I loved the demo! My only problems we're camera issues and frame rate issues (ESPECIALLY with the boss). I trust the devs that they will resolve this issues before launch :)
The demo sold me on the game for sure. And the game looks fantastic. Though there are a few things they should improve. 1. Increase character customization options (like 2 facial hair options only? What?) 2. Speed up the boost a bit (not as impactful) 3. Up the hd rumble support. Use it to help you read where and when you are getting hit.
That hd rumble idea sounds genius. Also want rumble when using weapons to give them more impact and oomf. Right now, when I'm shooting, it doesn't feel like I'm doing anything. Plus, make the melee weapons like the sword less awkward and give it a one two three combo rather than a one swipe and an pause after swinging. And framerate needs to be stable
@@itsaxel8088 yeah those are good points too. Though to be honest I never really noticed slowdown, at least nothing that would effect my enjoyment of the game.
Hud needs work. Agree with Evans opinion on the graphics. Guns need to feel impactful with many many options. Side note, xenoblade chronicles x has spoiled me for mechs. I know the game is different but an rpg getting mechs right is odd when this game is missing the mark.
I like the mech design in x but the feel of impact with guns weren’t that great. This games movement is pretty legit. I agree the weapons don’t feel super impactful tho.
The bazooka on the right hand at 14:32 is the most powerful weapon in the demo. It creates a small explosion cloud when you hit. You should get some HUD shakiness and a little damage when you shoot it at close range. Same with the grenade
Starlink is amazing on that front. I love that game even tho it's repetitive as hell, the gameplay is tight and going back and forth between the planets never gets old. I think they should try to emulate that in this game...they should try to somehow link the levels between each others and you have to travel from one place to another instead of being stuck in a limited zone all the time.
My honest thoughts: It controls really bad and you have absolutely no feedback for damaging things. This definitely at least needs gyro aim and an option for on screen character position (I hate not being able to see what's on the left of my character) This game has a LOT of promise but needs HEAVY polish
@@KameKame27 gyro+stick aim is actually amazing. After having played mostly switch games with that option switching back from it to normal controls just feels bad. Gyro is at the same time faster and more exact. And for people who really don't like them they can always add an option to turn them off.
Gyro aiming + Analog sticks would be amazing. Precise aiming with the switch analog sticks is difficult. After playing Breath Of The Wild and aiming the bow with gyro controls, I find it hard to go back.
After about 8 hours with the demo (I redid missions to get every part possible) It's really fun, my only issues were the minor frame rate drops and lackluster gun sounds, otherwise it was a pretty brilliant experience.
Just asking, I got a rare drop on the 3rd level where you fight Reaper and Sid (or whatever her name is I can’t remember) and at the end Reaper went down and I was able to loot him for his chest piece. I’ve only been able to do this once and I was wondering if anyone else was able to get more than one part from them in that mission.
@@yummyhershey5902 Wait you actually got him down? I've rerun that mission around 7 times and was never able to, Sif though went down pretty easy. What was the chest piece called? From what I've gathered there's 5 different armor sets in the demo.
+ great artstyle + lots of customization (at least for the Arsenal) +/- combat is good, framerate dragged it down tho +/- OST is alright so far. Both Title screen music & boss theme are incredible, everything else was *rather* forgettable. For me at least. - terrible framerate during boss battles - text too small - handheld mode needs some serious fixing
I think they want to keep the gun on "real robot" side. But man, the gun feel like peashooter at the time. Especially if RNG don't drop you a bazooka before the final boss.
I liked the demo overall. I think I'd like to see better feedback for shooting and boosting, they just don't feel impactful enough. One thing I REALLY liked that I didn't figure out until my second playthrough of the demo is that you can EDIT THE HUD. Not just turn things on and off, but you can move elements around (and OUT OF THE WAY), and change opacity and size!!
Just wanted to point out something about the descending. So if you play the 3rd level, there is an auxiliary item that you can get from enemies based on luck. This item is called a down booster, once you get it you have the ability to boost down quickly and precisely without exiting your hover at all. I was shocked when I found it because it took forever before I ever discovered one and had already played a lot while using that joystick descend, but after getting it I would say it does have a significant impact on your maneuverability and gameplay. This down boost is triggered by the right bumper, so it isn't difficult to use by default. Overall great game though, aside from some minor performance issues I think it will be a fantastic game.
@@blueB0wser Equip it in the hanger under weapons, auxiliary. When equipped just use the right bumper to use the boost. It doesn't run out and I think it is pretty convenient.
At first I was struggling to beat that boss and thought something must be off with this game. After some thought It just came to me.. Having to put in effort and focus to beat difficult odds? This game is AWESOME! That said.. the frame rate and camera can be a bit annoying at times. Also I couldn't notice if I was shooting my enemies due to a lack of proper sound feedback or rumble. It caused me to keep checking if I even had any ammo to make sure I was shooting or had to reload. And having dialogue screens interrupt the action with endless chatter could get annoying playing through the full game. Also the background music in the orbital station is repetitive. Those combined are quite minor gripes against what is otherwise a f*cking rocking action game. The ability to customise and change every body part and it's color really makes me feel like I've got my own unique Mech. I will probably be buying this on launch.
The boss it's interesting. Some fights were awesome. And firing his giant cannon to itself feels good. But sometimes it just spammed that effing shield, and there goes 15 seconds of doing nothing.
I love how you can just steal weapons armor parts from defeated mobile suits like it’s freakin Gurren Laagan And dropping your weapon and just whaling on enemies with your robot fist like channeling Kamina and Domon kashu from the heavens.
joarib baez You need to have a free weapon slot by either not having anything on one of your pylon and selecting that blank spot when you switch weapons. You can also purge a weapon you don’t want to create a empty weapon space. Selecting that empty weapon space will leave one of your robots hands free and you can punch things with it until you switch a weapon onto it.
I'm enjoying the demo a lot. The foundation for the game is super solid. It just needs tweaks and some changes. Nothing they can't fix. I'm glad they decided to put out a survey and this demo. It will only help because a lot that is here is really good already.
Loved the demo, game has a lot potential, but It does have framerate issues and it needs gyro aiming. I wouldn't mind waiting until this december or January 2020, switch has tons of other coming this year anyway.
A friend of mine said it best when I was streaming the demo, "yeah this is a bad zone of the ender game" And to that I would add "A mediocre Armored Core or PS2 Macross game". I was super let down but thankful that there was a demo to try out at least, it also exposed that I would have a hard time playing this game due to my colorblindness. It was pretty hard to spot enemies and projectiles, maybe they will add a colorblind option but I am not holding my breath.
I love the game! Hopefully, in the final build, we are able to edit the control or create more presets for the controls. The controls are not bad, they're pretty good and accurate, but be able to do changes to some controls for actions like for landing could be better. Other than that, I like the game and cannot wait for the full version. Been hyped for this game since the first day i saw it.
I really enjoyed the demo but here are my thoughts: Use HD rumble more to feel impact of you shooting or being hit Improve frame rate More character customisation Fix that descend mechanic Imo those are the main issues to fix, but the core gameplay is pretty great
FINALLY SOMEONE WHO FEELS THIS WAY TOO! I'm not lying when I say this game makes me a little light headed and drowzy and I thought it might have been the graphics or the frame rates. The only other game that has ever made me feel this way was "Pokemon Rumble U"
Descending needs a utility item name Down thrusters... You can get those on the 2 mission on the demo. The speed for flying depends on the body parts you pick, and the speed on the land depends on the leg parts. The aim reticle size and shape on the head parts *just adding an info
I had a tough time with figuring certain things out during the demo (like not dying) but it's a solid game and deserves love that I'm worried it's not going to get
This is one of the best feeling traditional mech game I've played. The big issue I've seen is that sound design isn't distinct enough. Love the music though.
