesting thing happened to me within the first hours of Steel Battalion: Heavy Armor. I started to actually care about the computer controlled soldiers confined to the chassis of my hulking Vertical Tank. Natch and Parker's voices would have been out of place as bad 80s stereotypes. But as the pair reloaded our tank's weapons, spewed tactical advice in my ear, and repaired our VT from encounters, I came to know them as more than chatty computer characters. They were compatriots.

And then I'd aim down the sites to see enemy tanks, and do my absolute best to keep myself and my team alive - a difficult feat due to Steel Battalion's atrocious Kinect controls. My enemies were mechanical monsters, sent to destroy everything that I held dear. In early cinematics, they were shown as faceless killing machines, slaughtering men, women, and children indiscriminately.

In war, one of the most powerful motivational techniques is dehumanizing your enemy. Dehumanization can also be accomplished through the use of technology. Aiming down a long-range rifle's night vision scope doesn't exactly focus on the human elements at the end of the crosshairs. Drone strikes do away with even having to look at the person being shot at. And in Steel Battalion: Heavy Armor, the player is literally separated from enemy combatants by walls of steel. There is no defining human factor on the battlefield, only the game of war.

Posted by Joystiq Jun 22 2012 20:10 GMT
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You're reading Reaction Time, a weekly column that claims to examine recent events, games and trends in the industry, but is really just looking for an excuse to use the word "zeitgeist." It debuts on Fridays in Engadget's digital magazine, Distro.
"Why don't you just do your job and review the game? Stop shoving your opinion down our throats!"

That's one bit of criticism, nested between comments both cordial and caustic, that I sometimes see at the bottom of Joystiq's thoughtful, pretentious, accurate and downright incorrect reviews (depending on whom you ask). For some, a bit of punditry only pollutes the product evaluation they signed up for. Less thought and more report, please.

That's not how game reviews work at all - not unless it's their goal to confirm factual observations about the video game, which is indeed functional and playable from the first-person perspective, and features a sequence of steadily increasing challenges that must be overcome with considered manipulation of the controller's buttons. And there are graphics!

But the ease at which the mythical "objective review" is dismissed nearly obscures an unusual facet of writing about games. When critics played Steel Battalion: Heavy Armor this week, they encountered a game that had clear, unavoidable faults beyond the usual suspects in level design, storytelling, play mechanisms, and emotions evoked by the premise. What happens when the game just fails to function properly?

Posted by Kotaku Jun 20 2012 13:30 GMT
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#pottymouth Bad enough I got drafted into Steel Battalion's janky, totally unplayable war, but what made things worse was having to fight alongside a guy with pee-covered hands. Oh, and another guy who apparently likes having unholy relations with Vertical Tanks. More »

Posted by Kotaku Jun 20 2012 01:30 GMT
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#steelbattalion Maybe you're thinking to yourself, "Geez, Evan, you sure made Steel Battalion sound like a terrible experience in your review today." Damn right I did and deservedly so, might I add. And it wasn't just me. Over at Polygon, Justin McElroy rounds up a few other game critics who related just how unplayable this Kinect game is. More »

Posted by Giant Bomb Jun 19 2012 23:00 GMT
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This is the most you'll be able to see of any one mission at a time.

Steel Battalion: Heavy Armor is thick with irony. It comes from a franchise that once hinged on dozens of buttons, yet this game offers almost no buttons at all. It's designed in such a way that only pixel-perfect aiming and split-second responsiveness will get you through its missions unscathed, but your ability to react quickly and take in your surroundings is so severely compromised that you'll die, repeatedly, in each attempt. It purports to put you right in the middle of piloting a lumbering, tank-like robot, while in reality it frequently destroys the tactile connection between player and game. Put as simply as possible, I don't think you should play Steel Battalion: Heavy Armor.

