Armored Core

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Armored Core 3

Armored Core is a mecha-based video game series for the PlayStation Portable, PlayStation, and PlayStation 2.

Contents

Storyline

Each game's story revolves around a group of AC-piloting mercenaries known as the Ravens, who take on any mission regardless of who requests it or the circumstances involved.

Armored Core

In the presumably distant future, the vast majority of Earth's population is wiped out by a cataclysmic war known as the Great Destruction. The harsh conditions that result force the few remaining survivors to live underground for fifty years, during which corporations come to power. The two largest corporations, Chrome and Murakumo Millennium, constantly battle each other for supremacy, causing significant strife among the populace. However, the competition provides endless opportunities for the Ravens, mercenaries who exist independently of the corporations.

Armored Core 2

Sixty-seven years after the events of the first game, the largest corporation on Earth, Zio Matrix, acquires plans for a research project on Mars, dating back before the Great Destruction. Using these plans, Zio sends a research team to Mars to begin the Terraforming Project, which causes the Martian surface and atmosphere to approximate that of Earth. Other corporations quickly learn of the project and quickly follow Zio, bringing with them the competitive environment that existed on Earth.

Armored Core 3

Set in a post-apocalyptic future, Armored Core 3 depicts a sub-terranian society called "Layered". Layered is ruled by an AI simply known as "The Controller", and it dictates nearly everything that goes on in this world. The two major corporations, Mirage and Crest Industries, vie for dominance and control over Layered's land and assets. All is not right with The Controller however, and odd things are happening that might even go so far as to suggest that the logic system is failing...

Armored Core 3: Silent Line

Following the destruction of the machine run society of Layered, mankind has slowly begun the process of returning to the surface and repopulating the face of the globe. All is well with mankind, or so the corporations would lead you to believe.

Reconnasiance teams are sent out all over the world to search the land and determine what has changed, and one area eludes scouting. Whenever a reconnasiance plane attempts to fly over this area, it is mysteriously brought down in an instant. The line, quite litteraly, goes silent.

Armored Core 3: Silent Line thrusts you once again into the Global Cortex organization where a number of missions take place that will deal with this so-called "Silent Line". What is bringing down these planes? What lies behind the Silent Line that is of so much importance? Can you survive destruction?

Armored Core Nexus

Years have passed since the incident at the Silent Line, but the battle between the Coporations continues unabated. Now a new corporation has entered the scene, Navis. While no where near the size of the other corporations, Navis does have one thing that the other corporations want, complete control over a new reasource. Of course, the other corporations won't stand for that. Into this volatile situation you and your AC are thrust into. All want control of this new reasource, but who cares about the politics, you want just one thing, money. The situation is bad and will only get worse, but is something more sinister lying in wait?

Armored Core Nexus features are string of new features to the Armored Core world such as part tuning and OP-I has been completly removed from the game. A completly new heat system has been added. Nexus features 400 new parts and over 150 missions on two separate discs title "Evolution" and "Revolution". "Revolution" features remakes of previous missions from Armored Cores of past while "Evolution" features the game itself.

The Future is now......Join the Revolution

Gameplay

The player controls a giant robot called an Armored Core, or AC for short. The game is primarily a third-person shooter.

The key feature of all Armored Core games is that the player can build and customise their robots themselves. Robot parts can be bought from or sold to the Shop. As the game progresses, the player can earn credits which can be used to buy new parts.

Armored Core

The game starts with the player engaging in a test to become part of the "Raven's Nest". It simply involves destroying two Muscle Tracers, or MTs, before being destroyed oneself. Upon passing this test, the player receives mission requests from corporations and other groups. Missions generally pay higher as difficulty increases. Depending on which missions are chosen, the story progresses differently. The player can also read mail from various senders, and observe the rankings, which are based on mission success rates.

Armored Core 2

Similar to the first game, the player must destroy several MTs to be initiated into a Raven organization called Nerves Concord. Afterward, the player can take on missions from different groups. There is a new option, the Arena, which allows Ravens to compete against each other in battle. Arena victories win the player credits, and in some cases, powerful AC parts.

Armored Core 3

Like Armored Core and Armored Core 2, you are given a trial mission to see if you are talented enough to join the mercenary group dubbed Global Cortex. New features within Armored Core 3 include consorts (additional allies that can be obtained to assist you in a mission), detachable weapons (thereby lessening your total weight and increasing speed), and a new Core classification.

