If you were alive in 2002, you may remember Steel Battalion for the original Xbox. To many gamer's dismay, it required a special giant $200 controller and a priceless amount of mental fortitude, making it one of the most unique games of last generation.
Flash forward about ten years -- the long awaited spiritual successor is about to drop. It's Kinect-only. Most of the unique technological features and settings are dropped in favor of a "grittier", Call of Duty-esque theme. Are you already seeing some early warning signs here?
When you start the campaign, your character bends down to pick up a broken piece of the mech you're about to pilot -- this is basically a metaphor for the entire game.
Steel Battalion: Heavy Armor (Xbox 360 [reviewed]) Developer: From Software Publisher: Capcom Released: June 19, 2012 MSRP: $59.99
As previously stated, Steel Battalion: Heavy Armor is a Kinect-only joint that uses a controller in tandem with Microsoft's high-tech camera.
Now, I have a decent size basement, and plenty of room to play Dance Central 2 with both my wife and I. To maximize my experience, I cleared out the room and placed a chair in the middle of it. I was able to calibrate my motion tracking sitting and standing settings in-game. So far, so good.
Upon piloting my mech (which are called Vertical Tanks) for the first time however, the game's control issues become immediately evident. Simply put, the fact that they're required is absurd, because they absolutely do not need to be, for reasons that become clearer the further the game goes.
First off, you have to sit up straight while playing (no slouching!). If you want to have less issues, this is non-negotiable. As you can imagine, it's very awkward to sit up straight constantly during gameplay -- especially when games are supposed to be a relaxation tool for some people. While this isn't a deal-breaker, pretty much everything else is.
Posture aside, the main problem is switching between the game's two points of view. Basically you're in a jalopy tin-can mech with three other co-pilots in your default view, looking at your instrument panel -- you start every mission in this same manner. In order to actually see outside of your tank (to you know, move, or shoot anything), you have to put both of your hands in front of you to "grab" the panel and pull yourself forward.
This motion never works consistently, and the controller itself (which the game says you need to hold, as both movement and firing are done from it) even blocks your hands from the sensor sometimes. This basically means that in the heat of battle, you're putting your hands in front of you back and forth constantly just to see/shoot/move, and go back to view your instruments.
Once you make the motion to utilize the viewport, you don't have to specifically keep holding your hands forward, but you can easily move in/out of it accidentally, depending on where your hands are at all times -- so basically, not only do you need to sit up straight, but you need to babysit your hand placement as well. This wouldn't be so bad if it actually worked, and you didn't have to constantly move in and out of your viewing area to mess around with pointless switches and gadgets like the HVAC system. To make matters worse, a large AP shell will cause you to shake out of your viewport, which means more two-handed masturbation while fumbling a controller.
The other big issue is that you are required to physically stand up for a lot of sections to pop open the hatch and periodically check out the action. This is a cool idea, but constantly has motion issues, and again, actually looking around is done with the controller, which can hinder the Kinect's sensors. It also means you need even more playing space, because the Kinect needs to detect your head before you're allowed to play the game (and every time you get up to use the bathroom or whatever, you have to recalibrate this).
My breaking point came around Mission 5, which forces you to stand up, and scout for an enemy platoon. After about thirty seconds I found said enemy unit, and was told to "make sure I give the signal so my unit can start up the engines" -- except the game doesn't tell you what "the signal" is. I pressed every button, waved my arms around like an idiot, and even tried to vocalize something for the Kinect mic -- nothing. Eventually we are getting shot at, and then my engine-guy decides to start it up. After that, you have to "juice" the engine yourself by holding your right hand down, grabbing a lever, and pulling. Even though I had been doing this fine the first four missions, for some reason my Kinect shat itself and it wouldn't do it.
After getting killed four times (having to wait for the enemy unit to show itself from the very beginning of the mission each time), I had to go do something else for a while. Eventually, I figured out the mission, and was able to continue on my way. But shortly after that, I had another similar experience that severely impaired my ability to enjoy the game.