The problem here is two-fold, split right down the middle between Kinect functionality that barely functions, and game design that's equal parts boring and frustrating as all hell. The idea of placing you in the cockpit of a realistic battle machine has been done effectively for years on the PC, recreating everything from submarines to tanks to TIE Fighters and believably putting you in charge of those vehicles' complex arrays of instrumentation. So the very basic, simulation-style premise of Heavy Armor is a sound one. It was the point during development that someone decided nearly all of your walking tank's vital functions--from changing ammunition to viewing a map to pulling down a periscope or closing a front shield vital to protecting your pilot--should be mapped to the imprecise, unreliable Kinect controls that this game went horribly off the rails. I won't go on ad nauseam about all the specific ways the Kinect can misinterpret your inputs and confuse one intended action for another, but it makes this game look utterly ridiculous to anyone watching you from the sidelines, as you flail in vain to do one thing and watch something completely different happen instead.

It's frustrating enough to play a game that flat-out refuses to behave properly, but in Steel Battalion's life-or-death situations, it's absolutely unforgivable that you can't always do exactly what you want to do when you want to do it. This is the sort of game where you peer through a tiny viewport that shows you only a small portion of the battlefield directly in front of you, but you can and do take fire from all sides almost constantly. It's the sort of game where moving your mech (called here a "vertical tank," or VT) even a few steps will cause your reticle to bob up and down wildly, making it a delicate balancing act of deciding when to move and when to shoot. You can take critical damage from an enemy VT too far away to see, or a lone foot soldier with an RPG who fires before you can even swivel your turret around and pick him out from the background, and the game is merciless about disabling aspects of your VT like the viewport or, you know, the legs, rendering you blind or inert until you finish the mission or die. (You always die.) I've rarely felt so powerless to tackle a game's challenges as I have while playing this one, and that's not fun, at all.

What's that, you wanted to close the shutter? Too bad, here's a useless map!

It would be easy to blame the failure of this game entirely on the unreliability of Kinect, but Steel Battalion wouldn't even be a good game of this style even if it worked properly. All of the difficulty comes from how slowly you move around the environment and how limited your ability is to identify the threats around you and defend yourself from them. Enemy AI is virtually nonexistent in this game; the infantry stands there motionless and takes pot shots at you even when you're right up in their faces, ready to step on them, and enemy VTs act pretty much the same way aside from mindlessly sidling back and forth occasionally. If anything about your own VT were faster or more precise, you would steamroll over every bit of opposition in this game. The mission design is bland as hell, usually tasking you with merely killing everything in an area, killing as much as you can until the time runs out, or getting to a specific point on the map. Many of the levels are bafflingly short, often involving only a few seconds of meaningful combat in between the embarrassingly stereotypical characters jabbering in your ear. It's also laughable how often your success in a mission hinges on performing some character action with motion control. The first time you fail to fight off an enemy assailant or grab an important object because the Kinect can't read your frantically outstretched arm, and consequently fail a mission because of it, is likely the last time you'll ever want to play this game.

Because I haven't quite let go of the compulsion to run down all of a game's major features in a review, I'll mention that a few of the missions are playable with up to three other people, if you're one who believes misery loves company. If you get a high enough rank on these missions, you can unlock some minor upgrades (a night-vision periscope and a better map, for example) to equip on your VT. It's fitting that when you play these missions solo, there are AI players in there who can actually earn negative points when they perform badly (which they always seem to do), which drags down your overall score and makes it a lot harder to earn any new gear.

You and me both, buddy.

To be clear, I take no pleasure in delivering this sort of bad news. Prior to the game's release, it was fun to see how earnestly Heavy Armor embraced what is honestly a pretty silly concept, but one that would be easy to get excited about if it worked right. Moreover, this is a great-looking game in pure aesthetic terms, with some really nice-looking battlefields and environment effects. I love the emphasis on a style of down-and-dirty, purely mechanical warfare clearly inspired by World War II, back before the fly-by-wire computerization of vehicle control largely automated the process of driving these sorts of war machines. In the game's world, this future reliance on gears and grease follows a catastrophic event called "Datacide," which seems to have destroyed all the advanced micro-electronics in the world and also coincidentally turned China into an imperialist superpower bent on subjugating the rest of the world under the banner of a new United Nations. The game doesn't even do anything interesting with that setup, though, failing to establish memorable characters or create any intrigue between missions. The best you get are some vague allusions to a VT superweapon, but I was often eager to skip the cutscenes and get to the next mission, which, now that I think about it, really says something about the story.