If you want to boost downward there is an auxiliary boost item that does exactly that. Equip it and you can boost using the Aux button at a downward angle. Its rare I think but you can grind the third mission for mecha parts pretty easily.
Not a huge complaint, but I actually didnt care for the mech "skating" when on the ground. It just feels cool to control a mech as it stomps around. Here you take like 3 steps and then you're automatically skating. Maybe make it a toggle?
I disagree for how maneuverable it expects you to be, it doesn't make sense to be stomping around most of the time. You wouldn't get the same fluid movement to look right if you continued to stomp around instead of skate
I don't know what to feel about this game, at times it felt confusing. My PERSONAL issues were: - It's was hard to distinguish between allies and enemies - I think on the second stage you have other robots similar to yourself that you need to destroy. - It wasn't clear enough to me that a part of a boss was destroyed completely, I lost a lot of ammo by shooting on the same spot that was already destroyed. - A health bar for the boss fight would definitely be helpful. My impression was that I was shooting something and doing some damage but don't know how much and don't know how much damage my allies were doing. - Definitely something needs to be done with the enemy design as mentioned before by other players, it's hard to see the enemies as they kind of blend with the environment, cannot even imagine playing this game on handheld mode! - Some response when hitting enemies, as mentioned by other players, it's hard to know if you are actually hitting something. - A lock on target button would be helpful, I've seen so many times my missiles spreading on several spots on the boss fight, some spots were destroyed already! I'd rather have a lock-on target system were I could focus all my attacks. - Better tutorial, what the heck is that FEMTO bar or what can I do when I leave my robot? on the second boss battle my robot go destroyed and I was outside of it wondering around trying to figure out what I could do as human until I died. So a proper tutorial would have been better. - When you destroy an enemy and it drops bullets, it would be better for the items to be pulled to you when you are nearby, it's really annoying that you have to constantly keep going to the ground to grab stuff dropped by enemies. - Important loot should be shown on the map after destroying an enemy. I think these are my main issues with the game at the moment and I really hope they improve it while they can because so far this didn't impress me.
I played and interested to give feedback. However, their webpage only had a place to give feedback in Japanese. Do you know any way to give feedback in English? I do not want to create a Twitter account :D
Their social media is literally just a post on the nintendo twitter, this twitter covers all the nintendo games so I don't think they will have any eye out for feedback on daemon x machina, to be honest. And even the official damon x machina twitter page is in japanese only, I don't think they would be able to use any feedback in english there.. What i really want is an english email to hurry up and come out so we can properly give direct feedback to the people who are making this game.
@@tsunertoo9149 Oh I know, I also did. I'm just worried that english comments could be overlooked or ignored. A specifically Japanese account may not have any translators behind the scenes, or may not acknowledge english feedback. I'm not criticizing, I just feel uneasy because there isn't any english specific location to communicate in. I would really hate to see useful comments, suggestions and feedback possibly get overlooked. Anyone can leave comments anywhere, but I think the only way to know for sure your ideas/thoughts get to the creators is through their survey email. Which, I hate that the email seems to be a limited release. I really wish they would make it so that everyone who played the demo could give feedback, not just a few randomly selected demo players.
They need to add more ammo and missle pick ups on the ground for boss fights. I realized I ran out of cluster bombs too shoot the limbs on the boss. With that said , this game is awesome, it’s like gundam and virtual on. I hope there are more weapons to equip like laser swords , whips , cannons , and even fist type weapons. And I’m glad there are boss battles, not just the regular cannon fodder front line troops. Boss battles rock, include more than 10 unique bosses to keep this game always a pick up and play ready.
I played the demo tonight and it was fun. They definitely need to fix the HUD and make your ammo in big text. Also they need to explain more of the stats on the armor and weapon screens. Like what is “VP”? There should be an explanation for each one. Frame rate needs to be improved and the descent button definitely needs work, it should function like the fly button. And seeing enemy health would be really nice. I also felt like the voice audio was a bit quite but I never adjusted the music in the settings so maybe that’s what I need to do. Overall this seems like it has a lot of potential. Hopefully there’s a lot of different type of environments.
Also I've played the shit out the demo and they have a item that lets you descend with the press of a button but it takes up a aux slot. I've been farming the missions to get points to upgrade my character
I think customization for a game like this would be very good to have but it also be interesting if when you're damaging appointments or you are yourself for getting damaged that you're robot basically falls apart maybe altogether with a good shot or a little by little when taking regular damage
I like this base game! Very good start! I have some thoughts of course: 1. Enemies on radar need to be red, not orange 2. Radar needs to include enemy elevation (above or below indicator) 3. Health bars for enemies (esp, large enemies and bosses)
Shoji Kawamori wasn't simply an Armored Core designer, but he did Macross, Escaflowne, Eureka Seven, Platlabor, Outlaw Star, Aquarion, Last Hope, a couple of Gundam designs, some Ghost in the Shell mechanical design, and Nobunaga the Fool. Also AIBO ERS-220 (one of those cyber dogs by Sony), which I thought was a fun mention.
I like the fact that for the demo, you have to put a considerable amount of effort in before mission become easier and your combat abilities improve. I guess the issue with the demo was the fact that not many people had the patience to actually build up their mech via collecting parts leaving them with the base mech they started with. I could see how this would leave someone with a poor experience. My only qualm is the fact that the Outer itself kind of felt useless.
As an armored core vet i loved it. Movement/Combat wise its like a midpoint between the insanely fast 4 Answer and the more grounded V and Verdict Day. I hope they do what the latter 2 did with weapon sounds, make them loud and meaty, and just muffle them during dialogue.
It reminded me of the old flash game MechQuest in terms of how the mechs are set up. And the world and customization too. I feel like this would be what MQ would've been if flash were that capable.
Between the framerate, the babbling uninteresting characters, the billion things on the hud, the generic missions, the sluggish motion, and the unimpressive graphics, this demo really hurt my head. I did however like that they included an adequate character creator, and there was a glimmer of hope while playing that this game could be refined to be much better. I know I sound really harsh, but the demo is the right time to be harsh, and this is my honest feeling about it.
I found it to be fine. I didn't have any noticeable framerate issues. I haven't spent too long on it, so apologies if I missed a feature that I mentioned. I would tweak the controls a bit - in the sense of what they actually do. For example, I would like the ability to descend without either aiming the camera directly at the ground or turning off flight mode entirely (assuming it doesn't exist in the options). Other than that, we have the ability to remap the controls, so I'm good with that. Despite how lock on is handled, I would still like the option to do manual lock-on. Change up the interface. For me, it just didn't have a very good sense of flow. IMO, the mini map should be underneath the mech, in the center of the screen. That way you can easily shift your eyes to see what's going on- that way you won't miss a beat (or get ambushed while trying to look at it). Health bars on larger threats plz. When characters are talking to each other, utilize the space you have in each text box. It was kind of odd to see the same person speak 4 different times, each time having its own text box, only to speak one sentence each time. All of that text could fit in one text box. Overall though, im interested. I will keep an eye on it.