Kinect isn't entirely to blame here (as I've had plenty of good Kinect experiences since buying it at launch) as much as the design choices involved. Unfortunately, there is no voice control capability whatsoever; either to augment the experience, or provide an additional control scheme. To add insult to injury, you may be having issues as a result of a false positive when calibrating. To be clear; the calibration tool can be deceiving. Sometimes if you're sitting too far away, the game will correctly calibrate like nothing is wrong, leaving you to guess whether or not everything is fine. After you're unable to grab a pivotal lever and suffer an untimely and frustrating death because you're not immersed in the game's perfect conditions, you may not be inclined to keep playing.
I could have fixed this entire scheme with one simple design philosophy -- allow the player to turn the Kinect off. Simply allow the left analog stick button-click to move the player in and out of the cockpit (a button that is not used, mind you), and by pressing the right analog stick, allow the player the option to select certain instruments -- done and dusted. Utilizing voice commands to bark orders at crew-members (thus not forcing you to wave your arms around) could have also helped immensely, and helped drive the "crew unity" point across much more effectively.
Even then, if you put all of this forced control nonsense aside, you're greeted with one of the most generic games of all time. All of SB:HA's characters are literally stereotypes, including the "aww sheeet!" token black guy and the "haha you must be a virgin... loser!" New York guy. Even the loading screens remind you of the shallow supporting cast, such as the "proud Native American who eventually embraced his heritage", or the "OCD young female". The story is fairly terrible (like a World War 3 Kojima fanfic gone wrong), and the art direction is non-existent, as it's basically a very simple "Army" aesthetic.
The game attempts to have you "connect" with your crew through "fist bumping and hand shaking" Kinect motions, but it falls completely flat due to how unlikable pretty much every character in the game is. Also, these simple movements are often plagued with the above tracking problems.
For those who feel like putting up with the game's controls, there is a full coop feature for up to three other players for some missions. By playing coop you're able to unlock new VT parts, so it's in your best interest to look for people as much as possible. Everyone pilots their own independent Vertical Tanks, and in the few coop sessions I was able to test, I had no latency issues.
All of the above issues are quite a shame -- I liked the original Xbox title (giant controller and all), because it worked. All I had to do is push a button and it did what it needed to do. It was extremely non-user friendly and had some questionable design choices, but ultimately it was beatable, and unique for the time.
Heavy Armor on the other hand isn't unique in any way. At its core, it's a basic mech game with a "realistic and gritty" feel to it that you've seen a million times before. Maybe at some point, the Kinect requirement can be patched out of it. Until then, piloting these Vertical Tanks even while sober may result in a loss of brain cells.
THE VERDICT - Steel Battalion: Heavy Armor
Reviewed by Chris Carter
3 /10
Poor: Something went wrong somewhere along the line. The original idea might have promise, but in practice the game has failed. Threatens to be interesting sometimes, but rarely. Check out more reviews or the Destructoid score guide.
Steel Batallion made me want an Xbox, not even Halo made me want an Xbox. (Got it on PC later anyways.)
But this doesn't make me desire a Kinect. No game does. Which is a shame given how giddy it's E3 reveal made me.
Oh come on, I was actually looking forward to a kinect game here. If this game flops, I hope it doesn't completely kill other developer's interests in using the controller in tandem with the kinect. Seems like there is still potential with that combo.
Really disappointed by this. Every time I played it at demo sessions it worked. Of course, those were ideal situations where the environment was properly setup to deal with the Kinect. Ah well, there's always Hawken to satisfy my mech combat needs.
I loved the demo to death, and damn well proud that From Software at least tried to Kinect-Controller hybrid. While it might not be perfect because kinect is way beyond unperfect, I'm still getting it, simply because its something new and different.
Still, the kinect not picking up motions correctly is what hurts this game the most. I hated when my guy went nuts all because kinect thought I moved, and really, I wasn't even breathing. Maybe with Kinect V2, this game can be good and go somewhere, but until then...it isn't better with kinect.
From has a poor history with reviewers not liking some of their games and I usually ignore it but since this one would require me to drop $200 for the Kinect, I think I'll pass. A decision reinforced by other reviews which also point out the poor Kinect controls as being a large detractor to the game. Shame, I was looking forward to adding another mech game to my collection.
@Joshua
Isn't the Kinect's slogan "You ARE the controller", not "Oh, we made a big fucking mistake. I guess we are still lightyears away from really having accurate body motion controls, so here's a controller!"?