Maybe the latter half of Steel Battalion rivals the work of Shakespeare. I wouldn't know; I only made it to about the midpoint of Heavy Armor's campaign before I threw up my hands in disgust, but I had lost any desire to keep playing it hours before that. You can decide for yourself whether you want to view this game as a blanket indictment of the Kinect as a device for playing "real" games, or merely an isolated case of this one game's execution falling far, far short of its ambitious premise. If you're trying to decide whether you should play this game, though, let me save you some trouble: don't.


Posted by Joystiq Jun 19 2012 21:00 GMT
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Only the majestic tone of the illustrious George Takei could sum up Steel Battalion: Heavy Armor's reviews so far: "Oh my!" In our two-star review we retreated back to the Kinect game classic "It's great, when it works," but at least we seem to have scraped some functionality out of the game. Prepare thyself, for only darkness is found beyond here.
  • OXM (75/100): "Steel Battalion: Heavy Armor isn't for everyone. In fact, some people may be more turned off by the potential for error in its Kinect controls than by the Xbox version's overbearing, multi-button controller ... War has never been this intense, and you should try to take part."
  • Destructoid (30/100): "At its core, it's a basic mech game with a "realistic and gritty" feel to it that you've seen a million times before. Maybe at some point, the Kinect requirement can be patched out of it. Until then, piloting these Vertical Tanks even while sober may result in a loss of brain cells."
  • Game Informer (30/100): "The mech-combat genre isn't overflowing with alternatives, but they do exist. Save yourself the aggravation and pick any one of those. You won't do any worse."
  • IGN (30/100): "Heavy Armor might be Kinect's most spectacular failure, but it's precisely because it's so ambitious. ... Steel Battalion: Heavy Armor deserves a lot of credit for sticking its neck out in an effort to craft a fresh videogame experience. It's one of the best ideas on Xbox this year, but ultimately it's also one of the system's worst games."
  • Polygon (10/100): "I was never able to shake the feeling of watching through a window while someone else played Steel Battalion: Heavy Armor as I shouted suggestions and waved frantically, hoping they'd notice me. So, how is Steel Battalion: Heavy Armor as a game? I honestly have no clue. You'd have to ask the guy in the other room."

Posted by IGN Jun 19 2012 20:06 GMT
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Xbox editor Ryan McCaffrey finds out why war with Kinect is hell.

Posted by GameTrailers Jun 19 2012 17:21 GMT
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Transform your TV into a walking, blasting, vertical tank in Steel Battalion: Heavy Armor.

Posted by Kotaku Jun 19 2012 15:00 GMT
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#review I used to have one of the hugely impractical, super-expensive controllers for the original Steel Battalion. It went MIA somewhere during the various moves of my adult life, but before it did, I remember that I broke it out in all its glory maybe one or two times. I never got very far in the original game but I remember giggling at how goofy the whole enterprise was. A single switch to turn some fans on, another button that served only one function, all on a massive apparatus that would only ever work with one game. Like, I said goofy. More »

Posted by Joystiq Jun 19 2012 16:15 GMT
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With my upper body poking through the hatch of my vertical tank - essentially a massive gun turret situated atop two equally massive, birdlike metal legs - I observe the surrounding landscape with a pair of binoculars. Spotting my target, I hop back into the cockpit of the VT as one of my crew members begins to crank the engine. I pull the activation lever, sending power to the VT's numerous systems: instrument panels, ammunition gauges and, most importantly, armaments and steering.