Anatomy of an AC

The structure of an AC is standardised and modular, consisting of a number of parts which are fitted together in the AC Garage. Radiators, inside parts, extension parts, and hovering legs are found only in Armored Core 2 and subsequent games.

Required parts

An AC must have all of these parts in order to function, or it will be declared incomplete.

Head

Contains visual sensors. May also contain radar and computing equipment. Some heads are better armored than others, but at the cost of lacking extra sensor equipment.

Core

The 'armored core' from which the robot and the game series take their name. The human pilot sits inside the core, which is the 'torso' of the robot.

Cores come in different weights to suit different styles of robot; the lighter ones are less well protected but more suitable for more mobile ACs. Similarly, there are highly defensive heavyweight cores.

Cores contain a number of slots into which Optional Parts can be placed to improve its operation. Also, some cores have built-in anti-missile systems.

Since Armored Core: Nexus there have been three types of core:

  • Overboost core - Introduced in Armored Core 2, this core contains a high powered booster system that operates in combination with the external or leg based booster of an AC. When activated, it allows the player's AC to move at amazingly high speeds, but can only be used to move forward, left, right, or diagonally left or right at a forward angle, backward movement is impossible. While it offers a tremendous amount of extra speed, Overboosting both drains energy very quickly and causes a massive increase in the core's heat level when initially used. These two factors heavily limit the amount of time an Overboost function can be used.
  • Exceed Orbit core - Introduced in Armored Core 3, this core contains one or more orbital pods that can be deployed to hover above the AC and retracted at will. They possess energy weapons or shell weapons (depending on the model you purchase) and will automatically target and shoot enemies. The rate of fire, power, and field of vision for EO pods varies from model to model. Unlike other energy weapons, the ammunition supplies of Exceed Orbit pods gradually regenerate over time when not in use. Two important factors that limit Exceed Orbit usage are the small amounts of added heat that occur whenever an EO pod is deployed, as well as the energy drain from the pod firing.
  • Hanger Unit - Introduced in Armored Core: Nexus, any core with this unit can hold one spare piece of equipment for each hand. Only small devices can be stored inside this unit, for example, a hand gun or an energy shield generator. Some cores are equiped with both Overboost and Hanger functions.

Arms

There are two types of arms; normal arms capable of holding weapons, and weapon arms that are weapons.

Normal arms have various differing attributes; the most important are the weight and defensive qualities, which are usually related - heavier arms are better armored. Other attributes are recoil control, which keeps the arm steady whilst firing, and reaction speed, which determines how quickly the robot can swing a laserblade.

Weapon arms sometimes possess two different firing modes, and are more powerful than ordinary weapons because they can be fired from two arms at once. However, they are greatly lacking in defense compared to normal arms. Weapon arms can be useful in keeping the weight of an AC down, as they are lighter than having separate arms and weapons.

Legs

The legs support the AC on the ground and determine how it moves, and are usually the part by which an AC is classified. There are several different kinds of legs:

  • Humanoid - classic bipedal humanoid-style. Comes in many different weights, speeds and strengths. Humanoid ACs are limited in that they must kneel down to use many of the back-unit weapons (except for missiles and rockets). This takes time and also leaves them unable to move whilst firing.
  • Reverse-joint - also bipedal, these legs resemble those of a bird. Reverse-jointed ACs tend to be faster than standard humanoid models whilst still having a reasonable carrying capacity; they can also jump higher. However, they have the same problem with back weapons as standard bipeds. They are also generally less well-armoured.
  • Four-leg - quadrupedal, in the manner of an insect. Four-legged ACs tend to be quite fast and have the ability to fire back weapons whilst moving on the ground. However they generally cannot support heavy weights, are less well-armored than bipeds, and have a high energy usage.
  • Tank tracks - slow and heavy, but very well protected and can support massive loads. Tank ACs can fire any weapon even if moving or airborne. As these kind of legs don't have any real leg joints, Tank ACs cannot jump, and instead use an inbuilt booster to thrust upward.
  • Hover - does not touch the ground. Hover ACs are the fastest and most manoeuverable of all robots and can travel over water, which obviously gives them a huge advantage on aquatic missions. They are, however, generally the least well-armored and can only support very light loads. They suffer the same limitations as bipeds with regards to back-unit weapons. Like Tank ACs, Hover ACs cannot jump and have inbuilt boosters instead.

