Developer: Marvelous First Studio
Publisher: Nintendo (NA/PAL) | Marvelous (Japan)
Platforms: Nintendo Switch
Release Date: September 13, 2019
Genre: Anime AF Armored Core Mecha Action + Mecha Monster Hunter Co-Op Missions
Demo: Yes, the Prologue Demo is just the proper opening chapter of the game + local mp and save progress carries over (download below)
Web eShops: EU | US | CA | AU | NZ | JP
Download File Size: 6241.12 MB + 227MB (1.0.2 Day-1 patch)
Global SKU: No, JP (HAC-AF6GA) + Western SKUs (HAC-AF6GB) are separated due to the different publishers
Text Languages: English, German, French, Spanish, Italian, Japanese, Korean, Chinese
VO Languages: English & Japanese
Surround Sound: Yes
Player(s): 1-4 local wireless + online
Gyro-Aim: Yes (optional, Y-invert bug from demo fixed in 1.0.2 Day-1 patch)
HUD Customization: Yes, the HUD is 100% completely customizable to the tiniest degree
Links: Review Thread | Prologue Demo Thread | NOE Developer Interview with producer Kenichiro Tsukuda
When the moon fell, mankind harnessed advanced AI to rebuild the world. However, the same disaster saw the arrival of the Immortals, an evil machine race who turned that AI against its masters. Hope for the future became a bitter battle for survival.
Now, an endless war rages between powerful consortiums and the Immortals in a fight to save humanity. Join the ranks of the Reclaimers – an elite group of mercenaries – and search for the secret of the Immortals before it's too late.
Here is a small prologue anime short that is not in the game so feel free to watch it on YouTube:
Daemon X Machina is a more arcade-like take on the Armored Core gameplay. Former AC Producer Kenichiro Tsukuda did not hide this game's design heritage. Fast movements, both on the ground and in the air, are key. It's all about high-octane action and mobility. Throughout the campaign, you'll get the chance to team up with other mercenaries and eventually recruit them and bring them along to your missions. Or don't. 'Cause some of the are the worst.
You can stack your Arsenal mech with weapons (including swords!) on both left and right arms and both shoulders as well. In fact, everything is about customization. You can customize almost anything in the game. From the controls the HUD to your Arsenal's bodyparts, look, and weaponry. It's worth noting that the HUD is indeed entirely customizable. You can disable, move, and resize 100% every HUD element. Controls are completely remappable with several presets available on top of three slots for your own custom configurations.
The launch/overview trailer summarizes things quite neatly:
There are special co-op missions that can be played either through local wireless or online with up to four players total. These missions can also be played solo with the remaining slots filled by NPCs using the recruitment function.
Weapons, armor, and cash earned here can be used in the campaign.
A PvP Mode will be added some time after launch.
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Orbital Database - as the name suggests, a database for all things DxM. Loot, boss stats, missions, etc.But your go-to resource for loot and equipment stuff should also be Seil's magnificent spreadsheet:
Seil's loot/other stuff spreadsheet
For anyone interested, I've been tracking a lot of stuff from the demo in this spreadsheet. The oldest part is the first page with some mission loot stuff which could be improved. Formatting in general could be better, but this has basically just been a detailed notepad lol. I have info on like 30 attachments so far, and unlock conditions for a lot of decals and titles, though they'll generally just happen naturally.
I also experimented with ice cream to figure everything out there, as in the following tweet:
@Seilaerion said:
On ascension/descension, you can aim straight up or down to angle your boost instead. With gyro this is especially easy. Couple with the Wing Femto arm mode and you can ascend or descend extremely fast. Also, if you land while in flight mode at an angle you don't have a landing recovery time.
Femto Arms and Mirage are separate things, though you can't use the Arm modes while Mirage is active.
You have four states for the arms. You start in default, and can cycle between Assault, Wing and Shield. These modes change the red Femto tiles around your arm into different patterns. Assault looks like bracelets and increases outgoing damage significantly. Wing looks like wings and increases boost speed. Shield looks like large rings surrounding you and forms a barrier to block/reduce incoming damage. If you attack while in Wing or Shield mode you'll return to default. There may be other traits or drawbacks that I'm unaware of since the game's manual doesn't discuss these at the moment.
Femto Arms have limited duration, and there are icons for each mode to track this. By default they're under the Femto gauge in the HUD. They'll recharge while not in use, but they also rely on your total Femto, despite not draining it themselves. Your Femto gauge has three markers on it, and if you drain below these, your max duration for each Femto Arm mode will decreases by 1/3.
Mirage actually drains Femto, and so it'll be the main thing in the demo that reduces your gauge beneath these thresholds.
Edit: Simply having a Femto Arm mode active doesn't make it drain, but does prevent it from recharging. You have to actually be using the effect to drain it, such as firing while in Assault mode or boosting while in Wing mode.
Also the Snatcher is the second boss, the spider-like one is the Gunfort.
Different parts affect your weight, land/air movement speed, land/air boost speed and boost duration(stamina). So one set of parts may make you tanky but slow, while another makes you fast but with low defences. One body available in the demo actually has slow base aerial movement but very high aerial boost speed, even.
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