I lean into the viewport, watching through the tiny window as the VT rumbles forward and my remote target grows closer. Once we're within range, I pull down the periscope, which will lend much greater accuracy than the viewport's iron sights at this distance. Adjusting my aim slightly above the target, I let loose a shell. The armor-piercing round impacts the enemy VT's leg with such force that it is shorn clean off, sending the tank tumbling to the ground. I silently congratulate myself, but the celebration is cut short when an enemy shell comes screaming out of nowhere, slamming into our VT and knocking me back into my seat.

As my team and I regroup, a second shell rocks the cabin once more, shattering the viewport glass and filling the cockpit with smoke. The panel that houses the ventilator control is tucked away to the right. I pull it forward, lock it into place, reach for the ventilator chain and ... accidentally flick on the headlights. On my second attempt, instead of pulling the ventilator chain, I put the entire control panel away again. I pull the panel out again, reach for the ventilator chain and put the control panel away again. I pull the panel out a third time and reach very, very carefully for the ventilator chain ... at which point my entire crew dies of smoke inhalation.

The technology behind the Kinect is capable of enabling incredible fantasies, and it has allowed me to interact with virtual worlds in ways I never thought possible. What Steel Battalion: Heavy Armor has taught me is that, should that technology fail just once, the entire fantasy comes crashing down in an instant.

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Posted by Giant Bomb Jun 19 2012 13:00 GMT
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Brad and Jeff go on the hunt for Kinect's finest fist bump simulator, but Steel Battalion is all "NAWWWWWWWW".

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Posted by Giant Bomb Jun 18 2012 18:37 GMT
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This week, walking tanks and imperial Pokemon rule the conversation.

Posted by Kotaku Jun 07 2012 11:00 GMT
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#steelbattalion Mamoru Oshii, director of such animated films like Ghost in the Shell was recently revealed as the director of the Steel Battalion: Heavy Armor trailer. In the latest issue of Weekly Famitsu, the director offered his insight to the creation of the trailer and some impressions on the game itself. More »

Posted by Joystiq May 25 2012 08:00 GMT
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Most of us will never know what it's like to pilot a gigantic, bipedal mech in real life - that technology is years off - but the next best thing can be experienced if you've got an Xbox Live Gold subscription and a Kinect sensor.

A demo for Steel Battalion: Heavy Armor is available for download on Xbox Live right now. Perhaps you'll enjoy it as much as we did during our preview session back in March. If not, it's much easier to eject those gigglebites from your storage unit than it is to eject yourself from one of those massive machines.

Steel Battalion: Heavy Armor launches on June 19 in North America.

Posted by Kotaku May 24 2012 09:30 GMT
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#steelbattalion Mamoru Oshii, the creative force behind the Ghost in the Shell anime, recently helmed a live-action TV spot for Kinect game Steel Battalion: Heavy Armor. This is it. More »

Posted by Joystiq Apr 23 2012 21:15 GMT
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Depending on the retailer at which you pre-order Steel Battalion: Heavy Armor, your "Vertical Tanks" will bear one of a selection of inappropriately flashy paint jobs, with in-game bonuses to boot.

Capcom announced a trio of pre-order offers today for North America, each of which affords you custom armor for your VTs. Amazon gets you the "Savannah" armor, which increases bullet velocity and makes you look like you're driving a mechanical zebra, and the "Storm" armor, which looks cheetah-esque and increases shooting range.

Best Buy confers the "Impact" and "Tiger" armors, and GameStop outfits your VTs with the "Rock" and "Jaguar" coverings, all of which have their own bonuses. Get specifics, and an eyeful of tiger-striped mech, after the break.