Just a FYI- There's a part that's a downward booster and I've heard you can move and change opacity of HUD elements to your liking. I haven't seen it yet but for the game this is I wouldn't be surprised to find a part you could equip that enables health bars. And yeah I noticed the same thing about the text boxes and agree, they could save tons of space putting all of a character's text in one box.
I definitely see a lot of potential in this game. Improve the framerate, explain some mechanics a little better, and also fix an issue I had with the camera. I once was carrying a tank and backed into a wall, but the camera was blocked by the tank I was holding, so I couldn't see where I was aiming to throw it.
Only thing I want in this game based on the demo is to be able to somehow view (or at least toggle the view of) enemy health. Another might be some way to work to revive your arsenal when it explodes and you are stuck as the outer.
I would suggest making the flight system just a little bit faster and smooth. Maybe enhanced turbo for following up turbo with a jump, a little faster dive and maybe even being able to pull up the mech while diving to achieve greater speed.
I had fun with the demo and I think DxM has a ton of potential, but I agree with you guys--the game needs some work. Now, I'll cut it some slack because the game is still in development. I just hope the devs actually fix the issues that a lot of demo players are experiencing. Here were some of my main issues: Performance -Handheld needs optimization, badly -FPS is unstable Gameplay -There needs to be some better indication that you are shooting. Maybe use one vibration for the HD rumble to indicate that you are shooting, and another vibration to indicate that you are reloading--anything really. Shooting is primary what you going to be doing so you need to feel impact. -Melee weapons have impact, but feel clunky to use. It would be great if we could pull off combos with different weapons, not just one single attack. -Ejecting from your arsenal is easy, but getting back in is harder than is should be. HUD -Way to much stuff going on here. I think they can condense it down so that the HUD isn't taking too much space up. -Overall, it looks unappealing. Other -The superboss in the 4th mission should not keep pushing you out of bounds over and over again. I'd get it if it were every now and then, but it shouldn't be to a point to where it gets annoying. -Tutorial needs to be much better in the full release. Yes there is a manual, but that should be a reference after the game has taught you ALL the basic mechanics. -There should be some outline for the enemies; it's hard to see where they are most of the time. This may sound like I'm being harsh on the demo--and maybe I am, but I really want this game to be good.
im a big fan of mecha games so this is a must have for me...i await the full game this year, its a demo so everything isn't going to be perfect still im having a great time with it so far my issues so far are as follows 1. more character customization options (hair etc etc) 2. the surgery options in the lab shouldn't be locked to a path...you should be able to upgrade yourself and your mech with the upgrade options in there once the level is met ..once you select an upgrade you can't choose the other?? 3. the surgery upgrades actually show on your character's body...meaning in the end you basically become a robot lol 4. the reaction speed for changing the equipped weapons on your mech in game should be quicker(i notice a delay while changing mine in battle) 5. enemy bosses have a visible health bar 6. the melee weapons are kinda hard to use unless the enemy is standing still..or you're that good with the combos these were the only things i noticed during my gameplay...but i love the game so far , can't wait till its full release also i HOPE THAT THE SAVE DATA WE HAVE IN THE DEMO CAN MERGE WITH THE FULL GAME...i don't wanna save up alotta of money and mecha parts and weapons in game then to have to start all over again...im wondering if we'll have an A.I pilot partner(in their own mech of course)
I had a fun experience with this game, but it needs polishing also a lock on option and other things to prevent the gameplay getting chaotic. I was also missing a deeper explanation of the hud and other game elements
There are levels that are indoors, John. They showed them off in the Treehouse Live streams last year. As far as my thoughts, I generally agree. Overall the controls feel really good and being able to set my own custom controls was wonderful. Graphics obviously, but this is an in development build. FPS issues which will likely be ironed out come release. Some of the audio was a little off, maybe not punchy enough? And the animations for the characters talking could definitely use some serious work. Overall, I really liked it and and looking forward to playing more.
idk if this is just a problem with my copy, but no matter what i did with the audio settings and language settings, there was no voice acting at all in any of the missions or cutscenes. hope this issue gets fixed in the final release
You can get Downward thrusters to significantly speed up your descent. I also though that was a huge oversight until I unlocked them. My biggest complaint is the overall Picture quality . I really like Mech games but this is pretty hard to see things, I can't tell if its the resolution, the gamma, or the textures. Perhaps all of those combined. I dislike the red tint stages for all the reasons above with the last stage being the only one I think does the style justice because the walker thing doesn't blend in with everything else.
1 problem I have is if your outside the dome control gets taken away from player which hurts when boss shield is beside the dome basically forced to take damage over and over
@@lordofhostsappreciator3075 Not really you can't control it, the mech somethimes does a sude-ways flip when you start boosting but you don't control the flip.
The demo was fun but I did have issues: 1. Frames drop pretty frequently. They need to tighten it up big time before launch. 2. Try to fix up the draw distance. Shadows and some objects pop in and out of frame sometimes, it isnt too pleasing. 3. Guns really dont feel like they do much. Sometimes I dont even know if I'm shooting cause it doesnt feel impactful. 4. Those barriers need to be fixed. I had a huge problem on the rank D boss fight where the boss did the shield and pushed me out of bounds. I then got dragged into the arena again right back into the shield. 5. They should make you getting out of your mech feel more important. There is no reason to get out of your mech at all, at least in the demo. That's seems like a lot of issues, but hey they want honest feedback. But for real this game is a hell if a lot of fun, it's way more fun to play than I thought. Watching the trailers it looked whatever. Hopefully they fix it up a good amount and drop another beta/demo. Maybe give us an online beta a few weeks before launch??
My main complaint is the lack of motion controls for aiming. I LOVE the motion controls in Warframe, I'm surprised this didn't have it. I'd also like more noticeable rumble from guns and taking hits and stuff.
I think the game needs more performance optimization, it really chugs for me at times when a lot of assets are on the screen, I understand how complex coding is but id love to see a more steady 60fps.
I want to loot all items from wreckages, not just one at a time. Let me scrap duplicate parts and weapons for money. Framerate needs work. FYI the HUD and controls are highly customizable. Thank goodness because the ammo indicator gets in the way.
Your teammates for this demo are pretty tough. If they ever die, it usually means you take too much time to defeat the enemies / boss. Different head pieces change the size of the aiming box in your HUD. The bigger the box, the easier it is for the weapon to auto-aim. As you can see on the video, at 4:29 the box is bigger than the one where he fought the final boss at 17:15
The smaller box during the boss fight is probably because he actually didn't have a head at all. Something about that boss seems to blow your mech's head off very easily.
@@pie1056 Ah that is correct, he had no head when fighting final boss. But my explanation still hold. The size of the targeting box changes with the type of head you choose
Back in the gamecube days, there was a game based on the Robotech series. That's what I feel this game has potential to be, because I LOVED that game and miss it dearly
Considering this is supposed to be out in the summer I still feel in these quite a bit of work I enjoy the concept the style & the music, but the controls and mechanics just need a lot of, recently got an email asking for feedback today so I'll be vocing all my thoughts there
I hope the that the pilot will have more functionality outside of the mech. It would be nice if there were side missions or other roles they could take up during missions or free roam.