If this game also requires a controller to do some of the actions, why not ditch Kinect altogether, and let us be able to use a normal controller instead??!! Also, hey! It seems there were people actually bought that $200 controller! Why not let that be usable in this version?
"You are the controller"... What a load of bullshit, and anyone who was dumb enough to actually believe that... I have no words for you.
I'd take a $200 functional controller over a $150 unreliable kinect.
Don't mistake this for kinect hate, it's great for fruit ninja and yelling at your tv. I just don't understand how this even got the green light if they weren't even going to include the original controller as at least an option.
If only the original Steel Battalion would have done better... we would probably still be playing with a 32 button controller and now be enjoying amazingly realistic graphics.... oh Steel Battalion, how far you have fallen from your great beginnings...
Microsoft isn't sensible or decent enough to recognize where one of its gimmicks aren't needed. It will keep forcing itself deeper and deeper into the market, as if it were a battered wife with a slight cariation of Stockholm Syndrome. And eventually, she will accept.
I also firmly believe that rape metaphors should be used to describe modern corporate philosophy. Go green, bitches.
It's still a great attempt, it's just such a shame that it's also a flawed one, I was playing the demo at my cousins and I was having a load of trouble when you reach the combat scenario, it became incredibly unresponsive but like I said I commend From Software for trying.
For the record, I had Steel Battalion on Xbox, with a brand new shiny controller in that huge crate-box. To add more realism, my brothers would spray WD-40 in my face and hold up a space heater to my face when I got hit by enemies, as well as flicking the lights on and off in the room to add to that authentic mech-battle feel.
FYI Chris was the third Dtoid editor to try the game. Conrad and I had the same results ... or lack of results.
Worse part of the game is that the crew's dialog incessantly loops while you try to make the controls work, as they impatiently repeat how much you need to perform a certain task. So, not only are you getting increasingly frustrated by a game that just doesn't work, you have a guy behind you the whole time, berating you and blaming you. It's a nightmarish experience.
Ah Kinect...
It's tech where the greatest games on it are so few and so simple that I just don't feel that the price is worth it. It suffers the iPhone syndrome where the control scheme is so obtrusive that it, to me, sucks out all the fun on the game. I like having a cool gadget phone for all it's features and even though I don't enjoy playing the games on it for an extended period of time, they are so cheap and there are so many of them that I don't feel ripped off.
Kinect has a long way to go before I'd consider getting one.
I felt EXACTLY the same way after I threw down my controller in disgust during the demo mission. I really had high hopes for this game, but even the discount that Amazon is offering is nowhere near enough for me to get it.
I Google image searched the old $200 controller and HOT DAMN! She sure was a beaut. How did they think the new game would work out? They went from a controller swimming in buttons (assuming all of them were functional), to a controller with zero buttons.
Ha! Great review, Chris. Especially the signal part.
I remember watching some footage on Gametrailers and it just seemed weird when the player was accidentally stroking people or trying to get really bad mucus off their fingers by rubbing their limp hand on everything. I knew it was one to avoid from that cringe-inducing clip, alone.
Maybe they accidentally burned all of the discs with the Lost Beta version, the game build no one wanted. Maybe there's a wonderful world where it works 99.9% of the time and I can actually enjoy playing Steel Battalion with my Kinect.
Maybe they accidentally burned all of the discs with the Lost Beta version, the game build no one wanted. Maybe there's a wonderful world where it works 99.9% of the time and I can actually enjoy playing Steel Battalion with my Kinect.
This is so unfortunate. I was truly hoping for an awesome - or at least decent - mech experience with some cool, interactive Kinect features thrown in. Just like the Wii's inaccurate waggles, I hate when games don't register my inputs correctly. Just give me (only) a controller if you're going to make a game that doesn't accept my commands.
A franchise sacrificed on the altar of terrible motion controls before it's time. Such a shame when you consider the thought and care put into it's predecessor, as I would have been thrilled to put down $200 for a new insane controller if the game that used it was good, almost just for the spectacle of it. Instead we get a terrible experience only bought by people desperate to play something on their Kinect, and I'm not familiar with that group of morlocs.
@tekbunny
An excuse to force people to use the same ugly interface that Kinect uses in the name of uniformity, that just happens to have more space dedicated to advertising than the last one. That too.
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