Cherreads

Chapter 971 - Chapter 909 Armored Core Wonder.

Saturday, 5 October 1998

It's only been a week since Armored Core launched on the ZEPS 3, yet it remains the hottest topic in the gaming community. Excitement still lingers in the air, and the discussions show no sign of slowing down. Whether in arcades, schoolyards, ZAGE FORUM chat, or game developer lounges, everyone seems to be talking about the same thing—how this game is redefining what mecha-based combat can feel like on a home console.

Many players praise the brilliance of its combat system, noting just how fluid and immersive the controls feel. The experience of piloting a heavily customized machine of war feels tactile and weighty, and unlike anything that came before it. The sensation of flying through industrial landscapes, dodging enemy fire, and unleashing powerful salvos of missiles or melee strikes is simply unmatched. But what surprises players and developers even more is the staggering depth of its customization system. The freedom to tailor every aspect of your armored unit—from mobility and firepower to weight balance and energy output—has set a new standard.

Developers in the current game industry are taking notes. They've come to realize that this level of customization, is not only possible—it's game-changing. The title has sparked serious discussion among studios, and some have even started to dissect Armored Core's design philosophy, hoping to replicate its magic or learn from its bold choices. This version of the game has become a beacon, a valuable case study for anyone interested in advanced gameplay mechanics and player agency.

The Armored Core on the ZEPS 3 is a dramatically different experience compared to the PS1 version Zaboru remembered from his previous life. The reason is simple: Zaboru completely overhauled it from the ground up. While the original game held a nostalgic charm and was considered a classic in its own right, it suffered from notoriously clunky and unintuitive controls that frustrated many players. In that version, moving up and down required using the directional buttons, strafing left and right was mapped to L2 and R2, and adjusting the camera meant awkwardly pressing the left and right directional inputs. Aiming up and down was handled with L1 and R1, leading to a disjointed and unnatural gameplay experience. It was clear FromSoftware was still in an experimental phase, trying to figure out how to bring mecha combat to 3D space on early hardware.

Zaboru, knowing full well how future entries in the franchise evolved and improved the control schemes, made it a top priority to modernize the gameplay right from the start. He didn't want players to feel like they were wrestling with the controller. Instead, he implemented an intuitive dual-stick layout that allowed smooth aiming and movement simultaneously, similar to what would eventually become standard in later mecha and shooter titles. This change alone made piloting a mech feel dramatically more responsive and empowering.

But Zaboru didn't stop at controls. He also pushed to enhance the fluidity of movement, responsiveness of weapon feedback, and overall mission design. His goal was to take the best elements from future iterations of the franchise and bring them into this version early—creating a definitive foundational experience for ZAGE's version of Armored Core. The result was a game that not only satisfied hardcore mecha fans but also welcomed new players with gameplay that felt tight, modern, and exhilarating.

When Armored Core began development, Team IZAN was genuinely delighted to be involved, especially with Shinji Mikami lending his unique expertise to help elevate the overall gameplay experience. As usual, Zaboru had already prepared and handed over a complete and structured set of gameplay documentation—everything from core systems to mission design and technical references. But what made Shinji stand out wasn't just his technical ability, it was his constant hunger to push boundaries. Even with a complete blueprint in hand, Shinji kept coming back with fresh ideas—suggesting new weapon types, reimagining enemy AI behavior, and proposing specific combat animations that Zaboru himself hadn't even considered during the initial planning stages.

Zaboru didn't mind at all. In fact, he welcomed the creative energy, even though it meant longer testing cycles and multiple prototype phases. It was a demanding process. Each suggestion from Shinji led to more iterations, more balance checks, and stress testing to make sure everything felt tight and purposeful. But the team never faltered. Team IZAN poured their full passion and focus into every part of development, refining and tuning each element until it clicked.

After months of intense collaboration and fine-tuning, the result was undeniable: a ZAGE version of Armored Core that didn't just feel like an upgraded version of the old PS1 title from Zaboru's previous life—it felt like an evolution. It was a true reinvention, shaped by both visionary ambition and relentless dedication. Everyone involved could feel it—this was something special.

The gameplay of Armored Core truly amazed a wide range of players and developers alike. One of its most defining qualities is that there is no such thing as a universally "perfect" build that can clear every stage with ease. Instead, the game challenges players to find the optimal configuration specifically tailored for each unique mission. This constant demand for adaptation forces players to rebuild and re-strategize their mechs again and again if they want to achieve perfect scores and mission ratings. Every single mission introduces a different set of variables—whether it's an escort mission requiring sustained defense and positioning, an objective destruction task demanding high burst firepower, a tense boss encounter, or a stealth-based infiltration mission.

Each scenario plays dramatically different from the others. There are missions where raw firepower is the key to success, letting players plow through enemies with overwhelming might. On the other hand, there are levels where speed and maneuverability are critical, rewarding lightweight builds that can dodge, flank, or hit-and-run with finesse. Some missions greatly benefit from close-combat-oriented melee builds, allowing quick kills in confined environments, while others reward aerial dominance—where the ability to fly and maintain control in vertical space gives players a huge advantage.

What elevates this even further is how the game deliberately makes trade-offs unavoidable. You can't simply equip everything. A mech with heavy firepower usually lacks agility and melee potential. Conversely, a swift, nimble mech built for melee combat may sacrifice armor durability and long-range capabilities. This kind of intricate balancing design encourages constant experimentation, inviting players to learn the game's systems deeply and adjust their approach as needed. It transforms every mission into a creative exercise, where finding the perfect build becomes just as engaging and satisfying as completing the mission itself.