This is a good start for the game THey have plenty of time to dial in the FPS and make nessecary corrections Also you can customize the hud and warning settings so that you barely need the hud clearing up the info
My problem with the demo is how the seem to have limited the parts the player can get to essentially low level almost starter stuff. Which can leave a bad impression for people thinking that may be all there is to it. They really should have some sort of mid and end game stuff thrown in there when it came to parts to give the player or even pre-built mechs that can't be modified for people to play around with. Though I guess they may have chosen not to as keep some surprises as to what can be done with mechs at mid and end game.
while I managed to master the movement at this point I believe it needs to be FASTER ARMORED CORE 4 FAST, also like a lot of people say the guns need to feel impactful, the hud is good enough for me, I have play worst. Maybe if the hud is kind of attached to the mech rather than the screen that way we can maneuver while also keeping an eye on the hud, maybe booster and hp plus ammo in character, everything else in the screen.
Daemon X feedback More create a character customization options especially in the hairstyle and face options Visual foottracks left in sand (if possible). Adds world immersion More destructible environment such as small trees, benches, street signs etc. Gun sounds with stronger feedback. Maybe it's due to weapons being weaker beginners weapons but they lack "oomph" sound If possible allow ability to upgrade jumping or brief jet booster ability outside of suit for increased pilot mobility Scavenge/craft system to "research"/create better or unique weapons and equipment. That requires material AND money investments Create equipable offensive and defensive skills that can be enhanced or upgraded Missions should have secondary operational objectives Include unlockables for the base such as a jukebox to have different songs play throughout the base
If you read through the manuals it says you can increase mobility with the Pilot through surgical upgrades to the pilot. I don't know however if it's available in the demo.
@@rigolemus6712 Yeah I noticed that and I'm hoping pilot mobility is greatly increased...maybe even a dodge or evade move could be upgraded. This game has a ton of potential. I honestly dont mind if its pushed to 2020 if it needs to be
@@Gambit2483 I said the same thing bro, this game is Nintendo's mini Anthem. If this game is done properly it can probably force my hand to rebuy a switch which I sold months back. They need to add more boom tho, when you shoot you should feel/hear the impact more. Like you said they should add more defending abilitites to block/evade attacks. They need to fix the descending, the ascending is good but descending is slow. They need to add more holes and loopholes we can run thru between buildings, no point in just having buildings just standing there. They should make multiplayer online 4v4 OR 3v3 with free for all option. This game if done right, can outdue making games on the switch. Hopefully they don't mess it up.
Honestly i liked the hud did not see any issues with textures i can take or leave the cell shading But the mechs make it for me The armoured core vets did a great job I am currently running florerece dominion set (- the head) what are you guys running? Also no frame drops here as far as i could tell :)
It's kind of funny you guys compared it to monster Hunter, since that game also took me a few demo attempts for it to click. I really am liking DxM now. Thankfully a lot of people have mentioned it but the sound, visual, and rumble feedback need to be turned way up. Explosions aren't really satisfying and using the boss's laser cannon against it should be loud as hell and make the controller practically jump out of your hand from rumbling. Basically everything needs to feel as good as hitting that boost button does.
I assume the further you get into the game the more the difficulty will ramp up but I hope the adjustments and changes I do to my Mech will feel impactful as the difficulty increases. I wanna feel powerful with a dangerous environment to blow things up in.
Switch doesn't do Anti-Aliasing which is why a marseille m cable gaming edition works wonders for this type of game. Lots of jagged edges for it to work with.
I loved the demo!
My only problems we're camera issues and frame rate issues (ESPECIALLY with the boss).
I trust the devs that they will resolve this issues before launch :)
Also it lacks giro aiming (I cant literally point without it)
fede edelstein same id love motion controls
@@fede1324ee Make sure to ask for that feature in the feedback (along with the issue fixes)
@@twoplexx9151 That's the first time I've ever heard that lol
They willl not make a 60fps game out of a sub 30fps game. So I’ll pass on that.
The demo sold me on the game for sure. And the game looks fantastic. Though there are a few things they should improve.
1. Increase character customization options (like 2 facial hair options only? What?)
2. Speed up the boost a bit (not as impactful)
3. Up the hd rumble support. Use it to help you read where and when you are getting hit.
That hd rumble idea sounds genius. Also want rumble when using weapons to give them more impact and oomf. Right now, when I'm shooting, it doesn't feel like I'm doing anything. Plus, make the melee weapons like the sword less awkward and give it a one two three combo rather than a one swipe and an pause after swinging. And framerate needs to be stable
@@itsaxel8088 yeah those are good points too. Though to be honest I never really noticed slowdown, at least nothing that would effect my enjoyment of the game.
1.) Yeah, but you can adjust your eyebrow height! Yes, I found the lack of some options odd.
No Filter A Nintendo Podcast speed boost comes through upgrades and changing Mech parts
No Filter A Nintendo Podcast
I was sold on the 2018 direct
Hud needs work.
Agree with Evans opinion on the graphics.
Guns need to feel impactful with many many options.
Side note, xenoblade chronicles x has spoiled me for mechs. I know the game is different but an rpg getting mechs right is odd when this game is missing the mark.
tho both this and xenoblade happen to have kinda bad ui and text size
I like the mech design in x but the feel of impact with guns weren’t that great. This games movement is pretty legit. I agree the weapons don’t feel super impactful tho.
The bazooka on the right hand at 14:32 is the most powerful weapon in the demo. It creates a small explosion cloud when you hit. You should get some HUD shakiness and a little damage when you shoot it at close range. Same with the grenade
They should do it like Breath of the Wild for the crosshair. Remove the VP nar from the center. Maybe take a look at Fortnite.
# DragonBricks #
That was my favorite weapon.
Feel like a gun dam busting tank with it.
...ZAKUS RULE.
I’ve been too busy playing Tetris 99. 😂
You mean Tetris Battle Royale?
Tell me about it. The music has become constant background noise in my daily life.
I think the UI needs work. Found the text token difficult to read at times.
Played 100+ games already, never won. But it's very addicting
@@crasite I feel your pain
Adding rumble would go a long way in how the game feels when firing guns and taking damage even boosting. Starlink felt great with rumble.
Starlink is amazing on that front. I love that game even tho it's repetitive as hell, the gameplay is tight and going back and forth between the planets never gets old. I think they should try to emulate that in this game...they should try to somehow link the levels between each others and you have to travel from one place to another instead of being stuck in a limited zone all the time.
I wanted to hear them say this case I AGREE WITH THIS SO MUCH
I want to feel when I land I want to feel boosting I want to feel my gun firing
Played it for like an hour and had no idea what I was doing.. but I’m pretty sure I had fun
My honest thoughts:
It controls really bad and you have absolutely no feedback for damaging things.
This definitely at least needs gyro aim and an option for on screen character position (I hate not being able to see what's on the left of my character)
This game has a LOT of promise but needs HEAVY polish
Sinom fuck gyro aim
PKFyur _ having the option would be nice though, because a lot of people prefer to use it over traditional controls.
@@KameKame27 gyro+stick aim is actually amazing. After having played mostly switch games with that option switching back from it to normal controls just feels bad.
Gyro is at the same time faster and more exact.
And for people who really don't like them they can always add an option to turn them off.
@Merchantrouge84 Too much work for nothing
Gyro aiming + Analog sticks would be amazing. Precise aiming with the switch analog sticks is difficult.
After playing Breath Of The Wild and aiming the bow with gyro controls, I find it hard to go back.
Interested to see the changes they make, see if this is a good/bad way to get feedback for future games.