FCS

The FCS or Fire Control System is the targeting computer, and controls weapon targeting and missile lock-ons. There are several different kinds, which vary on serveral attributes such as lock-on speed, maximum lock-on range, maximum lock-on number, or shape and size of lock-on area, suitable for different styles of weapons.

Booster

Boosters enable an AC to move quickly, and to fly. They come in different strengths and efficiencies. Tank and Hover ACs have inbuilt boosters.

Generator

Supplies power to the AC. Power is an important consideration in the Armored Core games - the generator can only generate energy at a certain rate, and if the robot uses energy at a faster rate, the charge held by the generator is depleted. The most energy-intensive activities are boosting and using energy weapons.

Radiator

ACs can get very hot, and when overheated they become damaged. Radiators attempt to release this heat, with varying efficiency.

Non-essential parts

These parts can be left off if the player desires; however, an AC will have difficulty progressing far into the game without a weapon of some kind.

Inside

An internal compartment from which a variety of devices can be released, including bombs, mines, decoys and radar-jammers.

Extension

Extensions come in pairs and are mounted on the sides of the shoulders. They are miscellaneous, usually non-offensive devices, and can be anything from extra boosters to stealth devices. A common extension is an anti-missile system.

In Armored Core 3, several emergency energy units were sold - these were usually 3 uses, and would quickly refill the energy of an AC in about 5 seconds. In Armored Core: Nexus, additional booster and relation missiles also become available.

Back Unit

There are two points on the back where weapons or devices may be mounted. These include:

  • Missile launchers
  • Rocket launchers
  • Projectile weapons
  • Orbit cannons
  • Extra ammunition supplies
  • Radars

Some weapons and devices take up both Back Unit slots.

Projectile weapons must be fired over the shoulder, so there is usually a delay in activating the weapon for it to unfold or align itself. Bipedal and Hovering ACs have insufficient stability to use a projectile weapon whilst standing or moving, so it is more common to see missile and rocket launchers on these robots.

Arm Unit R

This is the right arm weapon, and for most ACs it is their primary offense. There are a large number of different weapons, including rifles, machine guns, handguns, bazookas, shotguns, grenade rifles, laser guns and various energy weapons.

In AC3 parrying blades are available - these are short-range blades used to counter a laserblade strike and deal heavy damage.

The most powerful weapons in the games (with the possible exception of the WA-FINGER in Project Phantasma and Master of Arena) are the Karasawa series. Armored Core has the Karasawa, the Karasawa Mk. II in Armored Core 2, and Armored Core 3 saw the MGW Karasawa. In Armored Core: Nexus, this weapon is called the WH04HL-KRSW.

Arm Unit L

The left arm is traditionally used for melee weapons, typically the laserblade, which is a short-range blade of energy which can cause great damage to an opponent.

One can also equip hand-held energy shields which can absorb damage from weapons and laserblades. Since Armored Core 3 there have been a few ranged weapons designed for the left arm, such as howitzers. Armored Core: Nexus brings a much larger selection of left arm weapons, including copies of various right arm weapons, although the reacton time to fire these is far slower when compared to weapons held by the right arm.

Optional parts

These are parts which can be plugged into slots in the core to enhance the AC's performance. They have a variety of effects, such as increasing damage resistance to certain weapons, or increasing the generator capacity.

Different cores have different numbers of slots for optional parts, and generally more powerful optional parts cost more slots, while those only applied to certain situations are less slot-costly.

Armored Core games

PlayStation

  • Armored Core
  • Armored Core: Project Phantasma
  • Armored Core: Master of Arena

PlayStation 2

  • Armored Core 2
  • Armored Core 2: Another Age
  • Armored Core 3
  • Armored Core 3: Silent Line
  • Armored Core Nexus
  • Armored Core: Nine Breaker (Not Yet Released in the U.S.)
  • Armored Core: Last Raven (Not Yet Released in the U.S.)

PlayStation Portable

  • Armored Core: Formula Front (Not Yet Released in the U.S.)

External links

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