Also, in this version of Armored Core, players have the exciting option to engage in multiplayer combat using the ZEPS 3's limited but functional online capabilities. While not as advanced as the network features seen in future systems, the online mode still allows for head-to-head battles, matchmaking, and rankings—all within the framework of ZAGE's proprietary network system. For those who prefer a more stable and direct connection, there's another popular alternative: local multiplayer using the ZAGE Link Cable.

With the Link Cable, players can bring their own ZEPS 3 consoles and televisions, connect them together in person, and engage in smooth, lag-free multiplayer matches. This setup requires more physical equipment and coordination, but the payoff is immense—especially for competitive players who want a fully immersive, real-time duel without latency issues.

What truly makes multiplayer in Armored Core so compelling is how it transforms into a battleground of creativity and strategy. Each player brings their custom-built mech into the fight, and every part—from the frame and weapon loadout to the energy system and movement style—is a reflection of their personal approach. Testing your handcrafted machine against a friend's build becomes more than just a match—it becomes a battle of philosophies. It's about proving whether your tactical decisions, design intuition, and piloting skills can outmatch your opponent's. This layer of competition adds incredible replay value.

Zaboru was currently staying at the Renkonan family residence, having decided to spend some time there while continuing his work. He had set up his workspace inside the Renkonan Hub—a name coined by Sanika—which was originally just an old garage. Now, it had been completely transformed into a fully functional game development workshop used by Sanika herself, her boyfriend Hidetaka Miyazaki, Ayumi, and Zaboru when needed.

Inside the cozy but tech-filled space, Zaboru was hard at work, the rhythmic clacking of his keyboard echoing through the room as he typed out lines of intricate code. The complexity and elegance of his programming always left Hidetaka Miyazaki silently impressed every time he looked over Zaboru's shoulder.

After a few focused minutes, Zaboru leaned back in his chair, stretching slightly as he took a moment to relax. Sensing this brief pause, Hidetaka Miyazaki realized this was the perfect moment to ask the question that had been on his mind.

"Umm, Zaboru-san, can I ask something?" Hidetaka Miyazaki spoke with a hint of hesitation.

Zaboru smiled and nodded while taking a bite from a fresh apple. "Sure thing. What is it, Hide-chan?"

Hidetaka leaned forward slightly, curiosity lighting up his expression. "In Armored Core, I've always been fascinated by how you managed to balance the mechs so well. I mean, each component has its own weight, right? How did you come up with the parameters for all that? It seems incredibly detailed and precise. Did you really figure it all out on a whim, or is there a structured method behind it?"

Zaboru let out a warm chuckle, clearly amused by the question. "Well, it's kind of a mix of intuition and logic. Take this for example—let's say I've got this massive cannon for my AC, right? One that mounts on the shoulder. Now, instead of just picking a random number for its weight, I'd actually start by doing a bit of real-world research. I'd look into the weight of actual naval cannons, like the ones mounted on battleships. Then I'd take that base weight and adjust it depending on the visual style and scale of the in-game weapon.

If the cannon in-game looks bulkier than its real-world counterpart, I might increase its weight. If it's sleeker or has futuristic design elements suggesting advanced materials, I could lighten it. The idea is that someone who's knowledgeable about real-world weaponry would see the stats and think, 'Okay, that makes sense.' Or even better—they'd be surprised but then realize the logic behind it. This way, it feels grounded but still tailored for fun gameplay."

Zaboru laughed gently, his tone shifting from amusement to earnestness. "This is just my take on it, Hide-chan, but if there's one thing you should really put your faith in, it's this…" He smiled warmly and lightly tapped his finger on Hidetaka Miyazaki's forehead.

"Your imagination. That's the true foundation. Imagination is the key to everything. You need to be able to close your eyes and visualize it—how heavy a robot would realistically be, how much force it would exert when moving or landing from a jump, the scale of power it would need to function. Once you get a rough sense of those things, you can begin to layer that intuition over your design process."

Zaboru leaned back slightly, eyes thoughtful. "From there, you balance. You ask yourself—what's too much, what's too little? You imagine a massive, tank-like AC that looks completely indestructible. It's a cool image, right? But in gameplay terms, you can't just let players create an actually 'invincible' mech. That would shatter the game's balance. So you take that concept, keep the fantasy, but then tweak the stats—give it strong armor, yes, but offset it with slower movement, higher energy consumption, or limited mobility."

He paused, letting the words sink in before adding, "The point is, you use your imagination as the starting point, and from there, shape the outcome to serve the overall gameplay experience. Never let realism or fantasy dominate—always let gameplay be the anchor."

Hidetaka Miyazaki's eyes widened as if something had just clicked in his mind. "My imagination, huh…?" he murmured, slightly dazed by the simplicity and profundity of the idea.

Sanika couldn't help but giggle and lean toward him. "See? Like I told you, Hide-chan—you think way too much~! You're always overanalyzing every tiny detail. Sometimes, you just need to trust that spark in your head and run with it. Just focus on your imagination!"

Ayumi chuckled from across the room as she observed their exchange. She stretched her arms and said with a teasing grin, "Hide-chan really is a heavy thinker, huh? But honestly, ZAGE's Armored Core is something else. It really raised the bar in terms of mechanical design and freedom. I might even steal—eh, I mean 'borrow'—a little inspiration for my next project with Akaishidan. Hahaha!"

Zaboru chuckled in return, eyes twinkling with amusement. "Well, so be it, Ayumi. I hope it turns out to be something truly interesting. hehehe."

With the laughter still echoing lightly in the room, the "Renkonan" developers resumed their work. Sanika and Hidetaka, now even more energized and curious, hovered closer to Zaboru—bombarding him with question after question about design, balancing, and the philosophy behind his choices. The brainstorming session had reignited a flame of curiosity, and the hub buzzed with creativity once again.

To be continue

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