After about 8 hours with the demo (I redid missions to get every part possible) It's really fun, my only issues were the minor frame rate drops and lackluster gun sounds, otherwise it was a pretty brilliant experience.
Do you feel like this would be a success in online multiplayer let's say 4vs4 or 8 player free for all?
@@differentsame9402 4v4 or 8 free for all probably not, it definitely looks like they're shooting for an up to 4 player co-op multiplayer.
@@arm270 wait did you say co-op? So no PvP??
Just asking, I got a rare drop on the 3rd level where you fight Reaper and Sid (or whatever her name is I can’t remember) and at the end Reaper went down and I was able to loot him for his chest piece. I’ve only been able to do this once and I was wondering if anyone else was able to get more than one part from them in that mission.
@@yummyhershey5902 Wait you actually got him down? I've rerun that mission around 7 times and was never able to, Sif though went down pretty easy. What was the chest piece called? From what I've gathered there's 5 different armor sets in the demo.
+ great artstyle
+ lots of customization (at least for the Arsenal)
+/- combat is good, framerate dragged it down tho
+/- OST is alright so far. Both Title screen music & boss theme are incredible, everything else was *rather* forgettable. For me at least.
- terrible framerate during boss battles
- text too small
- handheld mode needs some serious fixing
The performance is my biggest gripe so far
Combat is pretty bland tbh
What's the serious issue on handheld mode that needs to be fixed?? I played 99% of time on handheld and never encountered an issue
@@simonec347
Resolution.
@@SprinkleBunn
Meh. It's a matter of taste.
Really enjoyed the demo, the on feature I would like is gyro aim; Splatoon and BOTW have got me hooked on that.
Caleb Walker yes!!!
Gyro aiming was the very first thing that came to mind when playing. Everything else is take it or leave it, but gyro aiming would be amazing.
Gyro aiming sucks and it would waste development time
@@KameKame27 Gyro aiming is a staple on a lot of Switch games hence they continue to add it. If you don't like it, don't use it.
honestly i hate gyroscope aiming but the way the control scheme is set up it could help this game alot
They should fix the fps and the handheld resolution + guns feels bad
Yes I agree the guns made me want to scream.
I think they want to keep the gun on "real robot" side. But man, the gun feel like peashooter at the time. Especially if RNG don't drop you a bazooka before the final boss.
@@kaizerkoala on the other hand if you get a sword you feel badass
yeah the guns need some work
Yes it's better to play in docked mode, handheld resolution is bad.
I liked the demo overall. I think I'd like to see better feedback for shooting and boosting, they just don't feel impactful enough.
One thing I REALLY liked that I didn't figure out until my second playthrough of the demo is that you can EDIT THE HUD. Not just turn things on and off, but you can move elements around (and OUT OF THE WAY), and change opacity and size!!
M3uL w
This game is the only reason i bought a switch, i loved the demo.
Online co-op with voice chat
Actual co-op no bs missions or boss battles only
If there's voice chat it'll be the phone app.
@@johnleerice4941 don't remind me lol
@@Puma9138 lol I'm just saying I mean with online co-OP there will probably be voice chat but...well you know
I wish the co-op worked like dark souls.
Just wanted to point out something about the descending. So if you play the 3rd level, there is an auxiliary item that you can get from enemies based on luck. This item is called a down booster, once you get it you have the ability to boost down quickly and precisely without exiting your hover at all. I was shocked when I found it because it took forever before I ever discovered one and had already played a lot while using that joystick descend, but after getting it I would say it does have a significant impact on your maneuverability and gameplay. This down boost is triggered by the right bumper, so it isn't difficult to use by default.
Overall great game though, aside from some minor performance issues I think it will be a fantastic game.
I got it. How do you use it though?
@@blueB0wser Equip it in the hanger under weapons, auxiliary. When equipped just use the right bumper to use the boost. It doesn't run out and I think it is pretty convenient.
At first I was struggling to beat that boss and thought something must be off with this game. After some thought It just came to me.. Having to put in effort and focus to beat difficult odds? This game is AWESOME! That said.. the frame rate and camera can be a bit annoying at times. Also I couldn't notice if I was shooting my enemies due to a lack of proper sound feedback or rumble. It caused me to keep checking if I even had any ammo to make sure I was shooting or had to reload. And having dialogue screens interrupt the action with endless chatter could get annoying playing through the full game. Also the background music in the orbital station is repetitive. Those combined are quite minor gripes against what is otherwise a f*cking rocking action game. The ability to customise and change every body part and it's color really makes me feel like I've got my own unique Mech. I will probably be buying this on launch.
AMEN
So it wasn't just me that had to fight the boss multiple times before I won? Lol I thought I just sucked
The boss it's interesting. Some fights were awesome. And firing his giant cannon to itself feels good. But sometimes it just spammed that effing shield, and there goes 15 seconds of doing nothing.
Best game I've played in a while :)
I know a lot of people said they had frame rate issues, but I actually didn't have any
I love how you can just steal weapons armor parts from defeated mobile suits like it’s freakin Gurren Laagan
And dropping your weapon and just whaling on enemies with your robot fist like channeling Kamina and Domon kashu from the heavens.
How can you do that ?
I mean using the fists
joarib baez
You need to have a free weapon slot by either not having anything on one of your pylon and selecting that blank spot when you switch weapons.
You can also purge a weapon you don’t want to create a empty weapon space. Selecting that empty weapon space will leave one of your robots hands free and you can punch things with it until you switch a weapon onto it.
I'm enjoying the demo a lot. The foundation for the game is super solid. It just needs tweaks and some changes. Nothing they can't fix. I'm glad they decided to put out a survey and this demo. It will only help because a lot that is here is really good already.
Loved the demo, game has a lot potential, but It does have framerate issues and it needs gyro aiming. I wouldn't mind waiting until this december or January 2020, switch has tons of other coming this year anyway.
PLEASE add better sound effects and HD rumble when shooting. it would make it sooooo much better
A friend of mine said it best when I was streaming the demo, "yeah this is a bad zone of the ender game" And to that I would add "A mediocre Armored Core or PS2 Macross game". I was super let down but thankful that there was a demo to try out at least, it also exposed that I would have a hard time playing this game due to my colorblindness. It was pretty hard to spot enemies and projectiles, maybe they will add a colorblind option but I am not holding my breath.
I’m not color blind and still had problems spotting enemies. It’s just bad game design.
@@unbreakablealex2732 i dont have problem spotting enemies in legend of zelda i dont know why i do here. inless there in my face i cant see em
Good thing its more armored core than zone of the ender.
I love the game! Hopefully, in the final build, we are able to edit the control or create more presets for the controls. The controls are not bad, they're pretty good and accurate, but be able to do changes to some controls for actions like for landing could be better. Other than that, I like the game and cannot wait for the full version. Been hyped for this game since the first day i saw it.
I really enjoyed the demo but here are my thoughts:
Use HD rumble more to feel impact of you shooting or being hit
Improve frame rate
More character customisation
Fix that descend mechanic
Imo those are the main issues to fix, but the core gameplay is pretty great
You can just ignore the descend mechanic with a booster item you can find that boosts you downwards.
Damn this game looks pretty decent
i had a hard time playing, i think its the colors it was making me feel drowzy
FINALLY SOMEONE WHO FEELS THIS WAY TOO! I'm not lying when I say this game makes me a little light headed and drowzy and I thought it might have been the graphics or the frame rates. The only other game that has ever made me feel this way was "Pokemon Rumble U"
I completely agree- mostly it was because EVERYTHING is red. I had to keep looking away to remind myself that colors other than red exist lol
Wtf are you people stoned?