Posted by Kotaku Apr 11 2012 00:00 GMT
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#steelbattalion We've been subjected to some bad Kinect games this past year and a half. Maybe it's time for a really good one? I'm stepping on board the fully-mechanized Steel Battalion: Heavy Armor bandwagon, because here is a Kinect game that looks fun and—this is key—appears to use the Kinect sensor sparingly. More »

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Posted by Giant Bomb Apr 10 2012 22:52 GMT
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Take comfort in knowing that you're not the only person making all those crazy-ass gestures to control your futurepast mechtank.

Posted by Joystiq Apr 10 2012 18:00 GMT
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Steel Battalion: Heavy Armor has an intriguing array of tanks and mech-like vehicles with gigantic guns for players to control, using Kinect to grab, pull and lean while a controller views, aims and shoots. Steel Battalion will feature four-player co-op, Capcom announced, meaning that's eight arms flailing and 40 fingers flying at a single time.

This schema could get messy, but if the three-hour line to play Steel Battalion at PAX was any indication, From Software may have found the perfect balance between ergonomics and entertainment.

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Posted by Kotaku Apr 10 2012 16:15 GMT
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#steelbattalion I've yet to see a trailer for Capcom's Kinect-and-controller Steel Battalion: Heavy Armor that didn't impress me. I've even seen people play this game and it doesn't look dopey (it seems that you don't use the Kinect all that much.) More »

Posted by Joystiq Apr 03 2012 23:00 GMT
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We've found that Steel Battalion: Heavy Armor offers a surprisingly refined, intuitive Kinect-controller hybrid scheme, and the above video explains in more detail how that whole thing works. Reach up and pull to do this, lean forward to do that, do the hokey pokey to... well, do the hokey pokey.

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Posted by Giant Bomb Mar 06 2012 00:00 GMT
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Giant Bomb descends upon the unsuspecting PR people of Halo 4, Fable, Steel Battalion, and more!

Posted by Joystiq Mar 05 2012 18:00 GMT
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Steel Battalion: Heavy Armor is the smartest use of Kinect I've ever seen.

It's a bold statement, I know, but the marriage of Kinect and controller in Steel Battalion: Heavy Armor is quite unique and, even more importantly, works well. We had concerns about the game last year, but those have disappeared.

Posted by Joystiq Mar 05 2012 15:00 GMT
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Capcom's Kinect-controlled Steel Battalion: Heavy Armor marches onto the battlefield on June 19 and June 22 in North America and Europe, respectively.

We'll have a preview of latest build for the Vertical Tank (VT) simulator a little later today.

Posted by IGN Mar 05 2012 14:12 GMT
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There are times when an ambitious vision acts as a counterweight to apparent problems. Kinect recognition is imprecise and occasionally frustrating in Steel Battalion: Heavy Armor, but it's difficult not to admire everything else From Software accomplishes because it uses motion. Kinect facilita...

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Posted by Giant Bomb Mar 05 2012 14:00 GMT
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Realizing you can no longer use that $200 cockpit controller can be a tough pill to swallow.

Posted by Kotaku Oct 26 2011 18:20 GMT
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#steelbattalion As Brian Ashcraft reported during the Tokyo Game Show in September, Steel Battalion: Heavy Armor foregoes the pricey, complicated controller of the original game in favor of a slightly less convoluted control scheme that uses Microsoft's Kinect and a real gamepad. More »

Posted by Joystiq Oct 26 2011 18:59 GMT
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While the jury is still out on exactly how well Steel Battalion: Heavy Armor plays, one thing is clear: Capcom has no problem making excellent trailers for it. The latest highlights the many actions you can perform in the cockpit of a vertical tank. Our favorite: Scrabbling for a live grenade.

Posted by Kotaku Sep 21 2011 08:00 GMT
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#steelbattalion Capcom is bringing Steel Battalion to Kinect, minus the enormous controller. In its place, Steel Battalion: Heavy Armor uses a combination of Kinect controls and the Xbox controller. More »

Posted by Kotaku Sep 18 2011 03:30 GMT
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#steelbattalion The original Steel Battalion is remembered for two things: It was an Xbox exclusive, and it had a batty controller. More »