Feels like Armored Core...that's a good thing to me.
Descending needs a utility item name Down thrusters... You can get those on the 2 mission on the demo. The speed for flying depends on the body parts you pick, and the speed on the land depends on the leg parts. The aim reticle size and shape on the head parts *just adding an info
Fired up the demo tonight, definitely a game I'd like to play more of, but not for $60.
I had a tough time with figuring certain things out during the demo (like not dying) but it's a solid game and deserves love that I'm worried it's not going to get
This is one of the best feeling traditional mech game I've played. The big issue I've seen is that sound design isn't distinct enough. Love the music though.
If you want to boost downward there is an auxiliary boost item that does exactly that. Equip it and you can boost using the Aux button at a downward angle. Its rare I think but you can grind the third mission for mecha parts pretty easily.
I like that these developers reach out to get feedback so they can make the best possible game.
That's passion right there.
Not a huge complaint, but I actually didnt care for the mech "skating" when on the ground. It just feels cool to control a mech as it stomps around. Here you take like 3 steps and then you're automatically skating. Maybe make it a toggle?
have the skating be the ground boost mode
I disagree for how maneuverable it expects you to be, it doesn't make sense to be stomping around most of the time. You wouldn't get the same fluid movement to look right if you continued to stomp around instead of skate
@@Tiana_atr Like I said, make it a toggle.
Nah, that's how lots of mechs move
In fiction I mean. Especially Japanese mechs.
I don't know what to feel about this game, at times it felt confusing. My PERSONAL issues were:
- It's was hard to distinguish between allies and enemies - I think on the second stage you have other robots similar to yourself that you need to destroy.
- It wasn't clear enough to me that a part of a boss was destroyed completely, I lost a lot of ammo by shooting on the same spot that was already destroyed.
- A health bar for the boss fight would definitely be helpful. My impression was that I was shooting something and doing some damage but don't know how much and don't know how much damage my allies were doing.
- Definitely something needs to be done with the enemy design as mentioned before by other players, it's hard to see the enemies as they kind of blend with the environment, cannot even imagine playing this game on handheld mode!
- Some response when hitting enemies, as mentioned by other players, it's hard to know if you are actually hitting something.
- A lock on target button would be helpful, I've seen so many times my missiles spreading on several spots on the boss fight, some spots were destroyed already! I'd rather have a lock-on target system were I could focus all my attacks.
- Better tutorial, what the heck is that FEMTO bar or what can I do when I leave my robot? on the second boss battle my robot go destroyed and I was outside of it wondering around trying to figure out what I could do as human until I died. So a proper tutorial would have been better.
- When you destroy an enemy and it drops bullets, it would be better for the items to be pulled to you when you are nearby, it's really annoying that you have to constantly keep going to the ground to grab stuff dropped by enemies.
- Important loot should be shown on the map after destroying an enemy.
I think these are my main issues with the game at the moment and I really hope they improve it while they can because so far this didn't impress me.
I played and interested to give feedback. However, their webpage only had a place to give feedback in Japanese. Do you know any way to give feedback in English? I do not want to create a Twitter account :D
From what the developer said on the Direct, they will be sending email surveys out to some users who downloaded the game, but not ever user.
They said to leave feedback on their social media, if you dont get a survey e-mail
Their social media is literally just a post on the nintendo twitter, this twitter covers all the nintendo games so I don't think they will have any eye out for feedback on daemon x machina, to be honest. And even the official damon x machina twitter page is in japanese only, I don't think they would be able to use any feedback in english there.. What i really want is an english email to hurry up and come out so we can properly give direct feedback to the people who are making this game.
@@blacklotus6392 People have been leaving english critics there anyway.
@@tsunertoo9149 Oh I know, I also did. I'm just worried that english comments could be overlooked or ignored. A specifically Japanese account may not have any translators behind the scenes, or may not acknowledge english feedback. I'm not criticizing, I just feel uneasy because there isn't any english specific location to communicate in. I would really hate to see useful comments, suggestions and feedback possibly get overlooked. Anyone can leave comments anywhere, but I think the only way to know for sure your ideas/thoughts get to the creators is through their survey email. Which, I hate that the email seems to be a limited release. I really wish they would make it so that everyone who played the demo could give feedback, not just a few randomly selected demo players.
There is descending booster that you can put on your right shoulder.. it helps the mobility of the mech and fixes the problem of the slow descending
About the descending concerns there's actually a down booster that you can equip as an auxiliary attachment
I see a lot of potential hopefully this turns out to be pretty good lets hope his build is pretty old and most of these issues are already fixed.
They need to add more ammo and missle pick ups on the ground for boss fights. I realized I ran out of cluster bombs too shoot the limbs on the boss. With that said , this game is awesome, it’s like gundam and virtual on. I hope there are more weapons to equip like laser swords , whips , cannons , and even fist type weapons. And I’m glad there are boss battles, not just the regular cannon fodder front line troops. Boss battles rock, include more than 10 unique bosses to keep this game always a pick up and play ready.
Really enjoyed flying around and blasting guys. It was dope.
Loving how customizable the colors are.
I played the demo tonight and it was fun. They definitely need to fix the HUD and make your ammo in big text. Also they need to explain more of the stats on the armor and weapon screens. Like what is “VP”? There should be an explanation for each one. Frame rate needs to be improved and the descent button definitely needs work, it should function like the fly button. And seeing enemy health would be really nice. I also felt like the voice audio was a bit quite but I never adjusted the music in the settings so maybe that’s what I need to do.
Overall this seems like it has a lot of potential. Hopefully there’s a lot of different type of environments.
Also I've played the shit out the demo and they have a item that lets you descend with the press of a button but it takes up a aux slot. I've been farming the missions to get points to upgrade my character
I think customization for a game like this would be very good to have but it also be interesting if when you're damaging appointments or you are yourself for getting damaged that you're robot basically falls apart maybe altogether with a good shot or a little by little when taking regular damage
I like this base game! Very good start! I have some thoughts of course:
1. Enemies on radar need to be red, not orange
2. Radar needs to include enemy elevation (above or below indicator)
3. Health bars for enemies (esp, large enemies and bosses)
Shoji Kawamori wasn't simply an Armored Core designer, but he did Macross, Escaflowne, Eureka Seven, Platlabor, Outlaw Star, Aquarion, Last Hope, a couple of Gundam designs, some Ghost in the Shell mechanical design, and Nobunaga the Fool. Also AIBO ERS-220 (one of those cyber dogs by Sony), which I thought was a fun mention.
I like the fact that for the demo, you have to put a considerable amount of effort in before mission become easier and your combat abilities improve. I guess the issue with the demo was the fact that not many people had the patience to actually build up their mech via collecting parts leaving them with the base mech they started with. I could see how this would leave someone with a poor experience. My only qualm is the fact that the Outer itself kind of felt useless.
It’s really fun, I also recommend changing the control scheme. I was able to customize a bit and made controlling the arsenal easy.
As an armored core vet i loved it. Movement/Combat wise its like a midpoint between the insanely fast 4 Answer and the more grounded V and Verdict Day. I hope they do what the latter 2 did with weapon sounds, make them loud and meaty, and just muffle them during dialogue.
Happy Saturday, everyone
It reminded me of the old flash game MechQuest in terms of how the mechs are set up. And the world and customization too. I feel like this would be what MQ would've been if flash were that capable.
Had the game preordered for MONTHS. Downloaded the demo, 10 minutes later, preorder cancelled.
Between the framerate, the babbling uninteresting characters, the billion things on the hud, the generic missions, the sluggish motion, and the unimpressive graphics, this demo really hurt my head. I did however like that they included an adequate character creator, and there was a glimmer of hope while playing that this game could be refined to be much better. I know I sound really harsh, but the demo is the right time to be harsh, and this is my honest feeling about it.
Remember this is supposedly a pretty old build so they should've already refined quite a bit (wishful thinking).
Good thing the devs are looking for feedback instead of releasing the game without putting in effort
@@cucumbertoucher Agreed. And I like having the chance to try out a game early on, even if it isn't working right yet. It's interesting.
@@hzwowk yep yep yep
exactly what was my impression too. that endless boring character script... yikes.. skip.
I found it to be fine. I didn't have any noticeable framerate issues.
I haven't spent too long on it, so apologies if I missed a feature that I mentioned.
I would tweak the controls a bit - in the sense of what they actually do. For example, I would like the ability to descend without either aiming the camera directly at the ground or turning off flight mode entirely (assuming it doesn't exist in the options). Other than that, we have the ability to remap the controls, so I'm good with that.
Despite how lock on is handled, I would still like the option to do manual lock-on.
Change up the interface. For me, it just didn't have a very good sense of flow. IMO, the mini map should be underneath the mech, in the center of the screen. That way you can easily shift your eyes to see what's going on- that way you won't miss a beat (or get ambushed while trying to look at it).
Health bars on larger threats plz.
When characters are talking to each other, utilize the space you have in each text box. It was kind of odd to see the same person speak 4 different times, each time having its own text box, only to speak one sentence each time. All of that text could fit in one text box.
Overall though, im interested. I will keep an eye on it.
Just a FYI- There's a part that's a downward booster and I've heard you can move and change opacity of HUD elements to your liking.
I haven't seen it yet but for the game this is I wouldn't be surprised to find a part you could equip that enables health bars.
And yeah I noticed the same thing about the text boxes and agree, they could save tons of space putting all of a character's text in one box.
It was an ok demo, feels a little lose though. There’s a lot of things also going on though, maybe clear it up a little.
There is an Auxiliary equipment that allows you to boost downward.
That's the point.
I use the down booster all the time
The descent issue is fixed it you use the down boosters accessory that allows you to use down boosters to quickly descent
I definitely see a lot of potential in this game.
Improve the framerate, explain some mechanics a little better, and also fix an issue I had with the camera. I once was carrying a tank and backed into a wall, but the camera was blocked by the tank I was holding, so I couldn't see where I was aiming to throw it.
Only thing I want in this game based on the demo is to be able to somehow view (or at least toggle the view of) enemy health. Another might be some way to work to revive your arsenal when it explodes and you are stuck as the outer.
Fix the framerate, add gyro controls, add control customization, fix the font, make the guns feel more impactful
It have control customization. 3 Presets slots and 2 customization slots.
Scrap everything and start over again. There is nothing they can do with this crap.
@@MobileDecay yep....1/2 gallon of ice cream & a 1/2 gallon of crap makes this demo....a.k.a. a gallon of crap
I would suggest making the flight system just a little bit faster and smooth. Maybe enhanced turbo for following up turbo with a jump, a little faster dive and maybe even being able to pull up the mech while diving to achieve greater speed.
There's an Auxiliary armor piece that you can equip to easily boost downwards...
I had fun with the demo and I think DxM has a ton of potential, but I agree with you guys--the game needs some work. Now, I'll cut it some slack because the game is still in development. I just hope the devs actually fix the issues that a lot of demo players are experiencing. Here were some of my main issues:
Performance
-Handheld needs optimization, badly
-FPS is unstable
Gameplay
-There needs to be some better indication that you are shooting. Maybe use one vibration for the HD rumble to indicate that you are shooting, and another vibration to indicate that you are reloading--anything really. Shooting is primary what you going to be doing so you need to feel impact.
-Melee weapons have impact, but feel clunky to use. It would be great if we could pull off combos with different weapons, not just one single attack.
-Ejecting from your arsenal is easy, but getting back in is harder than is should be.
HUD
-Way to much stuff going on here. I think they can condense it down so that the HUD isn't taking too much space up.
-Overall, it looks unappealing.
Other
-The superboss in the 4th mission should not keep pushing you out of bounds over and over again. I'd get it if it were every now and then, but it shouldn't be to a point to where it gets annoying.
-Tutorial needs to be much better in the full release. Yes there is a manual, but that should be a reference after the game has taught you ALL the basic mechanics.
-There should be some outline for the enemies; it's hard to see where they are most of the time.
This may sound like I'm being harsh on the demo--and maybe I am, but I really want this game to be good.
You can edit the hud in the settings, it's fully customizable the problem is that it's not very obvious and never mentioned.
im a big fan of mecha games so this is a must have for me...i await the full game this year, its a demo so everything isn't going to be perfect still im having a great time with it so far my issues so far are as follows
1. more character customization options (hair etc etc)
2. the surgery options in the lab shouldn't be locked to a path...you should be able to upgrade yourself and your mech with the upgrade options in there once the level is met ..once you select an upgrade you can't choose the other??
3. the surgery upgrades actually show on your character's body...meaning in the end you basically become a robot lol
4. the reaction speed for changing the equipped weapons on your mech in game should be quicker(i notice a delay while changing mine in battle)
5. enemy bosses have a visible health bar
6. the melee weapons are kinda hard to use unless the enemy is standing still..or you're that good with the combos
these were the only things i noticed during my gameplay...but i love the game so far , can't wait till its full release also i HOPE THAT THE SAVE DATA WE HAVE IN THE DEMO CAN MERGE WITH THE FULL GAME...i don't wanna save up alotta of money and mecha parts and weapons in game then to have to start all over again...im wondering if we'll have an A.I pilot partner(in their own mech of course)
I had a fun experience with this game, but it needs polishing also a lock on option and other things to prevent the gameplay getting chaotic. I was also missing a deeper explanation of the hud and other game elements
There are levels that are indoors, John. They showed them off in the Treehouse Live streams last year.
As far as my thoughts, I generally agree. Overall the controls feel really good and being able to set my own custom controls was wonderful.
Graphics obviously, but this is an in development build.
FPS issues which will likely be ironed out come release.
Some of the audio was a little off, maybe not punchy enough?
And the animations for the characters talking could definitely use some serious work.
Overall, I really liked it and and looking forward to playing more.
idk if this is just a problem with my copy, but no matter what i did with the audio settings and language settings, there was no voice acting at all in any of the missions or cutscenes. hope this issue gets fixed in the final release
There is a mechanic where you can fix the HUD if you want.
It needs to improve its graphics and frame rate, along with giving guns more variety feel and impact. The boost could use this too
You can get Downward thrusters to significantly speed up your descent. I also though that was a huge oversight until I unlocked them.
My biggest complaint is the overall Picture quality . I really like Mech games but this is pretty hard to see things, I can't tell if its the resolution, the gamma, or the textures. Perhaps all of those combined. I dislike the red tint stages for all the reasons above with the last stage being the only one I think does the style justice because the walker thing doesn't blend in with everything else.
Hey Jon! Daemon X Machina's release date is july 26th according to the developer.
1 problem I have is if your outside the dome control gets taken away from player which hurts when boss shield is beside the dome basically forced to take damage over and over
Yes!! Evan always has thoughtful impressions
Perfect except I'd like Gyro controls
An acrobatic flight system, like doing moves while flying and more stylish mouvement.
Aren't there barrel rolls and stuff like that in the game?
@@lordofhostsappreciator3075 Not really you can't control it, the mech somethimes does a sude-ways flip when you start boosting but you don't control the flip.
H2O You can but its.difficult.
There's a part you can equip that lets you boost down on R1.
The demo was fun but I did have issues:
1. Frames drop pretty frequently. They need to tighten it up big time before launch.
2. Try to fix up the draw distance. Shadows and some objects pop in and out of frame sometimes, it isnt too pleasing.
3. Guns really dont feel like they do much. Sometimes I dont even know if I'm shooting cause it doesnt feel impactful.
4. Those barriers need to be fixed. I had a huge problem on the rank D boss fight where the boss did the shield and pushed me out of bounds. I then got dragged into the arena again right back into the shield.
5. They should make you getting out of your mech feel more important. There is no reason to get out of your mech at all, at least in the demo.
That's seems like a lot of issues, but hey they want honest feedback. But for real this game is a hell if a lot of fun, it's way more fun to play than I thought. Watching the trailers it looked whatever. Hopefully they fix it up a good amount and drop another beta/demo. Maybe give us an online beta a few weeks before launch??
My main complaint is the lack of motion controls for aiming. I LOVE the motion controls in Warframe, I'm surprised this didn't have it. I'd also like more noticeable rumble from guns and taking hits and stuff.
I think the game needs more performance optimization, it really chugs for me at times when a lot of assets are on the screen, I understand how complex coding is but id love to see a more steady 60fps.
I want to loot all items from wreckages, not just one at a time.
Let me scrap duplicate parts and weapons for money.
Framerate needs work.
FYI the HUD and controls are highly customizable. Thank goodness because the ammo indicator gets in the way.
Your teammates for this demo are pretty tough. If they ever die, it usually means you take too much time to defeat the enemies / boss.
Different head pieces change the size of the aiming box in your HUD. The bigger the box, the easier it is for the weapon to auto-aim. As you can see on the video, at 4:29 the box is bigger than the one where he fought the final boss at 17:15
The smaller box during the boss fight is probably because he actually didn't have a head at all. Something about that boss seems to blow your mech's head off very easily.
@@pie1056 Ah that is correct, he had no head when fighting final boss. But my explanation still hold. The size of the targeting box changes with the type of head you choose
Back in the gamecube days, there was a game based on the Robotech series. That's what I feel this game has potential to be, because I LOVED that game and miss it dearly
Why the video get blury when you move the mecha? That doesn't happen to me on my Switch.
Give the guns more impact, provide more character customisation (sliders, etc), and DEFINITELY make the visuals less red and brown
Considering this is supposed to be out in the summer I still feel in these quite a bit of work I enjoy the concept the style & the music, but the controls and mechanics just need a lot of, recently got an email asking for feedback today so I'll be vocing all my thoughts there
I hope the that the pilot will have more functionality outside of the mech. It would be nice if there were side missions or other roles they could take up during missions or free roam.
This is a good start for the game
THey have plenty of time to dial in the FPS and make nessecary corrections
Also you can customize the hud and warning settings so that you barely need the hud clearing up the info
My problem with the demo is how the seem to have limited the parts the player can get to essentially low level almost starter stuff. Which can leave a bad impression for people thinking that may be all there is to it. They really should have some sort of mid and end game stuff thrown in there when it came to parts to give the player or even pre-built mechs that can't be modified for people to play around with. Though I guess they may have chosen not to as keep some surprises as to what can be done with mechs at mid and end game.
while I managed to master the movement at this point I believe it needs to be FASTER ARMORED CORE 4 FAST, also like a lot of people say the guns need to feel impactful, the hud is good enough for me, I have play worst. Maybe if the hud is kind of attached to the mech rather than the screen that way we can maneuver while also keeping an eye on the hud, maybe booster and hp plus ammo in character, everything else in the screen.
I am extremely hyped for this game, I tried the demo blind and fell in love with it. Can not wait to hunt mech parts all summer/fall with friends.
Daemon X feedback
More create a character customization options especially in the hairstyle and face options
Visual foottracks left in sand (if possible). Adds world immersion
More destructible environment such as small trees, benches, street signs etc.
Gun sounds with stronger feedback. Maybe it's due to weapons being weaker beginners weapons but they lack "oomph" sound
If possible allow ability to upgrade jumping or brief jet booster ability outside of suit for increased pilot mobility
Scavenge/craft system to "research"/create better or unique weapons and equipment. That requires material AND money investments
Create equipable offensive and defensive skills that can be enhanced or upgraded
Missions should have secondary operational objectives
Include unlockables for the base such as a jukebox to have different songs play throughout the base
If you read through the manuals it says you can increase mobility with the Pilot through surgical upgrades to the pilot. I don't know however if it's available in the demo.
@@rigolemus6712 Yeah I noticed that and I'm hoping pilot mobility is greatly increased...maybe even a dodge or evade move could be upgraded. This game has a ton of potential. I honestly dont mind if its pushed to 2020 if it needs to be
I agree with most of these. I'm sure do to it being a demo there weren't a bunch of customization options.
@@Gambit2483 I said the same thing bro, this game is Nintendo's mini Anthem. If this game is done properly it can probably force my hand to rebuy a switch which I sold months back.
They need to add more boom tho, when you shoot you should feel/hear the impact more. Like you said they should add more defending abilitites to block/evade attacks. They need to fix the descending, the ascending is good but descending is slow. They need to add more holes and loopholes we can run thru between buildings, no point in just having buildings just standing there. They should make multiplayer online 4v4 OR 3v3 with free for all option.
This game if done right, can outdue making games on the switch. Hopefully they don't mess it up.
The great thing is that's their taking feedback and I think more customisable options will be available in the final but otherwise I enjoyed it
Honestly i liked the hud did not see any issues with textures i can take or leave the cell shading
But the mechs make it for me
The armoured core vets did a great job
I am currently running florerece dominion set (- the head) what are you guys running? Also no frame drops here as far as i could tell :)
full raikiri
It's kind of funny you guys compared it to monster Hunter, since that game also took me a few demo attempts for it to click. I really am liking DxM now.
Thankfully a lot of people have mentioned it but the sound, visual, and rumble feedback need to be turned way up. Explosions aren't really satisfying and using the boss's laser cannon against it should be loud as hell and make the controller practically jump out of your hand from rumbling. Basically everything needs to feel as good as hitting that boost button does.
I assume the further you get into the game the more the difficulty will ramp up but I hope the adjustments and changes I do to my Mech will feel impactful as the difficulty increases. I wanna feel powerful with a dangerous environment to blow things up in.
Switch doesn't do Anti-Aliasing which is why a marseille m cable gaming edition works wonders for this type of game. Lots of jagged edges for it to work with.
Oh man Exteel, I played the crap out of that at the E3 they showed it at, got so many shirts from their booth.
When I played, I got an auxiliary type part that literally could boost straight down. It's much better than the L stick click.